182 basketball drills, free to read
Shooting, ball handling, finishing, defense, passing, IQ, and conditioning — filterable by skill, with age group, duration, and equipment for every drill. Build these into a full practice plan free in the app.
Every drill here lists the skill it develops, how long to run it, the age bands it suits, an intensity rating, and the equipment you need — enough to slot it into a session and know what it's for. 20 of them also have a full breakdown: setup, numbered steps, the coaching points that matter while it's running, the mistakes players actually make, and how to scale it up or down. We're working through the rest.
If you're building a session from scratch, work backwards from the skill you want to move rather than picking drills you like. Pick one primary skill per practice, give it the longest block while players are fresh, then layer in the secondary work. Competitive and conditioning drills belong at the end — they raise intensity but they also degrade technique, so anything you're trying to teach should come first.
The counts below are live. Filter by skill area, or start from a ready-made practice plan if you'd rather not sequence it yourself. For the reasoning behind how a session is put together, see how to build a basketball practice plan.
Drills by skill area
Shooting drills build a repeatable release through high-rep, low-distraction reps before adding movement, defense, and game speed. Track makes, not just attempts, and keep form the priority until it's automatic.
Ball-handling work develops control at increasing speed and pressure — stationary control first, then movement, then live reads against a defender. Both hands, every time.
Finishing drills train footwork, touch, and body control through contact near the basket. Reps with both hands and both feet build the habit of finishing strong regardless of angle.
Individual defense is built on stance, footwork, and effort before scheme. Drill the fundamentals — stance, slides, closeouts — until they hold up at full speed and under fatigue.
Basketball conditioning should mirror the stop-start demands of the game — short, intense bursts with real recovery, not steady-state cardio. Tie conditioning to competitive targets whenever you can.
IQ and decision-making drills put players in live, small-sided situations where they have to read a defender and choose correctly — the muscle memory of good decisions, not just good mechanics.
Passing drills build accuracy, timing, and footwork on the catch. The best passing work is done on the move, since that's how the ball actually gets delivered in a game.
Footwork is the foundation under every other skill — pivots, jump stops, and change-of-direction work should be drilled on their own before they're asked to hold up inside a live move.
Rebounding is won with positioning and effort before jumping ability — teach the box-out first, then the pursuit of the ball, then the outlet. All three, every rep.
Team offense drills build spacing, timing, and decision-making between multiple players — the goal is a correct read repeated until it's automatic, not just running a set.
Chin It Rebounding Drill
Coach tosses the ball off the rim; player must catch at the peak with two hands, immediately chin it under the chin, and land in a wide stable base before making a move. Eliminates loose, low rebounds that get stripped.
Rip-Through After Rebound
After securing a board, the player rips the ball aggressively through from one side to the other while pivoting to clear space from a shadowing defender, then goes straight into a put-back or outlet. Trains protecting the ball the instant it's grabbed.
Tip Drill
Player tosses the ball off the backboard and tips it back off the glass repeatedly with one or both hands before finally securing it, building strength and timing for tip-ins and second-chance putbacks.
Three-Player War Rebounding
Coach shoots and three players battle for position and box out before pursuing the live rebound, rotating in a new shooter each round. Simulates the physicality and chaos of a real-game rebounding situation.
Find, Hit, and Go Box-Out
On a shot, defenders must first locate their assigned attacker, make physical contact to hit them, and only then turn to go get the ball. Teaches the correct box-out sequence instead of ball-watching.
Circle the Cone Rebounding
A cone is placed under the rim to represent the rebounder's assigned box-out spot; the player must pivot and shuffle to keep the cone between themselves and a moving partner before crashing for a tossed rebound. Reinforces staying attached to the defensive rebounding assignment.
Give-and-Go Read
A player passes to a teammate then cuts hard to the basket looking for the return pass if the defender ball-watches or overplays the passing lane. One of the most basic reads in team offense for creating an easy basket off a cut.
Backdoor Cut Read
When a defender overplays the passing lane and denies the pass, the cutter reads the pressure and immediately cuts backdoor to the rim for a lob or bounce pass. Teaches players to punish overaggressive denial defense.
