Softball Drills

The six skill areas every softball drill library needs are hitting, windmill pitching, fielding, throwing, baserunning, and game situations. A complete library scales from a 10-year-old picking up a glove for the first time to a varsity slapper, treats windmill pitching as its own skill rather than a baseball variant, and ends in live game-situation reps where the parts come together at game speed. The 40+ drills below are sorted by skill so a midweek session plan comes together in ten minutes flat.

A roster of twelve, a chalked diamond, and two buckets of softballs cover a full session whenever the drill list lands the right reps. A good softball drill keeps the ball in flight, hands every player honest contact, and finishes on a play that mirrors a live inning: a ground ball thrown to first under pressure, a slap and run from the left side, a pitch that ends a count. The drills here cover the offense and defense both, with options for beginners through travel ball and high school programs.

Softball staffs are rarely short on drills. The shortage shows up around the breakdown that lost Saturday's game: a shortstop whose first step on a backhand is sideways rather than forward, a hitter who drifts off the plate against inside pitches, a pitcher who can spin a change-up in a bullpen but loses the arm circle every time a runner reaches second. The drill that names that breakdown beats the drill that came next on the printout. Jump to the section that owns the gap from your last game, then read the drill written for your roster's age and level. The session template that turns these drills into a 60- or 90-minute practice sits in our softball practice plan templates, and for 6-8 year olds specifically, the 8U softball practice plan covers age-appropriate progressions for the youngest groups.

What Are Some Good Softball Drills?

Good softball drills isolate one skill, give every player real reps, and end in a contact that mirrors a live inning. The most-used drills across all levels are tee work, front toss, the four corner throwing drill, short-hop reps, the windmill K-drill, situational defense, and the 3-2-1 game-flow drill, paired with live BP and inning simulations for high school and travel ball.

Strong softball drills share three properties: they zero in on a defined skill, deliver the rep count needed for the body to absorb a habit, and finish on a play that could happen in a live inning. A drill missing one of these three slips into filler. Twelve infielders waiting their turn for one fungo grounder is not really a drill, only a queue. Start from the gap (the catcher who pops up too high after blocks, the second baseman who reaches across her body on every double-play feed) and pick the drill that lets that player rehearse the exact contact that breaks down in games. The NFCA hitting library(opens in new tab) publishes drill walkthroughs from Aubrey Leach, Amanda Chidester, and other current and former Division I players that complement the drill list here with on-field video.

Six Skill Areas Every Drill Library Should Cover

Softball is a six-skill game. A balanced library covers each one and assumes most practices touch all six in some form every session, even when one skill takes the bulk of the time:

  • Hitting. Tee work, front toss, soft toss, slapping, bunting, and live BP at game speed.
  • Pitching. Windmill arm circle, wrist snap, drive off the rubber, pitch selection, and change-up control.
  • Fielding. Short-hops, ground-ball range, backhand and forehand reads, pop fly communication.
  • Throwing. Crow-hop mechanics, long toss, pop time from the catcher, relay and cutoff footwork.
  • Baserunning. Home-to-first sprints, lead-offs, steal reads, first-to-third decisions, tag ups.
  • Game Situations. Live defensive reps, bunt defense, first-and-third plays, two-out scrimmages.

A balanced session weights these six skills against the time you have on the field. The drills below give you the specific exercises to drop into each timed practice block.

Match the Drill to the Gap

Motor learning research distinguishes between blocked practice (the same skill repeated for many reps in a row) and random practice (skills mixed in unpredictable order, closer to live play). Random practice transfers better to game performance because the player has to read the situation and adapt the response, just like in a live inning. The drill library below leans toward random and game-like reps, with blocked drills reserved for early-stage skill acquisition: a 10-year-old learning to read a hop, a first-time pitcher feeling the wrist snap, a slapper finding the timing of the run-through.

Watch the last game film, or just the last close inning, and find the most common breakdown. If the team kept throwing high to first on routine grounders, run short-hop and crow-hop reps next practice. If hitters kept chasing rise balls above the zone, run two-strike approach drills against a pitcher who can locate. Avoid stacking three drills that attack the same skill in one practice 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.

Hitting Drills

Hitting wins close softball games. The strikeout rate at the high school level is high enough that contact alone produces runs, and barreled contact wins innings. The drills below build a swing in layers: tee work to set the path, soft toss to add timing, front toss to read pitch height, then live BP with a pitcher and a count. Mix tee work into every practice, even at the varsity level, because the simplest drill in the library is the one that fixes a swing path the fastest.

