Warm-upPound, pocket, hook7 min
- Partners four metres apart. Two hard pound dribbles with the outside hand, as if holding a defender off the hip, then snap a pocket pass that leads the partner, out in front of them, not behind. Then hook passes: the ball goes high and outside the body and over the top.
- Continuous, both hands. Then on the move: the receiver walks toward the rim as if rolling.
- Theme link: these are the handler's passes out of the handoff, to the roller and over the top.
Block 1Zoom on air7 min
- Adds: the full chain, with no defence.
- Handler at the right slot with the ball, cutter on the low block, screener above them near the wing. The screener sets a pin-down; the cutter steps away first, then comes up off it shoulder to the screener's hip. The handler dribbles at the cutter and hands off. The cutter turns downhill to finish or pocket-passes to the handler rolling. The screener drops to the dunker spot.
- Rotate handler → cutter → screener → line. Both sides. Every third rep, the cutter shoots behind the handoff instead of driving.
- Progress when: the timing is clean: the handoff arrives as the cutter reaches the wing, no waiting. Add a defender in Block 2.
- Regress if: the cutter leaves before the screen is set. The screener calls "set" when they've stopped.
- Cues (questions): "Where were you when the handoff arrived: waiting, or still moving?" "What did the screener do after the screen?"
Block 2Chased or cheated8 min
- Adds: a defender on the cutter, who chooses how to play the pin-down.
- The cutter's defender either chases over the top of the pin-down or cheats under it toward the ball. The cutter reads the trail:
- Chased: zoom up into the handoff and turn downhill; the defender is now behind two screens.
- Cheated: curl tight off the screen to the rim, or refuse it (fake up, go back to the short corner) for a catch from the handler.
- 2 for the right read with a score; 1 for the right read missed; 0 for the wrong read. Rotate the defender every three reps.
- Progress when: cutters read it right most of the time. The defender can now wait and decide late, at the screen.
- Regress if: cutters zoom whatever the defender does. The defender shows the choice early (a big step over or under).
- Cues (questions): "Where was your defender when you got to the screen: behind you or in front?" "What did that leave open?"
Block 3Two-man side and three-man side11 min
- Adds: live defenders on everyone, so the handoff itself can be taken away.
- Stations, swap after 5 minutes:
- 2v2 (four players): handler and receiver on one side. The handler dribbles at the receiver for the handoff. Receiver's defender jumps the handoff: back door to the rim. Receiver's defender fights hard over the top: the handler keeps it, stops, and comes straight back for the handoff the other way (resume), with the receiver rolling.
- 3v3 (six players): the full chain from Block 1, all live. The defence plays man-to-man and doesn't switch.
- 2 for a basket, 1 extra if it came from a read (back door, resume, curl, refuse). Defence gets 1 for a stop.
- Progress when: the offence reads the handoff defender as often as the cutter's. Allow the defence to switch the handoff.
- Regress if: the handoff is stripped every time. The handler's defender plays a step off.
- Cues (questions): "What did the receiver's defender do as the ball arrived?" "Handler: why keep it instead of handing it off?"
Water2 min
Block 4Ban the default11 min
- Adds: a banned answer, so the offence has to find the others.
- 5v5 half court at one hoop, five-out, man-to-man. The offence starts a zoom on either side whenever it wants.
- Round 1 (5 min): the pin-down straight into the handoff is banned. The offence has to score off something else from the same start: the curl, the refuse, the screener slipping when their defender helps, or a clear (the screener empties the side for a two-man game).
- Round 2 (5 min): everything allowed. Watch whether the answers from round 1 stay.
- 2 for a basket, 3 if it came from an answer other than the straight zoom. Defence gets 1 for a stop. Swap offence and defence each round.
- Progress when: the offence uses at least three different answers in round 1. Ban the curl as well.
- Regress if: the offence stalls. Allow the handoff, but not the turn: the receiver has to shoot or pass.
- Cues (questions): "What was your second-best answer when the first one was gone?" "What made you pick it?"
FinisherZoom or clear, first to 1111 min
- 5v5 half court at one hoop. Every possession starts with a zoom on either side; after that, play.
- Scoring:
- 3 pts: a basket where the read beat the defender's choice (zoom on a chase, curl or refuse on a cheat, back door on a jump, resume on a hard fight over).
- 2 pts: any other basket.
- Defence, 2 pts: a stop that came from switching or blowing up the handoff.
- First to 11. Winner stays on offence.
Huddle3 min
- "Which defender decides what you run in a zoom?" "What did the defence do to stop the straight zoom, and what beat it?"
Coach notes
- Decision errors vs execution errors:
- Zooming into the handoff with the defender already under the screen, or handing off to a receiver whose defender has jumped it, is a decision error. Ask Block 2's or Block 3's question.
- Leaving before the screen is set, or a handoff that arrives late or loose, is an execution error. Two Block 1 reps on air, then back in.
- Common failure: robot zoom: pin-down to handoff, every time, both sides. That's the problem the source coach was asked about. The fix is Block 4: tell them what they can't do and let them find the rest.
- Common failure: the handler stands after the handoff. They're the second threat. Roll, pop or re-screen, every time.
- Judge the decision, not the make. A correct curl that missed is still the read.
Sources
| Source | Used for |
|---|---|
| Breakthrough Basketball — How to Use Constraints to Build Conceptual Offense (Zoom Offense Coaching Tips) | Mechanism, Block 3 (two-man side: back door, resume), Block 4 (ban the default) |
| Breakthrough Basketball — 3 Zoom Action Plays to Confuse Defenses | Block 1 (chain and timing), coach notes |
| Breakthrough Basketball — 3 Zoom Offense Drills: Drive-Kick-Swing | Throughline (handler's next move), finisher |
| Breakthrough Basketball — Zoom Passing Drill | Warm-up |
| Bob Martin — Small-Sided Games for Passing and Screening | Block 2 (trail means curl, inside means fade or refuse) |
| junior.basketball (original) | Block 2 and Block 3 scoring, 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.