Rugby Passing Drills

By Riku PelkonenLast verified

The best rugby passing drills work in five stages. Groove a flat pass off both hands standing still, then add a moving line, then catch and pass in one beat, then the pop and the offload where contact starts, and finish with a full line moving the ball wide under a live defence. Each stage exposes a different fault.

Watch your attack from the touchline for one fixture and you will see the pattern. Ball goes wide, the ball slows, and the move dies two players short of the wing. Nobody dropped it. The pass simply cost half a second it did not have, and half a second is all a drifting defence needs. That is a passing problem, and it hides in plain sight because the ball is still going hand to hand.

Fifteen drills follow. Work down them in order if the whole attack needs rebuilding, or skip to the stage that matches what you saw on Saturday. Every card names the fault, the correction, the rep count, and the point at which a player has outgrown it. The wider picture, every skill area across a full training night, lives in our main rugby drills guide. For where a passing block belongs in your week, read the guide to the session planning framework.

What Are the Best Rugby Passing Drills?

The best rugby passing drills climb from a standing pass off both hands, through a moving line and a two-touch catch-pass grid, up to a 2v1 and a conditioned touch game with width written into the scoring. Work the weak hand as hard as the strong one, check that the hands always travel back, and add a defender only once the shape holds.

Rugby union asks something of passing that few sports do. Your hands may never throw the ball forward, so an attack has to gain ground while the ball travels back through the line. Every pass gives up a little ground, because the receiver takes it behind the passer. A team that throws a slow, floated ball pays that toll three or four times on the way to the wing and arrives with nothing left. A team that passes flat and early arrives with a player free.

One session will show you where your squad gets stuck.

Six Skills Hide Behind the Word Passing

Most drill lists stop at the word "passing". That is too coarse to coach from, because two players who both look average at passing are usually failing at completely different things. Six separate skills sit underneath the word, two of which are not passes at all, and naming them turns "work on your passing" into something a player can actually go and do.

  • Passing. The standard two-handed ball across the body, thrown flat and in front of a moving receiver. This is the one every other pass is measured against.
  • Catching. Taking the ball cleanly, including the low one, the high one, and the ball that arrives behind the trailing shoulder. A knock-on gives the ball away as surely as a bad pass.
  • Ball carrying. Running with the ball in both hands, so a defender never knows whether the pass is coming.
  • Pop pass. A short vertical lift to a runner arriving late and flat, hands only, no arm swing.
  • Spin pass. The spiral that carries fifteen metres and holds its line into wind. It is your way of skipping a defender to reach the wing.
  • One-handed pass. The ball freed with a single arm, usually because the other one is occupied. It is the foundation of the offload.

That six-way split is not invented here. It is exactly how Striveon's rugby tools break down the Ball Handling area, and it is worth borrowing whatever you use to record it, a notebook included.

Which One Is Costing You Metres

Pick a fixture and count. Count the passes that arrive behind the receiver, the ones that arrive floated, and the ones a player takes standing still. You will usually find one sub-skill doing most of the damage. Coach that one for a fortnight before you touch the others.

What the Forward Pass Law Actually Says

Coaches lose reps to a misunderstanding here, so precision pays. One law covers both halves of a passing session, Law 11, the knock forward and the throw forward(opens in new tab). Its wording matters to how you coach.

Take the throw forward first. World Rugby's definitions(opens in new tab) say it happens when the arms of the passing player move forward, and that "forward" means towards the opposition's dead-ball line. The judgement sits on the arms. A ball that drifts forward through the air after leaving hands that travelled backwards has not broken the law.

That matters for what your drills reward. Tell a player to pass strictly sideways and they will slow down to make sure of it, which is exactly the habit that stalls an attack. Coach the hands travelling back across the body instead, and let the runner's own pace carry the ball. Speed and legality stop fighting each other.

The knock forward is the same law's other half, and it is why catching gets its own stage below rather than being folded into passing. Drop the ball forward and you hand over a scrum. Count the botched transfers in your next fixture and you will find a good share of them started with the hands that received the ball, not the hands that threw it.