Tee Work

Hitter sets a tee at belt height, takes ten swings into a net, then resets the tee at knee height for ten more and at letter-high for ten more. Belongs in every warm-up. Cue points: stride before the swing, top hand drives the barrel through the ball, finish with hands high. A foundation drill from 8U through travel ball because every level still has hitters who chop down at the ball.

Front Toss

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 the hitting progression for every age group.

Soft Toss From the Side

Tosser kneels six feet to the side of the hitter and tosses balls into the hitting zone. Hitter swings and drives the ball into a net. Twenty reps per hitter. Builds 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.

Two-Tee High-Low

Two tees on the same plate, one at knee height, one at letter-high. Hitter takes a swing at the low ball first, then a second swing at the high ball without resetting feet. Builds adjustability inside a single at bat, which matters once pitchers start changing eye levels intentionally at 12U and up.

Inside-Outside Tee

Tee placed on the inside half of the plate for ten swings (focus on pulling the ball into the left-center gap), then moved to the outside half for ten more (focus on driving the ball oppo to right-center). Cones in the field mark the target zones. Builds plate coverage, which decides whether a hitter can punish pitchers who live on the corners or just chases the inside pitch and rolls over on the outside one.

Live BP From a Pitcher

Pitcher throws live from the rubber behind an L-screen. Hitter gets eight to ten swings and rotates. Use a rotation of pitchers if possible 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 which hitters are ready for game-speed and which need another front-toss block.

Slap and Drag Bunt

Left-handed hitters work the slap step from the back foot, transferring weight forward and dropping the bat head on contact. Bunt drills add the drag bunt to the same step pattern. The slap game is a softball-specific weapon that doesn't exist in baseball, and a slapper who can put pressure on the third baseman from 12U through college changes the way defenses set up.

Two-Strike Approach

Pitcher delivers two-strike counts only. Hitter chokes up half an inch, widens the stance, and prioritizes contact over driving the ball. Goal: ten consecutive contact swings. Builds the discipline to give up some power for batting average with two strikes, which is a 14U-and-up adjustment that many high school hitters never make.

Windmill Pitching Drills

Pitching is the single biggest difference between baseball drills and softball drills. Baseball pitchers throw down off a mound; softball pitchers throw circles from a flat rubber, which means windmill mechanics are their own coaching problem and rarely translate from a baseball staff. The windmill motion carries the entire arm through a 360-degree circle below the shoulder, generates velocity from leg drive and hip rotation, and rewards a wrist snap at the bottom of the circle that you cannot copy from a baseball delivery. The drills below build the windmill in pieces: wrist snap, power position, walk-through, and full delivery, and add spot-pitching and change-up reps once the base motion is stable.

Wrist Snaps

Pitcher kneels on the throwing-side knee, ball held at the hip. Snap the wrist forward and release the ball ten feet in front to a partner. Twenty reps. Builds the finishing snap that produces spin on every pitch, which is the building block for the change-up, drop ball, and rise ball later. A daily drill from 10U through college.

K-Drill (Power Position)

Pitcher stands sideways with the throwing-side foot back, ball held at ear level. Step forward with the front foot and deliver a half-circle motion to a catcher 25 feet away. Builds the K-position the arm passes through at the top of the circle, which is where most velocity gets lost when pitchers cut the circle short. Run for 15 reps before any full-motion work in early practices.

Walk-Through Windmill

Pitcher takes a walking step into the rubber and delivers a full windmill pitch on the move. The walk-through rhythm forces the legs to drive forward in time with the arm circle, which is the part most young pitchers rush. Run 20 reps with a catcher; track strikes thrown to a 17-inch plate.

Full Windmill Reps

Pitcher stands on a regulation rubber, takes the standard rocker step, and delivers full-motion fastballs to a catcher. Run a bullpen of 30 to 40 pitches at the start of each pitching block. Cue points: hips closed at the top of the circle, drive off the back leg, finish with the throwing arm snapping past the hip. Belongs in every softball practice that includes pitchers.

Spot Pitching (4-Corner)

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, which is the difference between a pitcher who racks up walks and one who pitches deep into games. A 12U-and-up drill that scales all the way to college bullpens.

Change-Up Progression

Three-step progression: grip drill (the change-up grip held still while the arm goes through the windmill in slow motion), tossed change-ups from 30 feet to a catcher, full-distance change-ups mixed with fastballs at a ratio of two fastballs to one change. Move on only when the previous stage is consistent. The change-up is the single most useful pitch a softball pitcher can add at any age, because it disrupts timing without needing extra velocity.

