Hitting, pitching, infield, outfield, throwing, catching, and baserunning. A complete baseball drill library covers every contact a player makes between the dugout and home plate, scales from a 9-year-old picking up a glove for the first time to a varsity shortstop, and finishes in game-situation reps. The 45+ drills below are sorted by skill so a Wednesday-night practice plan comes together in ten minutes flat.
A bucket of balls, a fungo bat, and a roster of twelve cover a full session when the drill choices match what the team needs. The library here covers offense and defense both, with options for tee ball through travel ball and high school programs, and it leans toward drills that USA Baseball's Skills Matrix and other coaching frameworks treat as fundamentals at every age.
A binder full of generic drills will not save Saturday's lineup. The library that wins close games is the one that names the breakdown that cost the team a run last weekend: a young shortstop drifting laterally on backhand reads, a hitter who freezes on fastballs middle-in, a pitcher whose change-up lands six inches in front of the plate every time. The drill that names that breakdown beats the next drill on the printout. Use the table of contents to jump to the gap you saw last weekend, then choose the drill written for your roster's age and level. The practice plan that organizes these drills into 60- or 90-minute sessions sits in our baseball practice plan template.
What Are Some Good Baseball Drills?
Good baseball drills target one specific skill, give players enough reps to feel a change, and finish on a play that happens in a real inning. The most-used drills at every level are tee work, front toss, the four corner throwing drill, short-hop reps, the six F's walk-through for infielders, drop-step tracking for outfielders, and live BP with counts.
Travel ball and high school teams add situational defense and live at-bats on top of those staples. A drill that fails the three tests above usually drifts into busy-work. Twelve players standing in line for one fungo grounder is a queue, not a drill. Begin with the gap (the catcher whose throws to second arrive on the bag instead of in front of it, the second baseman who turns his shoulder on every double-play feed) and choose the drill that lets that player rehearse the contact that broke down in games. The USA Baseball Youth Skills Matrix(opens in new tab) publishes age-banded developmental progressions for throwing, fielding, hitting, and baserunning that match the drill list below, with video walkthroughs of each skill, so coaches working with 11U through 16U teams can match the drill to the stage of physical development.
Seven Skill Areas Every Drill Library Should Cover
Baseball is a seven-skill game on offense and defense combined. A balanced library covers each one, and most practices touch most of the seven in some form even when one skill takes the bulk of the floor time:
Hitting. Tee work, front toss, soft toss, live BP, two-strike approach, hit-and-run reads.
Pitching. Towel drill, balance point, bullpens, spot pitching, change-up progression, live at-bat reps. See baseball pitching drills for the full 17-drill progression with coaching cues and common errors.
Infield Defense. Short-hops, six F's footwork, double-play feeds, slow-roller bare-hand, tag plays.
Watch the last game film, or just the last close inning, and find the breakdown that cost the team a run. If throws to first kept sailing on routine grounders, run short-hop and throwing-accuracy reps next practice. If hitters kept rolling over outside fastballs, run inside-outside tee work and live BP with a pitcher who can locate. Avoid stacking three drills that attack the same skill unless that skill is the entire point of the session. Players need variety inside a session and consistency across the season, not the other way around.
What Is the 80/20 Rule in Baseball?
The 80/20 rule, drawn from the Pareto principle, is the idea that 80% of a baseball game's outcomes come from 20% of the activity. The practical version for youth coaching is that around 80% of game outcomes live in the pitcher-batter confrontation (every pitch produces either a ball, a strike, a swing-and-miss, or a ball put in play) while the other 20% lives in fielding, throwing, and baserunning combined. Most coaches split practice time evenly across the seven skills above, but the 80/20 lens argues for spending more time on hitting and pitching because those are the contacts that produce most of what happens in a game. Youth Baseball Edge breaks down the 80/20 rule(opens in new tab) with practice templates that weight pitching and hitting more heavily than the equal-time approach most coaches default to. The library below is sorted by skill, but the drills you run most often should track with the 80/20 weighting once the team is past the beginner stage.