Standing Still, Both Hands

Nothing holds up under pressure if it was never right standing still. These three drills fix the shape from a standing start, and they insist on both hands from the first rep. One-sided passers are a gift to a defence, because the whole line just shifts a shoulder and your attack has nowhere left to go. Tap the add button on any card that suits your squad, and the plan builds further down the page.

Where a Beginner Starts

A player brand new to rugby needs two things before anything else. Hands out early to meet the ball, and hips turned to face where it is going. Ten metres apart, twenty passes, both sides. That is a whole first session and it is not a wasted one. Keep the ball off the ground and the confidence follows.

Ten-Metre Both-Hands Series

Both HandsBeginner
Players: PairsTime: 8 minEquipment: 1 ball / pair

Builds: A flat pass off either hand from a standing start


Stand ten metres from a partner and keep the ball moving between you, half your reps passing left to right and half right to left. Hands travel out to meet the ball, the hips turn to square up your receiver, and you finish with the fingers left pointing at their chest. Rugby never lets a player choose a side once the ball is moving, so the weak hand earns the same count as the strong one.

Reps: 20 clean passes each way, then swap the starting side

Target: Twenty in a row onto the chest off both hands at ten metres, with no floated ball

Coaching cues

Hands out early to meet it · Hips square to your target · Finish with fingers on the chest

Common mistake & fix

Mistake: Turning the shoulders late on the weak side, so the ball drifts behind the receiver

Fix: Turn the hips first and let the arms follow. The pass goes where the hips point.

Spin Pass Build

Both HandsIntermediate
Players: PairsTime: 7 minEquipment: 1 ball / pair, cones

Builds: A spiral that holds its line over fifteen metres


Begin nine metres apart. Your top hand puts the spin on the ball while the bottom hand drives it forward off the sternum. Add two metres to the gap every time the spiral stays tight, so the ladder runs nine, eleven, thirteen, fifteen.

Reps: 10 spins each way at each distance, stepping back two metres when the spiral holds

Target: Fifteen metres with a tight spiral, eight of ten each way arriving in front of the receiver's chest

Coaching cues

Top hand spins it · Bottom hand pushes through · Shoulder points down the line of the pass

Common mistake & fix

Mistake: Winding the ball back past the hip first, which slows the throw and tells the defence it is coming

Fix: Keep the ball in front of your sternum and start the spin from there.

Weak-Side Count

Both HandsAll levels
Players: PairsTime: 5 minEquipment: 1 ball / pair, 2 cones

Builds: An honest number on the side a player avoids


Cone both players at the same distance and pass only off the weaker hand for three minutes. You count every ball that lands on your own chest out loud and your partner counts theirs, so one three-minute block hands you both a number. Almost every player has a side that has quietly fallen behind, and the count is what makes that gap visible. Write both numbers on a sheet and run the same three minutes again in a fortnight.

Reps: 3 min continuous, weak hand only, each player counting the balls that reach their own chest

Target: The weak-side count climbs by five or more when you run the same three minutes a fortnight later

Coaching cues

Count it out loud · Equal cones, equal distance · No shuffling round to the strong side

Common mistake & fix

Mistake: Creeping closer on the weak side so the number looks better than the hand does

Fix: Anchor both cones before the clock starts and hold the distance for all three minutes.

The Pass on the Move

A standing pass and a moving pass are different skills, and most squads live in the space between the two. Once players run, three new problems arrive at once. The line drifts sideways towards the touchline. Receivers flatten up and take the ball with no time. Support arrives level with the carrier and turns a two-man option into a one-man problem.

These three drills take each of those in turn. Cone the channel for all of them, because the drift only shows up when there is a line to cross. Striveon's rugby preset runs a Passing Series that builds the same way, standing pairs first and a four-player line on the move second, which is the sequence worth copying whether or not you record it anywhere.

Four-Player Line on the Move

On the MoveBeginner
Players: Groups of 4Time: 8 minEquipment: 1 ball, 4 cones

Builds: A moving line that shifts the ball without losing shape


Four players jog down a twenty metre corridor, moving the ball along the line. Every receiver meets the ball at pace and every passer chases the throw, so nobody stands and waits. Ten passes in one direction, turn, then ten back the other way. This drill is where most squads discover their line drifts sideways every single time.

