Softball Tryout Drills

By Riku PelkonenLast verified

A softball diamond is small and quick. The bases sit sixty feet apart, the pitching circle is forty-three feet from the plate, and the ball is twelve inches around, the standard high school fastpitch layout(opens in new tab). That tight geometry rewards two things above almost everything else at a tryout: a live arm and a fast first step. The drills that sort a roster put a number on both while a player works.

What drills should you run at a softball tryout? Set up four stations and score every player at each. Fielding rates hands and range on ground balls and fly balls. Hitting rates the swing off front toss, a tee, and a bunt. Throwing measures arm strength across the diamond and a catcher's release. Speed comes from a timed home-to-first sprint.

You are here to pick a team, so read every drill below from the clipboard, not the batter's box. Alongside each one sits the trait it screens, the cue your eye tracks, a benchmark to measure against, the mistake that shows up most, and the note you jot down, a strong sign or a red flag to circle. It works apart from our softball drills library, which builds skills across a full season, and from the softball tryouts guide that walks through running the day itself. Once you are ready to put numbers on paper, the printable softball tryout evaluation form makes each of these reads a number on a card.

Clock Speed and Arm Strength First

Start with what a player cannot talk her way out of. Before you weigh a swing or a glove, get an honest read on speed and arm strength, because those two traits set the ceiling on almost every play a softball asks for. A stopwatch and a tape measure do not have opinions.

Recruiters lean on the same numbers. College coaches chart a player's home-to-first time, her 60-yard dash, and her overhand throwing velocity, and services publish position-by-position targets for each. NCSA's softball recruiting guidelines(opens in new tab) post a target for each, from a middle infielder near 2.8 seconds down the line to an outfield arm in the low 60s in miles per hour. None of those college marks matter at a rec-league session. The two reads still do, shrunk to fit the age and level in front of you.

The two drills below turn speed and arm into numbers in minutes. Flag the ones you want and they gather in your plan as you go.

Home-to-First Sprint

MeasurablesAll levels
Players: One at a timeTime: 10 minEquipment: Stopwatch, home plate, first base

Builds: A clean number on raw and functional speed


Every player takes a live swing at a front-tossed ball, then runs it out to first the way she would in a game. Start the watch on first foot movement out of the box and stop it when she touches the bag. Two runs, keep the faster. Timing the swing-and-go tells you who actually beats out an infield hit, the number that shows up in July.

Reps: 2 timed runs off a live swing, best kept

Target: College recruiting charts put a quick middle infielder near 2.8 seconds home to first. Do not chase that figure at a youth session. Rank your own group and note the gap between your fastest and slowest.

Coaching cues

First step is down the line, not toward the mound · Runs through the bag, no lunge · Clean drop of the bat

Common mistake & fix

Mistake: Peeking at the ball she just hit and dragging out of the box

Fix: Tell her the ball is gone the instant she swings, then re-time. The number usually drops a tenth or two.

Long-Toss Arm Read

MeasurablesAll levels
Players: PairsTime: 8 minEquipment: Balls, a measured line or cones

Builds: A read on overhand arm strength and carry


Pair players and stretch them out in a long-toss line, adding distance every few throws until the ball starts to short-hop the partner. Mark where each arm tops out. A radar gun turns it into a hard number if you own one. If you do not, distance and the carry of the throw tell you nearly as much about who can make the play from the hole or the gap.

Reps: 6 to 8 throws, distance stepped back each round

Target: Recruiting standards list a strong overhand throw around 60 to 63 MPH for older infielders and outfielders. Scale the idea down to your level. Watch which arms carry on a line and which ones sail and die.

Coaching cues

Clean crow-hop into the throw · Four-seam grip, ball comes out true · Throws flat and true on a line

Common mistake & fix

Mistake: All arm and no legs, so the ball tails and loses carry

Fix: Coach a crow-hop that gets the whole body into it, then measure the same arm again.

Put a Bat in Every Player's Hands

A tryout is the worst place to fall for one loud swing. The player who crushes a batting-practice fastball can look nothing like herself against live pitching, and the raw athlete with a rough swing might be the bat you develop into a starter. So see every hitter more than one way, and grade the swing as much as the ball that comes off it.

Fastpitch also lives on the small game. A team that bunts a runner over and turns a lefty loose to slap wins innings a bigger, slower lineup never touches. Give the bunt and the slap real weight, because most youth coaches score power and skip the short game that decides tight July games.

The three stations below read a hitter from the tee to live toss to the short game. Flag the stations you want to keep and they will collect in your plan below.