Hitting Drills and the 7 Steps for Hitting a Baseball
Hitting wins close baseball games. A roster that can put the ball in play with two strikes scores more runs than one that can hit a fastball but folds against junk. The drills below build a swing in stages: tee work to set the path, soft toss for timing, front toss for pitch height, then live BP with a pitcher and a count. For a deeper progression broken into 18 named drills with coaching cues and common errors per drill, see our baseball hitting drills library. The two-strike approach drill below connects to the two-strike numbers tracked in our baseball stat sheet, where two-strike contact rate often separates league-average hitters from those who hit in the heart of the order, and for lineup planning that gets the right hitter up in bunt and hit-and-run spots, see our baseball batting order template. Add the ones you want to your session as you read.
What Are the 7 Steps for Hitting a Baseball?
Hitting coaches commonly teach the swing as a 7-step sequence: stance, grip, load, stride, swing, contact, and follow-through. Each phase sets up the next, and most swing flaws trace back to a rushed or missing step earlier in the chain. Tee work isolates the late phases (swing, contact, follow-through). Soft toss adds timing to the load and stride. Front toss adds pitch recognition. Live BP integrates the entire sequence under a real pitcher's read-and-react demand.
Grip. Hands together, knuckles aligned, bat held loose enough to swing fast.
Load. Hands and weight shift back to coil energy before going forward.
Stride. Short, soft, and on time with the pitcher's release.
Swing. Slightly upward path through the zone matching the pitch's downward angle.
Contact. Front leg firm, hips rotated, hands inside the ball.
Follow-Through. Full rotation, balanced finish, ready to release the bat and run.
Tee Work
HittingBeginner
Players: AnyTime: 10 minEquipment: Tee, balls, net or fence
Builds: Swing path and barrel control
Hitter sets a tee at belt height and takes ten swings into a net, then resets to knee height for ten more and letter-high for ten more. The simplest hitting drill in the library and the fastest fix for a swing path, which is why every level from tee ball through varsity still uses it daily.
Reps: 10 swings per height (belt, knee, letter)
Coaching cues
Stride before the swing · Top hand drives the barrel through the ball · Finish with hands high
Tosser kneels behind an L-screen 12 to 15 feet in front of the hitter and tosses underhand into the strike zone. Hitter takes ten swings, then rotates. Faster than tee work because the ball is moving, slower than live pitching because the trajectory is predictable. The middle step of every hitting progression at every age.
Reps: 10 swings, then rotate
Soft Toss
HittingBeginner
Players: PairsTime: 8 minEquipment: Balls, net
Builds: Bat path through the zone
Tosser kneels six feet to the side of the hitter and tosses balls into the hitting zone; the hitter swings and drives the ball into a net. Builds the bat path and the feeling of the barrel staying through the zone, a clean follow-up to tee work for hitters who roll over on outside pitches.
Reps: 20 reps per hitter
High-Tee Low-Tee
HittingIntermediate
Players: AnyTime: 8 minEquipment: 2 tees, balls
Builds: Adjustability across eye levels
Two tees on the same plate, one at knee height and one at letter-high. The hitter swings at the low ball first, then takes a second swing at the high ball without resetting the feet. Builds adjustability inside a single at-bat, which matters once pitchers start working different eye levels intentionally at 12U and up.
Inside-Outside Tee
HittingIntermediate
Players: AnyTime: 10 minEquipment: Tee, balls, cones
Builds: Plate coverage inside and out
Tee placed on the inside half of the plate for ten swings (pull the ball into the left-center gap for a right-handed hitter), then moved to the outside half for ten more (drive the ball oppo to right-center), with cones marking the target zones. Builds plate coverage so a hitter can punish pitchers who live on the corners instead of chasing the inside pitch and rolling over outside.