Reps: 10 passes each direction, jogging pace first, then three-quarter pace

Target: The ball reaches the last hand three times running without the line drifting outside its cones

Coaching cues

Run onto it, do not stand and wait · Pass across your body and follow it · Hold your depth off the ball

Common mistake & fix

Mistake: The whole line drifting towards the touchline, so the last player has no pitch left to run into

Fix: Set the channel with cones and make every player finish the rep inside it.

Depth Gates

On the MoveIntermediate
Players: Groups of 3Time: 6 minEquipment: 1 ball, 4 cones

Builds: The receiving angle that buys a player time


Lay two gates, each one a pair of cones a metre apart and three metres out from the passer. The deep gate sits six metres behind the passer, the flat gate one metre behind. Every receiver runs through a gate to take the ball. Depth is what gives a receiver time to catch, look up and pass again, and running the two gates back to back shows a squad that difference inside a single block.

Reps: 8 reps through the deep gate, then 8 through the flat gate, and compare them out loud

Target: Off the deep gate the receiver takes it at pace and passes again inside two strides; off the flat gate they cannot, and the group can say why

Coaching cues

Run the gate, not the ball · Take it at pace, moving forward · Deeper gate buys you a beat

Common mistake & fix

Mistake: Standing still in the gate and waiting for the ball to arrive

Fix: Start two strides behind the gate so you are already moving when the pass leaves.

Pass and Support Loop

On the MoveIntermediate
Players: Groups of 3Time: 7 minEquipment: 1 ball, cones

Builds: Support that arrives behind the carrier every time


Three players work a twenty metre channel. Whoever passes loops in behind the receiver and becomes the next option, so the ball never runs out of hands. Support sits behind the carrier and slightly inside, never level. Striveon's rugby preset teaches the same shape in a drill called Support Play, a triangle that keeps re-forming behind the ball.

Reps: Cover the channel three times, then swap the starting passer

Target: The group covers the channel three times with a support runner behind the ball on every pass

Coaching cues

Pass, then chase your own pass · Arrive behind, never alongside · Call before the ball leaves

Common mistake & fix

Mistake: Passing and then admiring it, which leaves the carrier with one option and a defender on it

Fix: Make the loop part of the pass. You are moving before the ball has landed.

Catch-Pass Without Stalling the Ball

Here is the drill block that fixes an attack that looks tidy right up until it goes wide. The ball moves hand to hand, nobody is dropping it, and it still arrives late on the wing. The cause is almost always a stride. Each player catches, takes one step while they decide, and passes. Four players in a line, four strides, and the defence has slid across.

Catch-pass means the ball leaves before that stride happens, which requires the decision to be made while the ball is still travelling. That is a habit of the eyes long before it is a habit of the hands. The three drills here train the eyes first and let the hands catch up. Constraints are what force that decision inside a live game, and the guide to designing small-sided games walks through setting them.

Two-Touch Grid

Catch-PassIntermediate
Players: Groups of 6 to 8Time: 8 minEquipment: 1 ball, 4 cones

Builds: A ball that leaves the hands before a defence can slide


Inside a fifteen metre square, the group keeps the ball alive with a hard two-touch limit. Catch, pass, done. Nobody may take a stride to think or hold the ball while they look for a better option.

Reps: 90 seconds live, 30 seconds rest, three rounds

Target: Ninety unbroken seconds with no third touch and no ball on the floor

Coaching cues

Decide before it reaches you · Catch and release in one beat · Call for it early and loud

Common mistake & fix

Mistake: Catching first and then looking, which hands the defence the half-second it needed

Fix: Scan for your next pass while the ball is still in the air.

Bad Ball Recovery

Catch-PassIntermediate
Players: Groups of 3Time: 6 minEquipment: 1 ball

Builds: Clean hands on a pass that arrives wrong


A feeder deliberately throws poor ball at the receiver: low at the shins, high above the head, and behind the trailing shoulder. The receiver takes it and still delivers a clean pass on to the third player, who returns the ball to the feeder and takes the next turn receiving.

Reps: 6 low, 6 high, 6 behind, then rotate the feeder

Target: Fifteen of eighteen bad balls caught and passed on with no knock-on

Coaching cues

Fingers spread, soft hands · Get your body behind the low ball · Reset your feet before you pass

Common mistake & fix

Mistake: Snatching at a high ball with stiff arms so it bounces forward off the fingertips

Fix: Let the hands give with the ball as it arrives and pull it into your chest.