Front-Toss Batting Rounds

HittingAll levels
Players: Groups of 4 to 6Time: 15 minEquipment: Balls, L-screen, bats, helmets

Builds: A read on live contact, timing, and hard-hit quality


Toss from behind an L-screen at a steady, hittable pace, ten swings a player. Chart each swing as a miss, weak contact, or a ball hit hard, and log where it went. Front toss keeps the pitch honest so the swing is what you are grading, not a wild arm. You learn more from ten tracked swings than from a batting-cage free-for-all nobody wrote down.

Reps: 10 swings, each charted for contact quality and direction

Target: The bat worth a spot barrels a run of balls hard to the middle and pull side with a repeatable swing. One loud homer surrounded by nine weak grounders does not make the roster.

Coaching cues

Watch the load and the timing first · Quiet head through contact · Line drives beat lazy fly balls

Common mistake & fix

Mistake: Judging a hitter on her single loudest ball and skipping past her steady contact

Fix: Score the round as a batting average, not a highlight, so consistency outranks one big swing.

Tee and Soft-Toss Mechanics

HittingAll levels
Players: Stations of 2 to 3Time: 10 minEquipment: Tees, nets, soft-toss balls

Builds: A read on swing mechanics stripped of pitch difficulty


Run tee work into a net, then side soft-toss, so you see the swing without a live pitch clouding it. Move the tee inside and outside and up and down to test whether the barrel covers the whole zone. This is where a raw athlete who cannot yet time live pitching shows you a swing worth developing, so do not cut her on front toss alone.

Reps: 8 tee balls across the zone, then 8 soft-toss

Target: Look for a short path to the ball and a balanced finish on every tee height, a swing you could clean up in a season rather than rebuild from scratch.

Coaching cues

Hands inside the ball · Same balanced finish inside and away · Barrel stays on plane through the zone

Common mistake & fix

Mistake: Reading a slow, mechanical tee swing as low ceiling when the raw move is sound

Fix: Separate mechanics from timing on your sheet. A clean tee swing plus poor timing is a coachable player.

Bunt and Slap Station

HittingIntermediate
Players: Groups of 4Time: 10 minEquipment: Balls, L-screen, bases

Builds: A read on the small game and the lefty slap


Every player lays down a sacrifice bunt and a bunt for a hit off front toss. Left-handed hitters then take slap swings out of the box toward the left side, because a good slapper is a weapon fastpitch defenses hate to face. Fastpitch turns on the short game far more than most youth coaches score for, so give the bunt and the slap real weight on the card.

Reps: 2 sac bunts, 2 bunts for a hit, then 4 slaps for lefties

Target: A roster-ready bunter deadens the ball down a line on demand. A live slapper gets out of the box already moving and beats the throw with contact on the ground.

Coaching cues

Bat angle set early on the sac bunt · Slapper's crossover starts as the ball is pitched · Contact stays out of the air

Common mistake & fix

Mistake: Skipping the short game entirely and grading hitters on power alone

Fix: Give the bunt and slap their own line on the sheet. A team that can move a runner wins tight games.

Hit Them Ground Balls and Fly Balls

Every player fields at a softball tryout, whatever position she lists. The ground ball is the game's most repeated play, and the throw that follows it decides whether a clean pickup ever becomes an out. Run everyone through the same defensive reads first, then split the specialists off to their own stations.

Score the field and the throw as two separate things. A soft glove is only half the play. An infielder who picks a ball clean and then airmails first has still handed the runner a base, so watch the feet between the catch and the release as closely as the hands.

The second card is worth a word. The 3-2-1 trio infield drill(opens in new tab), made popular by longtime Texas high school coach Leah Campbell, hits one player three balls in a row, a play to third, then to second, then to first. You get to see who holds her mechanics once her legs start to tire. It is one of the sharpest range-and-composure reads you can run in eight minutes.

Infield Ground-Ball and Throw Circuit

FieldingAll levels
Players: Rotating infieldTime: 12 minEquipment: Balls, fungo bat, bases

Builds: A read on hands, footwork, and throwing accuracy across the diamond


Hit each player a set of ground balls from a fungo, mixing one to each side with a slow roller she has to charge. She fields it clean and throws across to a target at first. Score the field and the throw on separate lines, because a soft glove that follows with an airmailed throw still costs you the out. This is the single most-run read at any softball tryout for good reason.

Reps: 6 grounders each, one charge play mixed in, throws graded

Target: A player you keep gets the glove out front, takes a clean crow-hop, and puts the throw chest-high to first on the move. Circle the arm that beats a live runner to the bag.

Coaching cues

Glove out front, field through it · Funnel to the middle, don't stab · Footwork sets up an accurate throw

Common mistake & fix

Mistake: Waiting back on the ball and fielding it flat-footed on the heels

Fix: Coach her to attack the ball on a slight round path so momentum carries into the throw.