Reps: 10 swings inside, 10 swings outside
Live BP With Counts
HittingAdvanced
Players: Groups of 6Time: 15 minEquipment: Pitcher, L-screen, balls
Builds: Read-and-react at game speed
Pitcher throws live from the rubber behind an L-screen. The hitter steps in with a starting count (1-1, 0-2, or 3-1) and gets a single live at-bat, ideally against a rotation of pitchers so hitters see different release points and pitch shapes. The closing block for any hitting practice once the team is past the tee-and-toss stage. Track contact percentage and quality contact (line drives plus hard ground balls) to decide who is ready for full game speed.
Two-Strike Approach
HittingAdvanced
Players: Groups of 4Time: 10 minEquipment: Pitcher or front toss, balls
Builds: Contact-first two-strike swing
Pitcher delivers two-strike counts only. The hitter chokes up half an inch, widens the stance, and prioritizes contact over driving the ball. Builds the discipline to trade some power for batting average with two strikes, a 14U-and-up adjustment many high school hitters never make.
Target: 10 consecutive contact swings
Bunt and Hit-and-Run
HittingIntermediate
Players: Full teamTime: 10 minEquipment: Pitcher, runners, bases
Builds: Small-ball contact on a call
Hitter shows bunt or hit-and-run on a coach's call with a runner taking off from first, and the defense plays it live. Bunts work down the third base line for sacrifices and toward first to push the runner; the hit-and-run forces contact with the runner already moving, a different swing decision than a standard at-bat. A 12U-and-up drill that decides a surprising number of close games.
Pitching Drills
Pitching is the single biggest lever in any baseball game. The drills below build the delivery in pieces (towel drill for arm path, balance point for the leg lift, knee throws for arm slot) and add bullpens, spot pitching, and live at-bats once the base motion is stable. For the full 17-drill progression with coaching cues and common errors per drill, see our baseball pitching drills library.
Pitcher holds a folded towel where the ball would normally sit and goes through the full delivery, snapping the towel through the throwing motion to a partner standing where the catcher would be. Builds arm path, finish, and the feeling of full extension without the wear-and-tear of throwing a real ball. Belongs in every warm-up at every age.
Reps: 20 reps
Balance Point Hold
PitchingBeginner
Players: AnyTime: 5 minEquipment: Mound, glove
Builds: Balance over the back leg
Pitcher takes the rocker step and lifts the front leg into the balance point (front knee at hip height, hips closed, weight loaded over the back leg), holds for two seconds, then delivers a soft throw to a partner. Builds the feel of staying balanced over the back leg, the part most young pitchers rush through when they start trying to throw harder.
Pitcher kneels on the throwing-side knee with the front leg flat on the ground and the ball in the glove, then takes the ball out, separates the hands, and throws to a target 25 feet away. Isolates arm action and finish without the lower body, useful for diagnosing a pitcher whose arm slot drops when fatigue sets in late in games.
Pitcher stands on a regulation rubber, takes the standard delivery, and throws fastballs to a catcher 60 feet 6 inches away (or the youth distance for the age group). Run 30 to 40 pitches at the start of each pitching block. Belongs in every baseball practice that includes pitchers.
Reps: 30 to 40 pitches
Coaching cues
Stay tall over the back leg · Drive forward off the rubber · Finish balanced enough to field a comebacker
Spot Pitching (4-Corner)
PitchingAdvanced
Players: PairsTime: 12 minEquipment: Plate, target zones
Builds: Location over velocity
Pitcher throws ten pitches to each corner of the strike zone (low-inside, low-outside, high-inside, high-outside) and tracks strikes. The drill rewards location over velocity, the difference between a pitcher who racks up walks and one who pitches deep into games. A 12U-and-up drill that scales to college bullpens.
Three-stage progression: a grip drill (the change-up grip held still while the arm moves through the delivery in slow motion), tossed change-ups from 30 feet to a catcher, then full-distance change-ups mixed with fastballs at two fastballs to one change. Move to the next stage only when the previous one is consistent. The single most useful pitch a youth or high school pitcher can add because it disrupts timing without needing more arm speed.