Eyes-Up Catch-Pass

Catch-PassAdvanced
Players: Groups of 5 to 6Time: 6 minEquipment: 1 ball, bibs

Builds: Choosing the receiver before the ball lands


Players move inside a channel while a coach calls a name the instant a pass leaves the hands. Whoever holds the ball has to find the named player. Because the call comes late, you have to be reading the whole channel already, which is exactly what a fly-half does before a defence sets. Nobody is allowed to look down at the ball as it arrives.

Reps: 8 calls per player, then quicken the interval between calls

Target: Six of eight late calls delivered to the right player with no fumble

Coaching cues

Head up as the ball travels · Hands do the catching, eyes do the reading · Name it back before you throw

Common mistake & fix

Mistake: Dropping the eyes to the ball, so the called player has already been covered

Fix: Take the ball in your peripheral vision and keep scanning across the channel.

Pop Pass, One-Handed Ball, and the Offload

Passing does not stop when a defender arrives. Two of the six tracked sub-skills, the pop and the one-handed pass, exist specifically for the metre either side of contact, and the offload lives there too. World Rugby's Law 14.7a on the tackle(opens in new tab) requires a tackled player to make the ball available immediately by releasing, passing or pushing the ball in any direction except forward. Passing is one of those three legal options, and the only one that keeps an attack alive. The other two hand the ball to whoever arrives next, which is where our rugby rucking drills take over.

Keep this block honest about its scope. The drills below work the ball, the arms, and the timing, with pads held passive and touch rules doing the pressure. The technique of the collision itself, tackle height, head position, and how contact is introduced by age, is a separate session with separate safety rules. Our rugby tackling drills cover that side properly, and a squad should be sound there before offload work goes anywhere near full contact.

Pop Pass to a Late Runner

Contact EdgeIntermediate
Players: Groups of 3Time: 6 minEquipment: 1 ball, 2 cones

Builds: A soft short ball that a runner takes at full pace


The carrier runs at a cone while a support player arrives late and flat from behind. Coaches usually describe the pop as a short vertical lift of the ball, hands only, with no arm swing at all. Get the timing right and the runner takes it at full speed on the gain line. Get it wrong and you either shovel it forward or leave your runner with nothing.

Reps: 10 pops with the runner coming from the left, 10 from the right

Target: Eight of ten from each side, taken at full pace, with the hands working back on every one and never forward

Coaching cues

Hands lift it, arms stay quiet · Let the runner come to you · Pop it late, not early

Common mistake & fix

Mistake: Popping the ball early, so the runner has to slow down and take it standing

Fix: Hold the ball a stride longer and trust the runner to arrive at pace.

One-Handed Offload in Touch

Contact EdgeAdvanced
Players: Groups of 6 or moreTime: 8 minEquipment: 1 ball, bibs

Builds: Freeing one arm to release the ball as the touch lands


Play touch with one rule change. A touched player has one beat to free a one-handed ball to whoever is supporting before play stops. Your carrying arm holds the ball clear of the toucher and the free hand delivers it.

Reps: 6 min live, rotating the touching side every 90 seconds

Target: The team completes five one-handed offloads inside a six minute game with no forward throw

Coaching cues

Ball in the far arm from the toucher · Stay tall as long as you can · Support shouts before the touch

Common mistake & fix

Mistake: Trying to offload with both hands still on the ball, which stalls the carrier and kills the move

Fix: Shift the ball into one hand the moment you see the tackler committing.

Hands Through the Pad

Contact EdgeAdvanced
Players: Groups of 3Time: 7 minEquipment: 1 ball, 1 tackle pad

Builds: An offload that survives the moment of contact


One player holds a tackle pad and gives passive resistance. The carrier runs in, stays tall through the pad, and offloads to a runner arriving behind. Keep the pad passive here: this block is about the ball and the arms.

Reps: 8 carries each, alternating the offloading arm

Target: Six of eight offloads delivered after contact with the ball reaching the runner behind

Coaching cues

Stay tall as you meet the pad · Keep your chest and eyes up · Ball away before you go to ground

Common mistake & fix

Mistake: Dropping the chest into the pad, which buries the ball and ends the attack

Fix: Keep your sternum high through the pad so the arms still have room to work.

