Warm-upCall it and catch5 min
- The coach lobs the ball off the backboard, high and soft. The two players at the elbows race to call "Ball!" and catch it with two hands at the top of the jump.
- First to three catches stays on; the next player comes in. The ball can't touch the floor.
- Theme link: calling the ball and going for it is the whole decision at this age.
Block 1Go on the rise7 min
- Adds: the shot. Three players stand about four metres from the ring, hands up. The coach shoots, short or off the glass, from the top.
- Players go as the shot rises, not after it misses. Catch with two hands, chin the ball, then pass it back to the coach.
- Points: a catch before the ball touches the floor is 2; after one bounce is 1. First to 6 wins; swap with the three waiting.
- Progress when: all three leave on the rise on most shots. Then the coach shoots from the wing or the corner.
- Regress if: players wait to see where it lands. The coach calls "Go!" as the shot rises for the first few reps.
- Cues (questions): "When did you decide?" "Where were your hands when you caught it?"
Block 2Find a body, then the ball8 min
- Adds: a player to find. The attacker stands near the ring; the defender stands between them and the basket, touching them with a hand.
- The coach shoots from the top. On the rise, the defender keeps their player behind them and then goes and catches the ball. The attacker walks toward the ball with their hands down.
- No pushing. Staying between your player and the ring is the job; the hands come up for the ball.
- Three reps each, then swap. Then the attacker jogs, then races.
- Progress when: defenders find their player and catch the ball on most shots. Then the attacker races.
- Regress if: defenders chase the ball and lose their player. Say it aloud: "Touch, then go."
- Cues (questions): "Where was your player when the ball came down?" "Who did you find first, the ball or your player?"
Block 32v2, then outlet9 min
- Adds: a second pair and the outlet. The coach passes to the attacker on the wing, who shoots after a closeout. The attacker at the elbow goes for the rebound.
- Defenders find their player on the rise, attack the ball with two hands, catch it, turn to the sideline and pass to the outlet (the first player in the waiting line).
- Rotate: attackers to defence, defenders to the line, the outlet to attack.
- Progress when: the outlet gets the ball within three seconds on most misses. Then the attackers play at full speed.
- Regress if: defenders dribble out of the crowd. Pass first; "don't dribble out of the glass".
- Cues (questions): "Where was the outlet when you turned?" "Did you see them before you caught it?"
Water2 min
Finisher3v3, win the ball11 min
- 3v3, live. The attack moves the ball and shoots; they play the other team, so they may chase their own miss.
- Scoring:
- Attack 1 pt: any basket, put-backs included.
- Defence 2 pts: a rebound caught with two hands before it touches the floor. 1 pt after one bounce.
- Defence +1: an outlet pass to the coach within 3 seconds of the catch.
- Swap attack and defence after every three possessions. Two rounds of 5 minutes; a minute to reset in between.
- Count the shots each team gets: the huddle uses it.
Huddle3 min
- One question to the group: "Count the shots: every rebound we caught was a shot they didn't get. When did you decide tonight, and what did you do before the ball came down?"
Coach notes
- Decision errors vs execution errors:
- Waiting to see where the ball lands, or chasing it and losing your player, is a decision error. Ask "when did you decide?" and "who did you find first?"
- A one-handed catch or a late jump is execution. Slow the block down and have them catch the lob again.
- Dribbling out of a crowd instead of passing is a decision error: pass first.
- Common failure: everyone goes for the ball and nobody keeps their player behind them. The fix is Block 2: "touch, then go".
- Common failure: holding the attacker with the hands. Stay between your player and the ring; the hands go up for the ball.
- Our own shooters still sprint back. In this plan the attackers are the other team. If a player asks whether to crash the glass on their own shot, that's an under-14 decision (Transition guide, "At junior level").
- Running it for 60: add 4 minutes to Block 3 and 9 minutes to the finisher, with one rule change for the second round: the defence must also get the outlet to the coach and the coach plays it back as a 2v1 push. Add a 2-minute huddle question at the end: "Who in your group decided first tonight, and how could you tell?"
Sources
| Source | Used for |
|---|---|
| Guy Molloy: Rebounding | Mechanism (decide on the rise of the shot, then attack the ball), warm-up, Block 1 and the finisher points for catching before the floor, the shots-count huddle |
| junior.basketball (original) | Block 2 (find your player first), Block 3 and the finisher outlet (from the site's Transition guide), finisher scoring and rotations |
Unofficial resource. Drills are adapted from recorded coaching clinics and credited to the coaches named in Sources above; anything marked junior.basketball (original) was written for this plan. Not affiliated with or endorsed by those coaches or the organisations that ran the clinics. Full credit to every presenter.