Pick-and-Roll Ball-Handler Reads
Using a live or cone screen, the ball handler reads how the defense reacts to the pick, choosing between using the screen downhill, rejecting it, or pulling up, based on how the defender fights over or under it. Core decision-making drill for modern pick-and-roll offense.
Pick-and-Roll Screener Reads
After setting the ball screen, the screener reads the defense to decide between rolling hard to the rim or popping out behind the three-point line, based on whether their defender helps on the ball handler. Teaches screeners to read coverage instead of running one fixed action.
Dribble Hand-Off Reads
Two players run a dribble hand-off; the ball-receiving player reads the defender's positioning to decide between taking the hand-off, faking it and cutting backdoor, or having the dribbler keep it and attack. Develops two-player chemistry used constantly in motion and pace-and-space offenses.
Motion Offense Cutting Rules
Players pass and immediately apply basic motion offense rules: pass and cut, or pass and screen away, rotating spots so the offense never stands still. Introduces the read-based spacing and cutting habits that anchor most team offenses.
Closeout Attack Read
A partner tosses the ball and closes out; the catcher must read the closeout speed and balance to choose between shooting, driving hard past an aggressive closeout, or resetting the offense with a swing pass. Builds the catch-and-decide skill used on every scramble situation.
3-on-2, 2-on-1 Transition Reads
Three offensive players push the ball against two defenders, then the drill continues as the remaining two attack the last defender back, forcing quick decisions on when to pass versus finish. Standard read-and-react transition offense drill used at every level.
Post Entry and Perimeter Reaction
A guard enters the ball to a post player then reads the defense: cut through, relocate to the corner for a kick-out, or set a backscreen for a teammate, depending on how the defense reacts to the post touch. Teaches the perimeter reads that come off a simple post entry pass.
Floater Range Progression
Attack from the foul line off two dribbles and finish with a one-foot floater before the defender's arrival, moving one step back after every three makes. Extends touch and arc beyond standard layup range.
One-Dribble Pull-Up (Both Sides)
Catch on the wing, take a hard one-dribble attack left then right, rising into a balanced pull-up jumper each direction. Trains the same shot pocket regardless of which hand dribbles.
Moving Catch-and-Shoot
Shooter jogs along the three-point line and catches a pass in stride, squaring feet before the ball arrives to shoot without a gather step. Builds the footwork for shooting off relocation rather than standing still.
Sprint-to-Free-Throw
Run a full-court sprint immediately before stepping to the line to shoot free throws, simulating late-game fatigue. Reinforces routine and breathing under a raised heart rate.
Two-Ball Crossover Series
Dribble two balls simultaneously through low crossovers, then between-the-legs, then behind-the-back, keeping both balls below the knee. Forces independent hand control under constant pressure.
Live-Dribble Attack Combo
Chain three moves in one live sequence — hesitation, crossover, then a hard drive to the rim — against a token defender who mirrors but doesn't fully contest. Trains stringing moves together instead of stopping after one.
Tight-Space Cone Dribble
Dribble figure-eights and crossovers inside a small square marked by four cones, staying low and never letting the ball drift outside the box. Builds control when space is taken away by ball pressure.
Stationary Combo Countdown
Perform a set combo of dribble moves for a descending count from ten reps down to one without looking at the ball. Simple progression builds hand speed and eyes-up habits for younger players.
Skip Pass Read
Four players spread to the perimeter; the ball reverses side to side and the passer must recognize when a direct skip pass across the court beats a slower defensive rotation. Teaches when a longer pass is the higher-value read.
Outlet Pass Under Pressure
Rebounder grabs a tossed ball while a defender closes out, then must pivot and find the outlet man before the defender recovers to contest. Trains quick decision-making off the defensive glass with contact nearby.
Live 3-Man Passing Game
Three offensive players keep the ball moving against one live defender who can intercept any pass, with the passer becoming the defender if their pass is picked off. Rewards accurate, purposeful passing over careless ones.
Bounce Pass Through the Lane
Partners flank a cone representing a defender's legs and complete a bounce pass that must clear the cone low and arrive on target. Isolates the mechanics of threading a bounce pass past a defender's reach.