Width and the Full-Line Pass Under Pressure

Width is where a passing session proves itself. An attack that never reaches the wing is not usually short of passers. It is short of players willing to hold their position on the touchline while the ball is somewhere else, and short of a carrier who commits a defender before releasing. You can start on both this week. Holding width when the ball is on the far side takes a season to become a habit.

The three drills here take the ball from a 2v1 up to a full conditioned game. Run them in that order. A squad that cannot fix one defender in a 2v1 will not suddenly manage it with fourteen players on the pitch, and the touch game will just look like a fitness session with a ball.

2v1 Draw and Pass

WidthIntermediate
Players: Groups of 3Time: 8 minEquipment: 1 ball, 4 cones

Builds: Committing a defender and releasing at the right moment


Two attackers face one defender in a ten metre channel. The carrier attacks the inside shoulder of that defender to commit them, then passes. Run too wide and the defender simply drifts onto your support. Pass too early and they drift anyway. The whole drill lives in the half-second before the pass leaves your hands.

Reps: 10 attacks each side, rotating the defender every third rep

Target: The support player receives the ball in space on eight of ten attacks from each side, with the defender committed

Coaching cues

Run at the inside shoulder · Fix the defender before you pass · Pass flat and in front of the runner

Common mistake & fix

Mistake: Drifting across the pitch instead of running at the defender, so nobody is ever committed

Fix: Line your run up on that inside shoulder and hold it until the defender moves.

Overload With a Mandatory Pass

WidthAdvanced
Players: Groups of 6Time: 8 minEquipment: 1 ball, bibs, cones

Builds: Moving the ball before pressure arrives, every time


Play 4v2 inside a channel fifteen metres by twenty. One condition governs everything: the ball must leave the hands before the carrier reaches a defender. No carry into contact is allowed. The overload is generous on purpose, because the habit you want is the pass that goes early, and a tight game hides it.

Reps: 5 attacks, swap the defending pair, repeat four times

Target: Five consecutive attacks in which every carrier releases before contact, weighted to the weak side

Coaching cues

Pass before the defender gets to you · Hold the width, do not bunch · Weak-side hands get the same reps

Common mistake & fix

Mistake: Bunching in towards the ball, which turns a four against two into a crowded one against one

Fix: Cone the outside edge and make the widest attacker stay on it until the ball is moving.

Touch Rugby Width Count

WidthAll levels
Players: Groups of 10 or moreTime: 10 minEquipment: 1 ball, bibs, cones

Builds: Passing width that holds up in a real game


Run touch rugby with two conditions. The attack gets six touches per possession, and a try only counts if that possession contained at least five passes. Every pass gets called for in advance. The six touches give a squad room to actually build the five passes rather than knocking the ball on in a panic.

Reps: Two four-minute games with 90 seconds between them

Target: Every game produces at least one five-pass try, and both wings touch the ball in every game

Coaching cues

Shout for it before it is thrown · Spread to the touchlines · Six touches, so build it wide

Common mistake & fix

Mistake: Running the same narrow channel all game, so the wings finish the session without a touch

Fix: Award a second point for any try scored past the fifteen metre line to pull the attack wide.

A 75-Minute Rugby Passing Night

Seventy-five minutes covers all five stages with enough reps in each to matter. The order is doing real work here, because hands have to be warm before anyone throws a spin pass and the width block only makes sense once the catch-pass beat is there. Ten of the fifteen drills fit in one night, and the block times match the times on the cards, so nothing needs trimming on the touchline. Swap any block for the one your squad most needs.