Live Inning Simulation

Pitcher faces a hitter at the plate with a count and a score. Catcher calls pitches; coach tracks balls, strikes, and contact quality. Run a simulated inning of 12 to 15 pitches. Builds the mental side of pitching (recovering from a 3-1 count, attacking with two strikes, varying the pattern to a hitter you've already retired once) which bullpens cannot teach. A high school and travel ball drill.

Fielding Drills

Softball fielding rewards a low body and a quick first step more than raw arm strength. The base paths are shorter than baseball, the runners are usually faster relative to the throw, and the ball comes off the bat at a different angle because of the underhand pitch. The drills below build short-hop confidence, range to both sides, and the ability to throw on the move once the ball is in the glove. Most coaches under-drill the first step, which is the part that turns a routine grounder into an infield single at the worst possible time.

Short-Hop Reps

Two players ten feet apart. One throws short-hops to the other from a kneeling or standing position; the fielder works the glove out in front and absorbs the hop softly. Thirty reps each. Builds confidence on the tough hop, which is 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.

Triangle Ground Balls

Three cones form a triangle. Coach hits or rolls grounders from the apex; fielder reads, fields, and throws to one of the two base cones. Rotate every five reps. Builds field-and-throw rhythm without the chaos of a full infield.

Four Corner Drill

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. Adds a reverse rotation on the second pass. Builds throwing accuracy and footwork under a controlled pace, and works as a daily warm-up at every level. The drill is documented in the Little League University drill library(opens in new tab) with on-field video from former UCLA player Jen Schroeder, including the cue points for the throw-and-catch rhythm that makes the drill productive instead of repetitive.

Backhand and Forehand Range

Coach with a fungo bat hits balls to the fielder's backhand and forehand sides alternately. Fielder shuffles to position, fields the ball, and throws to a target. The drill matches a mid-grounder reaction in a real inning and is the cleanest way to build lateral range without overcomplicating the footwork.

Outfield Drop Step

Outfielder stands in shallow position; coach hits or throws balls over the head. Fielder turns hips, takes a drop step, and tracks the ball over the shoulder. Run 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 an angle and turns triples into in-the-park home runs.

Pop Fly Communication

Three players (a corner outfielder, the center fielder, and the middle infielder closest to the gap) stand in their positions. Coach hits a pop fly between them. Players call "mine" or "yours" loudly while the ball is in the air. Builds the verbal habit that prevents collisions on shallow pop flies, which is one of the most common ways teams give up free runs at the youth and high school level.

Bare-Hand Quickness

Two players ten feet apart with tennis balls. One bounces a ball low; the partner catches bare-handed and flips back. Thirty reps. Builds soft hands and the reaction time you need on a slow roller charged from third or short. A 12U-and-up drill that high school programs still benefit from.

Live Ground Balls With Throw

Coach hits live grounders to the infield; fielder fields, throws to first or second, and the cycle continues. Track clean reps and errors. The closing drill of an infield block that brings the field-and-throw together at game speed.

Throwing Drills

Throwing is what most coaches under-drill the most, partly because catching and hitting feel more productive to watch and partly because throwing problems show up in tiny ways: a half-second long arm-drag from short to first, an off-balance crow hop from the outfield, a catcher whose pop time stays at 2.4 seconds when the college recruit cutoff is 2.0. The drills below build mechanics first, distance second, and pop time last.

Wrist Flips

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 the partner. Twenty reps. Builds wrist quickness, which decides how late a fielder can hold the ball before throwing on a quick play.

Long Toss Progression

Pairs start ten feet apart and back up five feet after every five throws until they are at 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.

Crow Hop and 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. Run from outfield to a cutoff target. Builds the footwork that turns a fielded ball into a throw without losing the ball in the transfer.

Catcher Pop-Time

Catcher receives a pitch and delivers a throw to second base. A coach with a stopwatch times release-to-glove (called pop time). Goal: under 2.0 seconds for travel ball, under 2.2 for high school. Track times across weeks. The drill is the single best way to develop a catcher who can shut down a running game.

Relay and Cutoff

Outfielder fields a ball at the warning track and throws to a relay. Relay player turns and delivers the ball to the base. The cutoff infielder reads the throw and decides whether to cut and redirect. Builds the three-throw sequence that prevents extra bases on hits to the gap, which is one of the most under-coached parts of softball at the youth and high school level.