Live At-Bat Simulation
PitchingAdvanced
Players: Groups of 4Time: 15 minEquipment: Full battery, hitter, count
Builds: The mental side of pitching
Pitcher faces a hitter at the plate with a starting count and an imaginary runner on base; the catcher calls pitches and a coach tracks balls, strikes, and contact quality across a simulated half-inning. Builds the mental side of pitching (recovering from a 3-1 count, attacking with two strikes, varying patterns to a hitter you have already retired once) that a flat bullpen cannot teach. A high school and travel ball drill.
Reps: 12 to 15 pitches (simulated half-inning)
Infield Drills and the 6 F's of Baseball
Infield defense rewards a low body, a quick first step, and a clean exchange from glove to throwing hand more than raw arm strength. The base paths are tight, the throws are short, and the difference between an out and an infield single often comes down to how cleanly the fielder gets the ball out of the glove. The double-play feed drill below connects to the lineup decisions in our baseball lineup card when sorting middle-infield combinations that turn double plays cleanly together.
What Are the 6 F's of Baseball?
The 6 F's of baseball are the six teaching points longtime MLB infield coach Perry Hill (a multi-decade fielding instructor with the Marlins, Tigers, and other clubs) uses to break down infield defense: Feet, Field, Funnel, Footwork, Fire, and Follow. Each F captures one phase of the play from the moment the ball is struck until the throw is released:
Feet. Move the feet into a balanced ready position before the pitch, then take a small forward step on the swing so weight is loaded forward, not back on the heels.
Field. Get to the ball and field it out in front, where you can see the ball and the glove in the same line of sight.
Funnel. Funnel the ball back to the middle of the body or the chest. Catching the ball off to one side costs balance and accuracy on the throw.
Footwork. After the catch, use a clean footwork pattern to create distance and direction toward the target without crossing the feet.
Fire. Separate the hands into the throwing position with thumbs down, then release the ball with a clean arm slot toward the target.
Follow. Take a few extra steps in the direction of the throw after release, which improves both carry and accuracy.
The 6 F's read as a checklist a player can run through on every routine grounder. The walk-through drill below turns the checklist into reps. Perry Hill's full 6 F's of fielding handout(opens in new tab) covers each phase in detail with diagrams and cue points for coaches who want to teach the framework directly.
Six Fs Walk-Through
InfieldIntermediate
Players: Groups of 4Time: 10 minEquipment: Fungo bat, balls
Builds: A clean field-and-throw sequence
Coach hits a slow grounder; the fielder narrates each F out loud while moving through it (feet, field, funnel, footwork, fire, follow) and finishes with the throw and follow steps to the target. Start deliberately slow so each phase is felt, then pick up the speed across reps until the sequence happens at game pace. The single most useful infield drill at 10U through high school because it forces a clean sequence on every play instead of letting players paper over a missed step with arm strength.
Two players ten feet apart. One throws short-hops to the other from a kneeling position; the fielder works the glove out in front and absorbs the hop softly. Builds confidence on the tough hop, the single biggest fear at 10U through 14U and the difference between a clean play and a ball deflecting off a glove into right field.
Three cones form a triangle. The coach hits or rolls grounders from the apex; the fielder reads, fields, and throws to one of the two base cones, rotating every five reps. Builds the field-and-throw rhythm without the chaos of a full infield setup.
Reps: Rotate every 5 reps
Backhand and Forehand Range
InfieldIntermediate
Players: Groups of 3Time: 10 minEquipment: Fungo bat, balls
Builds: Lateral range to both sides
Coach with a fungo bat hits balls to the fielder's backhand and forehand sides alternately; the fielder shuffles to position, fields the ball, and throws to a target. The drill matches a real-inning reaction to a mid-grounder and is the cleanest way to build lateral range without overcomplicating the footwork.
