The right drill is the one that fits the player standing in front of you. Below, the same drills are sorted into three levels, and the more useful column is the one that tells you a player has earned the step up. Trust the readiness markers over the labels. A junior who lands cleanly but still fouls on defence is ready for harder footwork and a beginner at marking. Follow the gap. The age group on the team sheet matters less.
School and Youth: Legal Habits First
Younger players, including those coming through modified small-sided versions of the game like High 5, need clean basics before tactics. Spend the bulk of the time on partner passing, the one-two landing, the lead to get free, and close-range shooting. Keep the pace slow enough that the footwork holds, because a habit learned wrong here is hard to unpick later.
Ready for the junior step when a player lands legally without travelling, releases the ball inside three seconds, and can get free with a basic dodge. That is the floor the rest of the game is built on.
Junior and Club: Range and Live Pressure
Club players have the basics and need range and a live opponent. This is where the shoulder pass across a third, the dodge against a real defender, the intercept read, range-ladder shooting, and marking at the legal distance earn the time. Add a defender to drills that started cooperative.
Ready for senior work when a player holds a legal landing at speed, defends at 0.9 m without an obstruction call, and lands six of ten shots from around the circle.
Senior and Adult: Skills Under Fatigue
Senior and adult players own the skills and now sharpen them under match fatigue. The four-point drill, the three-post feed and shoot, shooting over a live defender, and the defend-and-box-out drill build the split-second quality that decides a tight game. The trap at this level is letting footwork and the 3-foot discipline slip once players are tired, so keep a short basics block in even the hardest session.
The progression below puts the levels, their core drills, and the readiness markers side by side so you can place a player at a glance. Print it to tick players off as they move up.