Baserunning Drills

Baserunning is where games swing on a single read: a runner who takes second on a passed ball, a runner who tags from third on a medium-deep fly, a slapper who hustles to second on a routine ground ball that the second baseman bobbles. Most teams treat baserunning as a finish-of-practice block; the best teams drill it inside live situations during the week.

Home-to-First Sprint

Hitter swings off a tee or front toss, drops the bat, and sprints through first. Coach times every player. Track runners in three buckets (under 2.8 seconds for college-level slappers, 2.8 to 3.2 for travel ball, 3.2 and slower for development). Builds the habit of running through the bag instead of slowing down at the three-quarter mark, which is a 10U-through-high-school problem.

Lead-Off and Steal Reads

Runner takes a lead off first base on the pitcher's release (softball rules require the foot on the bag until the pitcher releases). Coach calls "go" or "stay" based on a script the runner cannot see. Builds the two-step drop and the steal jump, which are the building blocks for a 12U-and-up running game.

First-to-Third Read

Runner on first; coach hits a single to right or left field. Runner reads the ball off the bat and decides whether to round second hard and try for third. Coach gives 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

Runner on third; coach hits a fly ball to the outfield. Runner tags the bag, reads the depth of the catch, and decides whether to break for home. Add an outfielder 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

Runner caught between two bases. Two fielders run a rundown trying to tag the runner before she reaches a base. Adds a third fielder for a delayed cutoff. Builds the agility and decision-making that gets a runner out of a pickle, which happens more often in youth softball than coaches usually drill for.

Game Situation Drills and the 3-2-1

Game-situation drills connect everything else in practice. Skill drills build the contacts; game drills build the decisions: whether to hit-and-run, when to cover second, whether the catcher comes out for a bunt, who covers third on a steal attempt. Spend roughly a quarter to a third of every practice in some form of live or scripted competition.

What Is the 3-2-1 Drill in Softball?

The 3-2-1 drill is a live competition where every batter starts with a 3-2 count and one strike to spare, then takes one pitch from a coach or pitcher. A walk advances to first, a hit plays out live, an out brings the next hitter. The format puts both hitters and the defense under instant game pressure.

Run for ten minutes or until every hitter has taken at least three turns. Runners advance station-to-station based on the result. Some programs scale the count to 2-1 or full counts depending on the level, but the 3-2-1 version stays the most common because the one-strike margin forces a swing decision on the first pitch every time.

Situational Defense

Coach calls a situation ("runner on second, one out") and hits a fungo to a fielder. Defense plays the ball, including the cutoff and the play at the appropriate base. Run through ten or fifteen scripted situations covering bunts, infield flies, line drives, gap hits, and base-loaded plays. Builds the read-and-react habit that stops a defense from booting routine plays in close innings.

Bunt Defense

Hitter shows bunt; coach calls the bunt direction (third, first, push toward the pitcher). Defense rotates: the third baseman or first baseman charges, the catcher fields balls in the dirt directly in front, the pitcher covers. 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.

First and Third Plays

Runners on first and third; first runner steals second. Defense practices three responses (throw through to second, fake throw and check the runner at third, look home and trail the runner to second). Builds the decision-making for the most common situational play in softball, which decides a surprising share of close games at the travel ball and high school levels.

Two-Out Runs Scrimmage

Live scrimmage where every inning starts with two outs and a runner on first. Defense must close the inning without giving up a run; offense scores by hitting and running the bases. Play five innings. The pressure of two-out situations from the first pitch builds the mental side of close softball games, where two-out runs decide more games than any other inning state.

Inning Defense Race

Defense takes the field; coach hits a fungo simulating a routine inning (three batted balls, three outs). Stopwatch starts on the first pitch and stops on the third out. Goal: complete the simulated inning under a time target (90 seconds for high school). Builds tempo, which is the difference between a defense that gets out of innings cleanly and one that lets innings drag while the pitcher gets cold.

Drills for Beginners, Youth, and High School

A drill library should serve every player on the roster, not just the ones who already make travel ball. Youth softball players need a different starting point than 14U or high school varsity, and the difference is mostly about contact-confidence, ball weight, and field dimensions, not about completely different drills. The sections below cover the starting point for beginners and the variations that work for youth (10U-12U), 14U, and high school.

Softball Drills for Beginners

A first-time softball player needs ball-feel and contact confidence before any team play matters. Rolling ground ball (a 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 hop. Underhand toss-and-catch builds the catch-and-release rhythm without the overhand throw. Tee-ball swings teach the swing motion against a stationary ball with a lighter softball. Run-the-bases races teach base orientation in a low-pressure way. Use lighter 11-inch softballs at the beginner level and lower-pressure (training) balls if any player is gun-shy. For an age-targeted plan that assembles these into a full session, the 8U softball practice plan walks through 45 and 60-minute templates designed for 6-8 year olds.