Double-Play Feed
InfieldAdvanced
Players: PairsTime: 12 minEquipment: Fungo bat, second base
Builds: Double-play timing and feeds
Second baseman or shortstop fields a grounder and feeds the pivot man at second; the pivot man turns and throws to first, run from both sides. The most common combinations are 4-6-3, 6-4-3, and 5-2-3, and many coaches teach the play by its scorecard number so fielders can call the read before the pitch. Builds the timing that decides whether a routine grounder turns into two outs or just one.
Coaching cues
Glove-side feed for the second baseman moving toward second · Inside-the-bag throw for the shortstop
Coach rolls a slow grounder; the fielder charges, fields with the bare hand, and throws on the run to first, run from third base and from the pitcher's mound area. Builds the charge-and-throw rhythm that turns a slow rolling ball into an out, which a routine fielding play often misses. A 12U-and-up drill.
Tag Plays at Second
InfieldAdvanced
Players: Groups of 3Time: 10 minEquipment: Bag, balls, runner
Builds: Reading and applying the tag
Middle infielder takes a feed at second base and applies a tag on a runner sliding in, using both a pop-up slide and a hook slide so the fielder learns to read both. The coach tracks tag application, not just whether the runner is out. Tag mechanics are one of the most under-coached parts of infield defense and decide more close plays at second than coaches usually credit.
Bunt Defense Coverage
InfieldIntermediate
Players: Groups of 6Time: 10 minEquipment: Full infield, hitter
Builds: Coordinated bunt coverage
Hitter shows bunt and the coach calls the direction (third, first, push toward the pitcher). The defense rotates: a corner charges, the catcher fields anything in front of the plate, and the pitcher covers an unattended base, run from a stretch motion at 12U and up. Bunt defense is one of the most common ways teams give up free runners at the high school level.
Outfield Drills
Outfield defense rewards a clean read off the bat and a fast first step more than raw speed. The fly ball that looks easy from the dugout often plays harder than expected because the fielder breaks back at the wrong angle. The drills below build the drop step, the crow hop, and the do-or-die throwing pattern. For a deeper set of infield and outfield reps with a coaching cue and common error per drill, see our baseball fielding drills library.
Drop Step Tracking
OutfieldIntermediate
Players: AnyTime: 10 minEquipment: Balls, fungo bat
Builds: Tracking balls over the shoulder
Outfielder stands in shallow position; the coach hits or throws balls over the head. The fielder turns the hips, takes a drop step in the direction of the ball, and tracks it over the shoulder, with reps to both sides. The drop step is the single biggest difference between an outfielder who catches deep balls and one who breaks back at the wrong angle and turns triples into in-the-park home runs.
Crow Hop and Throw
OutfieldIntermediate
Players: PairsTime: 8 minEquipment: Cones, base targets
Builds: Footwork into a strong throw
Player fields a stationary ball, takes a crow hop (a small skip with the throwing-side foot to redirect momentum forward), and delivers the throw to a base target, run from the warning track in to a cutoff. Builds the footwork that turns a fielded ball into a strong throw without losing the ball in the transfer.
Do or Die
OutfieldAdvanced
Players: Groups of 3Time: 10 minEquipment: Cones, plate
Builds: The charge-and-throw to home
Outfielder charges a ground ball that has gotten through the infield and throws on the run to home plate, using a one-hop bounce throw at first and a full-air throw once the player can hold form on the run. Builds the desperation throw that decides a tying or go-ahead run from second base on a single. A 12U-and-up drill.
Pop Fly Communication
OutfieldIntermediate
Players: Groups of 3Time: 8 minEquipment: Balls, fungo bat
Builds: Calling off teammates on pop flies
Three players (a corner outfielder, the center fielder, and the middle infielder closest to the gap) stand in their positions; the coach hits a pop fly between them and players call "mine" or "yours" loudly while the ball is in the air. Builds the verbal habit that prevents collisions on shallow pop flies, one of the most common ways teams give up free runs at the youth and high school level.