Suicides
Sprint from the baseline to each line on the court — free-throw line, half-court, far free-throw line, far baseline — touching each and returning before advancing to the next. Classic conditioning test with no ball involved.
Defensive Slide Conditioning
Slide in a defensive stance from sideline to sideline for a set number of trips without crossing the feet or standing upright. Builds the leg endurance and low-stance habit needed late in games.
Full-Court Sprint-and-Finish
Sprint the length of the court and finish a layup at game speed, jogging back and repeating for a set number of trips. Pairs conditioning load directly with finishing under fatigue rather than training them separately.
Star Drill
Sprint and backpedal along five lines arranged in a star pattern from the corner to half-court and back, alternating forward sprints with defensive backpedals. Combines straight-line speed with change-of-direction conditioning.
Shot Selection Read
Play small-sided live offense where a made shot only counts if it came from a defined 'good shot' zone or an open catch-and-shoot look, with contested pull-ups worth zero. Trains players to value shot quality over just getting a shot up.
Advantage/Disadvantage 4-on-3
Offense plays four against three defenders in transition, forced to identify and attack the numbers advantage quickly before the defense recovers to even the count. Teaches recognition of when the offense has a numbers edge and how to exploit it fast.
Help Defense Recognition
Four defenders start in a shell while a coach passes the ball around the perimeter and drives gaps, and each off-ball defender must point and slide to the correct help position before the ball arrives. Builds the habit of reading ball position to know where help is needed.
2-for-1 Clock Management
Scrimmage with a visible shot clock and game clock, and offense earns bonus points for correctly pushing tempo to get an extra possession before the period ends. Teaches end-of-quarter clock awareness that is easy to overlook in practice.
On-Ball Containment Drill
Defender stays in front of a live ball-handler working a live 1-on-1 in a marked lane, scoring points only for keeping the dribbler in front without fouling or reaching. Isolates pure containment technique apart from help or rotations.
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Every drill in the library, A–Z.
Basketball drills: common questions
- How many basketball drills should be in one practice?
- For a 90-minute practice, six to eight drills is a workable ceiling — roughly 8–12 minutes each once you account for transitions and water. Fewer drills held longer beats more drills rushed: players need enough reps in one drill for the correction to stick. Young teams (U10 and below) do better with shorter blocks and more variety, closer to 5–6 minutes per drill.
- What basketball drills should a beginner start with?
- Start with stationary ball handling (both hands), form shooting close to the rim, and simple footwork like the triple-threat pivot series. Beginners need the movement pattern before speed or defenders get added. The Mikan drill is the single most efficient beginner finishing drill — it teaches touch, footwork, and both hands at once. Filter this library to Ball Handling or Shooting and sort for the shortest, lowest-intensity drills.
- What's the difference between a drill and a practice plan?
- A drill is one activity — the Mikan drill, shell defense, a 3-man weave. A practice plan is the ordered sequence of them with timings, so a two-hour session actually fits in two hours. Every drill here shows its duration and intensity so you can build a plan that balances high-intensity work against teaching segments. There are ready-made practice plans if you'd rather start from a template.
- How long should each basketball drill run?
- Most drills in this library run 5–15 minutes. Skill-acquisition work (shooting form, ball handling) rewards longer blocks because repetition is the point. Conditioning and competitive drills should be shorter and harder — if intensity drops off, the drill has run past its useful length. Each drill page lists a recommended duration and an intensity rating.
- Are these basketball drills free?
- Yes — every drill page here is free to read, and nothing is paywalled. Each lists its skill focus, duration, intensity, age bands, and equipment, and a growing number include the full breakdown: setup, numbered steps, coaching points, common mistakes, and progressions. No account needed. The paid side of SixSevenBall is the coaching app: building and saving practice plans, tracking attendance and stats, and running your program day to day.
- What equipment do I need for these drills?
- Most need only a ball and a hoop. Every drill page lists its equipment explicitly, and a good number are marked no-hoop or no-equipment so they work in a gym with limited baskets, a driveway, or a hotel hallway on a tournament weekend. Cones and chairs are the most common extras and can nearly always be substituted with anything that stands up.