BlockFocusDrillCoaching Note
0-10 minWarm-up and handsMovement warm-up (2 min), then the ten-metre both-hands series in pairs (8 min)Get shoulders and hands warm before anyone throws a spin pass
10-22 minBoth handsSpin pass build (7 min), then the weak-side count (5 min)Record the weak-side number so you can compare it in a fortnight
22-36 minOn the moveFour-player line (8 min), then depth gates (6 min)Cone the channel and stop the rep the moment the line drifts
36-50 minCatch-passTwo-touch grid (8 min), then bad ball recovery (6 min)Two touches only, and no player looks down at the ball
50-56 minContact edgePop pass to a late runner (6 min)Keep this block about the ball and the arms, with no live tackling
56-75 minWidth2v1 draw and pass (8 min), then touch rugby with the five-pass condition (10 min)The spare minute is your changeover; count the tries that finish past the fifteen metre line

Everything you ticked across the five stages totals up here. Print it, copy it into a sheet, or pass it along to whoever runs your warm-up while you set the cones.

Your Rugby practice plan

Add drills from the sections above to build a session you can export, print, or copy

Coach two or three sides and the passing drills stop fitting in your head. Striveon's drill library keeps your rugby passing work together, filed by the pass each drill builds and the stage it sits in, so your assistant runs the same 2v1 you do and you can save a softer version for the U12s. Plug the block into structured training sessions and the season plan, what you run on Thursday, and how far a player has come all sit together.

Is the Player Ready for the Next Drill?

"Is this player ready for the next drill" is the question a drill list never answers, and answering it decides whether your session helps anyone. Move a player up too early and the technique you spent a fortnight building comes undone in front of the squad. Leave them too long and they switch off.

Striveon's rugby tools track eight skill areas: Contact Skills, Ball Handling, Kicking Skills, Set Pieces, Attacking Skills, Defensive Skills, Tactical Understanding, and Physical Attributes. Every skill inside them is scored on one ten-level scale, and those level descriptions turn out to be a good honest ruler for passing whether you record them in an app or in a notebook.

The preset that seeds those areas is a starting scaffold and nothing more. Tailor the areas to the coaching plan you already run, because a club that lives and dies on its set piece needs a different shape from a seven-a-side programme.

Both Hands, On the Move, Catch-Pass, Contact Edge and Width are browse stages, split for a reader working down a page, so they were never going to sit one to one against the eight areas. All five live inside Ball Handling, with the pop and offload work reaching into Contact Skills and the width work into Attacking Skills.

Almost every club squad you will coach sits somewhere between levels 3 and 7, so those are the steps worth planning around. Print the table below and keep it with you on the touchline.

LevelWhat It Looks LikeDrills That FitReady for More Once
Levels 1 to 2Learning the grip and the shape of a pass at walking pace, with guidance on most repsTen-metre both-hands series, four-player line at jogging paceThe player passes onto a partner's chest at ten metres off either hand without being talked through it
Level 3The pass works in controlled conditions, then breaks down the second pace or a defender turns upSpin pass build, weak-side count, depth gatesThe technique survives a moving line and a three-quarter pace rep, not just a standing partner
Levels 4 to 5Level 4 is right at a calm pace but inconsistent; by level 5 it is around 70 % consistent in training and confident into contact, with match application still variableTwo-touch grid, bad ball recovery, pass and support loop, pop pass to a late runnerTraining consistency holds for a full session and the same pass shows up twice in a fixture
Levels 6 to 7Level 6 applies the pass across varied situations; at level 7 it holds up under pressure around 80 % of the time and the player anticipates where teammates will beEyes-up catch-pass, one-handed offload in touch, 2v1 draw and pass, touch rugby width countThe player picks the right pass under a live defence, with support already on the move behind them

Rating the same skill twice, a month apart, is what makes the ladder useful. Two numbers side by side are the difference between believing a wing has improved and knowing it. Watch a player's handling develop in Striveon as those repeat ratings stack into a chart, and the weak-side count you wrote on a sheet back in the first session becomes a number the player can watch move.

What's Next?

Put This Into Practice

Drill Library

Keep your passing drills filed by the pass they build, so the 2v1 your assistant runs on a Thursday is the same one you ran last week.

Athlete Development Tracking

Score a player's handling twice a season and the two numbers become a line you can show them, weak side included.

Structured Training Sessions

One place for the season plan, what you run on Thursday, and how far each player has come since preseason.

Keep Reading

Rugby Drills (Complete Library)

Step back up to the whole picture. Every skill area, how a training night is sequenced, and where forwards and backs split off.

Rugby Tackling Drills

Where this page stops. Safe tackle height, head placement, and how to introduce contact by age without frightening anyone off.