Softball Drills for Youth (10U-12U)

A 10U or 12U practice runs 60 to 90 minutes and uses 11 or 12-inch softballs. Keep individual drills under eight minutes; rotate through pairs and trios so no one stands in line. The strongest drills at this age are tee work, front toss, short-hop reps, the K-drill for pitchers, and the four corner throwing drill. Add one game-situation block at the end (the 3-2-1 drill or a half-field scrimmage) so players finish practice with a memory of competing.

Softball Drills for 14U and High School

A 14U or high school practice runs 90 to 120 minutes and assumes players can field clean grounders, throw accurately at distance, and stay on the rubber for an inning. The drills that earn the most time at this level are inside-outside tee work, two-strike approach drills, full windmill reps with spot-pitching, live ground balls with a throw, first-to-third reads, and live game-situation reps. Add bunt defense and first-and-third plays once a week because both decide a high share of close high school games. For the broader practice framework, see our softball practice plan templates, which lay out 60 and 90-minute session structures for 12U through varsity.

Advanced Softball Drills

Advanced drills add constraints to drills the team already knows: live BP with the rule that a hitter has to drive the ball to the opposite field, situational defense with a hidden script the defense doesn't see in advance, pitching bullpens with a count and a hidden hitter type the pitcher has to plan for, baserunning first-to-third reads where the runner doesn't see the hit type until the bat contacts the ball. The constraints increase the read-and-react demand without adding new mechanics, which is the single most useful way to keep college-track players engaged inside team practice.

How Do I Make Softball Drills More Engaging?

The fastest way to make a drill more engaging is to add a score, a competition, or a stake. Tee work becomes a ten-swing accuracy contest with a target zone in the net. Short-hop reps become a clean-rep streak (most clean reps in a row wins). Live BP becomes a quality-contact tally where a line drive scores two and a hard ground ball scores one. Pitching bullpens become a strike-percentage contest. The drill stays the same; the focus changes from running the rep to winning the rep, which is the difference between a 12U player who is bored three minutes in and one who pushes for a tenth round. The other big lever is variety: run two short blocks (eight minutes each) instead of one long block (16 minutes), and rotate stations so every player feels like something new is starting every few minutes.

Drill Lists, PDFs, and Free Resources

Coaches looking for printable drill lists or PDF resources usually want two things: a quick reference for practice planning and a way to share drills with assistant coaches or parent volunteers. The library below is designed to print directly or copy into a spreadsheet. Each row includes the skill area, drill name, equipment needed, player count, time estimate, and difficulty level so practice prep takes minutes instead of an hour.

Complete Softball Drill Library

One practice plan covers Tuesday night. A drill library covers a full season. The reference below pulls every drill from this article into a single table you can scan, sort, or hand to an assistant coach. Download as an image, copy as a table into a spreadsheet, or print it for a binder. Each row tags the drill by skill, equipment, group size, time, and difficulty so the right drill lands in the right block.