Outfielder plays a ball off an outfield wall (or any vertical surface for younger teams). The coach tosses the ball off the wall at varying angles; the outfielder reads the carom, fields it, and throws back. Builds the read that turns a wall ball into a single instead of a triple. A 14U-and-up drill at fields with a real wall; younger teams can run the same pattern off a fence.
Throwing and Catching Drills
Throwing is what most coaches under-drill the most. Throwing problems show up in tiny ways: a half-second arm-drag from short to first, an off-balance crow hop from the outfield, a catcher whose pop-time sits at 2.4 seconds when the recruit cutoff is 2.0. The drills below build mechanics first, distance second, and accuracy under pressure last, with two catcher-specific drills included. For a catcher-specific deep dive, see our baseball catching drills library, which builds receiving, blocking, and pop-time across 15 drills.
Wrist Flips
ThrowingBeginner
Players: PairsTime: 5 minEquipment: 1 ball / pair
Builds: Wrist quickness on the release
Pairs ten feet apart. Each player holds a ball at the ear with a four-seam grip and flicks the wrist forward to deliver the ball softly to a partner. Builds wrist quickness, which decides how late a fielder can hold the ball before throwing on a quick play.
Reps: 20 reps
Long Toss Progression
ThrowingIntermediate
Players: PairsTime: 10 minEquipment: Open space, balls
Builds: Throwing-arm endurance
Pairs start ten feet apart and back up five feet after every five throws until they reach maximum distance, then walk back in the same way. The progression keeps shoulders warm and builds throwing-arm endurance. Run for ten minutes at the start of every practice that includes throwing reps.
Reps: Back up 5 ft every 5 throws
Four Corner Drill
ThrowingIntermediate
Players: Groups of 4Time: 10 minEquipment: 4 cones or bases
Builds: Accuracy and footwork under pace
Four players form a square at the bases. The ball moves from base to base in order (home to first to second to third and back to home), each player setting their feet and delivering a strong throw, with a reverse rotation added on the second pass. Builds throwing accuracy and footwork under a controlled pace, and works as a daily warm-up at every level.
Catcher Pop-Time
CatchingAdvanced
Players: PairsTime: 10 minEquipment: Plate, second base, stopwatch
Builds: Shutting down the running game
Catcher receives a pitch and delivers a throw to second base while a coach with a stopwatch times release-to-glove (called pop-time), tracking times across weeks. A foundational drill for developing a catcher who can shut down a running game.
Target: Under 2.0s travel ball, under 2.2s high school
Pitcher or coach throws balls in the dirt directly in front of the catcher. The catcher drops to the blocking position (knees down, glove between the legs, chin tucked, body angled toward the plate to keep the ball contained), recovers, finds the runner, and either tags or throws. Builds the habit that a passed ball is a coaching failure, not bad luck. A daily catcher drill from 11U through high school.
Reps: 20 reps
Baserunning Drills
Baserunning swings games on a single read: a runner who tags from third on a medium-deep fly, a hitter who hustles to second on a routine grounder that gets bobbled, a runner on first who pushes to third on a single to right. Most teams treat baserunning as a finish-of-practice block; programs that win close games drill it inside live situations during the week.
Home-to-First Sprint
BaserunningBeginner
Players: AnyTime: 5 minEquipment: Plate, first base, stopwatch
Builds: Running through the bag
Hitter swings off a tee or front toss, drops the bat, and sprints through first while the coach times every player. Builds the habit of running through the bag instead of slowing down at the three-quarter mark, a 9U-through-high-school problem.
Target: Under 4.0s college, 4.0-4.4s travel ball
Lead and Steal Reads
BaserunningIntermediate
Players: Groups of 3Time: 10 minEquipment: Bases, pitcher
Builds: The two-step drop and steal jump
Runner takes a primary lead off first base, then a secondary lead on the pitch; the coach calls "go" or "stay" based on a script the runner cannot see. Builds the two-step drop and the steal jump, the building blocks for a 12U-and-up running game where leadoffs are legal.
