Warm-upClose out, jab and retreat6 min
- Defender under the rim, attacker with the ball at the top. On "go", sprint out, chop the feet before the foul line and arrive balanced.
- Jab at the ball twice (step and hand toward it, weight still going back), then the attacker takes one or two dribbles and the defender beats them to the spot. No shot.
- Swap roles; lines rotate.
- Theme link: the jab with the weight going back is the stunt. The rest of the session is about doing it when the ball is someone else's.
Block 1Jab, don't help8 min
- Adds: a driver and a pass to stop, one pass away.
- Driver at the slot, wing and their defender. The driver takes one dribble at the gap; X2 jabs at the ball, hand out, weight going back toward the wing. The driver kicks; X2 closes out to a hand up. No shot yet.
- Go back and forth: the driver can go middle or toward the wing. Then the other side.
- Progress when: X2 is touching distance from the wing as the ball arrives, every time.
- Regress if: X2's jab becomes a lunge. Walk it: X2 keeps one foot pointing at the wing.
- Cues (questions): "Where was your weight when you jabbed?" "Could you see your player the whole time?"
Block 2The kick is live9 min
- Adds: the wing plays live off the kick, shot or drive.
- Same start. Now the wing can shoot over a late closeout or drive a flying one. Two dribbles max. X2 scores a point for a stop.
- Progress when: X2 wins more than half without giving up the drive.
- Regress if: the wing scores every time. The driver's one dribble has to be a slow one.
- Cues (questions): "If you'd helped on the drive, where would you have been when the ball got to the wing?" "What did the wing do when you arrived out of control?"
Block 3Help from the weak side10 min
- Adds: a drive that's already beaten its defender, so someone has to help, and it has to come from the weak side.
- No defender on the driver. The driver goes to the rim. X2 stunts and stays home on the wing. X3, from the weak side, steps in to stop the ball before the restricted area, then closes out on any pass to the corner.
- Live until a score or a stop; a stop is a point to the defence. Rotate one spot each rep.
- Progress when: X3 stops the ball early enough that the driver has to pass, and X2 never leaves the wing.
- Regress if: X3 is always late. Start X3 a step higher, on the split line.
- Cues (questions): "Whose job was it to stop the ball, and why not yours?" "How long did that pass to the corner take?"
Water2 min
Block 4Live driver, 3v310 min
- Adds: a live defender on the driver, so the helpers have to judge whether the drive is beaten before anyone commits.
- 3v3 at each hoop. The driver has to drive. X2 stunts on every drive. X3 calls "stay" or "go" and only helps if X1 is beaten.
- Scoring: a make by the wing straight off a kick is 2 (it's the shot we're stopping); any other make is 1; a stop is 1 to the defence.
- Progress when: the wing rarely catches with time to shoot.
- Regress if: X3 helps on every drive. X1 must stay in front for one dribble before X3 can go.
- Cues (questions): "How did you know X1 was beaten?" "What did the driver do when you stunted?"
FinisherNo easy kick12 min
- 3v3 live at each hoop, offence free to drive or move the ball. Swap offence and defence every possession.
- Scoring:
- 3 pts: a catch-and-shoot make by the player one pass from the driver. That's the shot that comes from helping one pass away.
- 1 pt: any other make.
- Defence, 2 pts: a stop where the driver slowed, picked it up or passed out after a stunt.
- Defence, 1 pt: any other stop.
- First to 10, then change teams.
- Progress when: the defence is getting 2-point stops without the 3s going in.
- Regress if: nobody drives, so nobody stunts. Offence must drive within two passes.
Huddle3 min
- One question: "When you stunted today, what did the driver do? And when you helped all the way, what happened?"
Coach notes
- Decision errors vs execution errors:
- Helping all the way from one pass away is a decision error. Freeze it, and ask who was open and how far the pass was.
- A jab with the weight going toward the ball is execution. It looks like a stunt but it's a help. Back to the Warm-up: weight back.
- Common failure: turning the back on your player to help. The defender loses the wing completely. Rule for Blocks 1–4: you must be able to see your player at all times.
- Common failure: the weak side waits to see if the stunt worked. X3's job starts when the drive starts.
- Link: this sits under Help the Helper (U14). Stunt and recover is the one-pass-away job; help the helper is who covers once the weak side has helped.
Sources
| Source | Used for |
|---|---|
| Coach Nick — Helping One Pass Away | Block 1, Block 2, Block 3 |
| Jeff Sparrow — The Close Out | Warm-up |
| junior.basketball (original) | Block 4, finisher scoring |
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.