SkillDrillEquipmentPlayersTimeDifficulty
HittingTee WorkTee, balls, net or fenceAny10 minBeginner
HittingFront TossL-screen, ballsPairs10 minBeginner
HittingSoft Toss From the SideBalls, netPairs8 minBeginner
HittingTwo-Tee High-Low2 tees, ballsAny8 minIntermediate
HittingInside-Outside TeeTee, balls, conesAny10 minIntermediate
HittingLive BP From a PitcherPitcher, L-screen, ballsGroups of 615 minAdvanced
HittingSlap and Drag BuntTee or front toss, conesAny10 minIntermediate
HittingTwo-Strike ApproachPitcher or front toss, ballsGroups of 410 minAdvanced
PitchingWrist Snaps1 ball / pitcherPairs5 minBeginner
PitchingK-Drill (Power Position)1 ball / pitcherPairs8 minBeginner
PitchingWalk-Through Windmill1 ball, pitching rubberAny8 minIntermediate
PitchingFull Windmill RepsPitching rubber, plate, catcherPairs15 minIntermediate
PitchingSpot Pitching (4-Corner)Plate, target zonesPairs12 minAdvanced
PitchingChange-Up ProgressionPlate, catcherPairs10 minAdvanced
PitchingLive Inning SimulationFull battery, batter, countGroups of 415 minAdvanced
FieldingShort-Hop Reps1 ball / pair, glovesPairs8 minBeginner
FieldingTriangle Ground BallsCones, balls, glovesAny8 minBeginner
FieldingFour Corner Drill4 cones, 1 ballGroups of 410 minIntermediate
FieldingBackhand and Forehand RangeFungo bat, ballsGroups of 310 minIntermediate
FieldingOutfield Drop StepBalls, fungo batAny10 minIntermediate
FieldingPop Fly CommunicationBalls, fungo batGroups of 38 minIntermediate
FieldingBare-Hand QuicknessTennis ballsPairs5 minBeginner
FieldingLive Ground Balls With ThrowFungo bat, base, ballsGroups of 412 minAdvanced
ThrowingWrist Flips1 ball / pairPairs5 minBeginner
ThrowingLong Toss ProgressionOpen space, ballsPairs10 minIntermediate
ThrowingCrow Hop and ThrowCones, ballsPairs8 minIntermediate
ThrowingCatcher Pop-TimePlate, second base, stopwatchPairs10 minAdvanced
ThrowingRelay and CutoffOutfield, infielder, baseGroups of 310 minIntermediate
BaserunningHome-to-First SprintPlate, first base, stopwatchAny5 minBeginner
BaserunningLead-Off and Steal ReadsBases, pitcherGroups of 310 minIntermediate
BaserunningFirst-to-Third ReadFull diamond, coachGroups of 310 minIntermediate
BaserunningTag-Up From ThirdThird base, fungo batGroups of 38 minIntermediate
BaserunningRundown PickleTwo bases, runner, fieldersGroups of 38 minBeginner
Game Situations3-2-1 DrillFull defense, hitter, baserunnerFull team15 minIntermediate
Game SituationsSituational DefenseFull diamond, fungo batFull team15 minIntermediate
Game SituationsBunt DefenseFull infield, hitterGroups of 610 minIntermediate
Game SituationsFirst and Third PlaysFull battery, runnersGroups of 610 minAdvanced
Game SituationsTwo-Out Runs ScrimmageFull diamond, scoreboardFull team20 minAdvanced
Game SituationsInning Defense RaceFull diamond, stopwatchFull team10 minIntermediate
BeginnerRolling Ground Ball1 ball / pair, glovesPairs5 minBeginner
BeginnerUnderhand Toss-and-Catch1 ball / pairPairs5 minBeginner
BeginnerTee-Ball SwingsTee, lighter softballsAny8 minBeginner
BeginnerRun the Bases RaceFull diamondAny5 minBeginner

Building a Weekly Drill Rotation

Pick one drill from each major skill (hitting, pitching, fielding, throwing, baserunning) for the week. Add one game-situation drill to close the practice. That gives every session the same six-block structure no matter which specific drills you pull. Rotate the specific drills every two weeks so players stay engaged but the skill emphasis stays consistent. Across a 14-week travel ball season that produces about seven repetitions of each fundamental, enough reps for habits to form. For a deeper view of how motor learning research applies to drill sequencing, see our drill progression design guide.

Tracking Drill Effectiveness

The drills that deserve 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) shows the difference between drills that feel productive and drills that actually move the scoreboard on Saturday. For tryout-day evaluation, the softball tryout evaluation form uses the same hitting/pitching/fielding categories as the drill library, which lets coaches connect what they see at tryouts to the drills they will run on day one.

When the same drills feed directly into a connected planning system, prep time drops and team-wide consistency rises. See how Striveon's drill library tags drills by skill, age, and equipment so assistants pull up the right session in seconds instead of digging through binders. When practice plans link to training events that schedule, notify players, and record attendance, the link from plan to session stays in sync without rebuilding the schedule each week. Coaches running a full travel ball calendar can connect drills to structured training sessions that record which drills you ran and who attended, so the season view shows exactly where the team has built reps and where the gaps still are.

What's Next?

Put This Into Practice

Drill Library

Tag drills by skill, age, and equipment. Share one drill library across coaching staff so every practice pulls from the same source.

Session Planning Framework

Structure timed practice blocks, rotate stations, and progress drills across a softball season with a repeatable framework.

Structured Training Sessions

Connect drills, sessions, evaluations, and athlete development pathways inside one platform.

Keep Reading

Softball Practice Plan

60 and 90-minute softball practice plan templates with timed blocks, age-group guidelines, and a printable drill reference.

8U Softball Practice Plan

45 and 60-minute practice plans designed for 6-8 year olds, with age-appropriate drills and short-attention-span blocks.