First-to-Third Read
BaserunningIntermediate
Players: Groups of 3Time: 10 minEquipment: Full diamond, coach
Builds: Reading a single to take an extra base
Runner on first; the coach hits a single to right or left field. The runner reads the ball off the bat and decides whether to round second hard and try for third, with coach feedback on jump, angle around the bag, and shut-down decisions. The first-to-third read is one of the highest-impact baserunning skills because every run it produces is a free run created without an extra hit.
Tag-Up From Third
BaserunningIntermediate
Players: Groups of 3Time: 8 minEquipment: Third base, fungo bat
Builds: Tagging on a fly to score
Runner on third; the coach hits a fly ball to the outfield. The runner tags the bag, reads the depth of the catch, and decides whether to break for home, with an outfielder added so the runner reads the throw shape, not just the catch position. A 12U-and-up drill that decides a surprising number of close games at the youth and high school level.
Rundown Pickle
BaserunningBeginner
Players: Groups of 3Time: 8 minEquipment: Two bases, runner, fielders
Builds: Decision-making out of a rundown
Runner caught between two bases. Two fielders run a rundown trying to tag the runner before she reaches a base, with a third fielder added for a delayed cutoff. Builds the agility and decision-making that gets a runner out of a pickle, which happens more often in youth baseball than coaches usually drill for.
Drills for Beginners, Kids, and 12-Year-Olds
A drill library should serve every player on the roster, not just the ones who already make travel ball. Youth players need a different starting point than 14U or varsity, and the difference is mostly about ball-feel, contact confidence, and field dimensions, not completely different drills. The beginner drills below build the platform shape, the catch-and-release rhythm, the swing motion against a stationary ball, and base orientation before a first-time player joins a regular practice. Use safety baseballs (the softer-core training balls) if any player is gun-shy, and the regular ball once contact confidence is built.
Coach rolls the ball from ten feet away and the player catches it on the ground in a glove. Teaches the platform shape without a real hop. Use safety baseballs (the softer-core training balls) at the beginner level if any player is gun-shy, and the regular ball once contact confidence is built.
Toss-and-Catch Pairs
BeginnerBeginner
Players: PairsTime: 5 minEquipment: 1 ball / pair
Builds: Catch-and-release rhythm
Two players toss the ball back and forth to build the catch-and-release rhythm with a partner without the overhand throw. A first step toward the throwing progression for a player who is still building ball-feel and contact confidence.
Tee-Ball Swings
BeginnerBeginner
Players: AnyTime: 8 minEquipment: Tee, lighter balls
Builds: The swing motion on a still ball
Hitter takes swings against a stationary ball on a tee with a lighter baseball, learning the swing motion before pitch timing is added. The first hitting step for a first-time player who needs ball-feel and contact confidence before any team play matters.
Run the Bases Race
BeginnerBeginner
Players: AnyTime: 5 minEquipment: Full diamond
Builds: Base orientation
Players race around the bases to teach base orientation in a low-pressure way. A fun way to build the home-first-second-third map for a first-time player before live game situations are introduced.
Baseball Drills for Kids (8-10) and 11-12 Year Olds
A kids-level practice (typically coach-pitch through 10U) runs 60 to 90 minutes and works best with eight minute blocks rotating through tee work, soft toss, short-hop reps, four corner throws, and a base-running game at the end. Pairs and trios keep everyone moving so no one stands in line. By 11-12, most leagues move to kid-pitch and the practice mix shifts to give pitchers and hitters more reps under live conditions: inside-outside tee work, two bullpens of 25-30 pitches with spot-pitching targets, the six F's walk-through, and a 15-minute game-situation block (live BP with counts or situational defense). This is the age where the 80/20 rule starts to bite, so weight hitting and pitching higher than fielding even though all three matter.
Fun Baseball Drills
The fastest way to make a drill more engaging is to add a score or a stake. Tee work becomes a ten-swing accuracy contest with target zones in the net. Short-hop reps become a clean-rep streak (most in a row wins). Live BP becomes a quality-contact tally where a line drive scores two and a hard ground ball scores one. The drill stays the same; the focus changes from running the rep to winning the rep. Pair that with variety (two short blocks of eight minutes instead of one long block of sixteen) and most kids push for a tenth round instead of asking when practice ends. For the broader practice structure, see our baseball practice plan template.
Drills for Advanced and High School Players
Advanced and high school players have already absorbed the seven core skills. The drills that move the needle at this level add constraints, decisions, and game-pressure stakes to drills they already know. The four below cover the situational defense, two-strike work, first-and-third plays, and inning-pace work that decide close games at travel ball and varsity levels. Position responsibilities reset every situation, which is where baseball position chart coverage maps help assistants run the same coverage as your starters, and for tryout-day evaluation that uses the same skill categories as the drill library, see our baseball tryout evaluation form.
Situational Defense
AdvancedAdvanced
Players: Full teamTime: 15 minEquipment: Full diamond, fungo bat
Builds: Whole-defense reads on a call
Coach calls a situation ("runner on second, one out") and hits a fungo to a fielder; the defense plays the ball, including the cutoff and the play at the appropriate base. Run ten or fifteen scripted situations covering bunts, infield flies, gap hits, and base-loaded plays, with position responsibilities resetting every situation.
Reps: 10 to 15 scripted situations
Two-Strike Battle BP
AdvancedAdvanced
Players: Groups of 6Time: 12 minEquipment: Pitcher, full battery
Builds: The two-strike grind
Pitcher faces a hitter at 0-2 every at-bat. The pitcher attacks the corners and the hitter has to put the ball in play in fair territory; a hitter who fouls off three pitches in a row earns a fresh count. Builds the two-strike grind that separates league-average hitters from a deep lineup, and pairs cleanly with the two-strike approach tee-and-toss work earlier in the hitting block.
First and Third Plays
AdvancedAdvanced
Players: Groups of 6Time: 10 minEquipment: Full battery, runners
Builds: Defending the first-and-third steal
Runners on first and third; the first runner steals second. The defense practices three responses (throw through to second, fake throw and check the runner at third, look home and trail the runner to second). Decides a surprising share of close games at the travel ball and high school levels.
Reps: 3 defensive responses
Inning Defense Race
AdvancedIntermediate
Players: Full teamTime: 10 minEquipment: Full diamond, stopwatch
Builds: Defensive tempo through an inning
Defense takes the field; the coach hits a fungo simulating a routine inning (three batted balls, three outs). The stopwatch starts on the first pitch and stops on the third out. Builds tempo, the difference between a defense that gets out of innings cleanly and one that lets innings drag while the pitcher gets cold.
Target: Under 90 seconds for high school
Build Your Baseball Session
One practice plan covers Tuesday night. A drill library covers a full season. The 45+ drills you added while reading collect here into a single session you can download as an image, copy as a table into a spreadsheet, or print straight for a coaching binder. Each drill is tagged by skill, equipment, group size, time, and difficulty so the right drill lands in the right block.
Your Baseball practice plan
Add drills from the sections above to build a session you can export, print, or copy
Building a Weekly Drill Rotation
Pick one drill from each major skill (hitting, pitching, infield, outfield, throwing, baserunning) for the week, then add a game-situation drill to close practice. That gives every session the same seven-block structure regardless of which specific drills you pull. Rotate the specific drills every two weeks. Across a 16-week travel ball season that produces about eight repetitions of each fundamental, enough reps for habits to form. For how motor learning research applies to drill sequencing, see our drill progression design guide.
Tracking Drill Effectiveness
Drills that earn the most practice time are the ones that move game-level numbers. Logging stats during drills (contact percentage on live BP, clean-fielding percentage on live grounders, strike percentage in bullpens, pop-time on catcher throws) shows the difference between drills that feel productive and drills that actually move the scoreboard on Saturday. The same hitting metrics carry into game-day measurement, where a player's on-base percentage calculator turns drill-stage gains into in-season output you can track against the lineup card.