The 3-2-1 Trio Infield Drill

FieldingIntermediate
Players: Full infieldTime: 8 minEquipment: Balls, fungo bat, full infield

Builds: A read on range and composure under a rapid three-ball burst


Hit one player three balls in a row with no rest between them. The first is a play to third, the second a play to second, the third a play to first, so she has to field, set her feet to a new base, and repeat under fatigue. Popularized by longtime Texas high school coach Leah Campbell, it exposes the infielder whose hands get sloppy the moment her legs tire. Roll the same burst through every infielder.

Reps: 3 consecutive balls per player, third-second-first order

Target: The infielder to trust keeps her feet under her and her throws accurate on ball three, when everyone else is guessing and rushing.

Coaching cues

Reset the feet before every throw · Target changes, mechanics do not · Breathe between reps, stay low

Common mistake & fix

Mistake: Rushing ball three and sailing the throw once the legs get heavy

Fix: Slow her feet, not her hands. Remind her an accurate throw beats a fast, wild one every time.

What Each Position Has to Prove

This is where a general tryout quietly loses good players. A pitcher, a catcher, and a center fielder share almost none of the same job, so a single catch-all test makes a few of them shine and hides what the rest do best. Score a shortstop on her swing alone and you can send home the best glove on the field.

Grade every player on the job her spot actually demands instead. A pitcher earns her rating on command from the circle, a catcher on a quick release and a clean block, a middle infielder on range and the double-play turn, an outfielder on her first-step jump and the carry on her throw. Use the table as your scoring key. On the left is what a player built for a spot puts on tape. On the right is the flaw that most often tips a borderline call toward a cut.

PositionWhat a strong one showsWhere a borderline one slips
PitcherLands called spots from the circle, changes speeds, and stays composed with a runner on.Throws hard but sprays the ball off the plate and loses the strike zone under pressure.
CatcherQuick, clean transfer, an accurate throw to second, and blocks balls in the dirt without flinching.A slow, looping transfer and a habit of reaching at dirt balls she should drop and smother.
Middle infield (SS / 2B)Range to both sides, a firm feed on the double play, and a throw made on the move.Fields flat-footed, resets before every throw, and cannot turn two in one motion.
Corner infield (1B / 3B)Quick reactions at the hot corner or a reliable scoop and stretch at first, plus pop in the bat.Slow first step on a hard-hit ball and a tentative glove on anything in the dirt.
OutfieldReads the ball off the bat, takes an efficient route, and throws with carry to the right base.Breaks the wrong way on the first step and drifts under fly balls with a weak, off-line throw.

Run the four position stations below at once, with one coach glued to each and small groups rotating between them so no line ever forms. Score each one for the role your roster is actually short on.

Pitcher: Command in the Circle

PitcherAdvanced
Players: Pitcher and catcherTime: 12 minEquipment: Balls, full circle, catcher's gear

Builds: A read on command, movement, and mound composure


From the 43-foot high school circle, ask the pitcher to hit called spots: inside, outside, low, then a change-up. Count strikes to a spot and set the radar gun aside, then put a runner on base to watch her hold the moment. A pitcher who lands her spots and changes speeds beats one who only throws hard, especially once hitters catch up to straight fastballs.

Reps: 12 pitches to called locations, one change-up per set

Target: College charts flag high-velocity arms, but at a tryout the pitcher to keep repeats her release and lands two of three to a called spot with a change-up that clearly drops off the fastball.

Coaching cues

Same release point every pitch · Spots over speed · Calm face with a runner on

Common mistake & fix

Mistake: Overthrowing for velocity and spraying the ball off the plate

Fix: Take the gun away and score strikes to a spot. Command is the skill that wins games.

Catcher: Pop Time and Block

CatcherAdvanced
Players: Catcher, pitcher, timerTime: 10 minEquipment: Full gear, balls, stopwatch

Builds: A read on release, arm, and blocking behind the plate


Time her throw-downs to second on a stopwatch, glove pop to glove pop, then bury balls in the dirt so she has to block and smother. A catcher runs your defense, so grade the quick, clean release and the willingness to wear a ball as much as the raw arm. The loudest arm at this tryout is worthless if the release is slow or the ball scoots to the backstop.

Reps: 5 timed throws to second, then 8 blocked balls

Target: College catchers time near 1.8 seconds to second, a number youth players rarely touch. Judge the footwork and a clean, quick transfer, and reward the catcher who smothers the ball in front of her every time.

Coaching cues

Transfer is quick and clean · Throws through the bag on a line · Chest over the ball on the block

Common mistake & fix

Mistake: A long, looping transfer that wastes the arm behind it

Fix: Drill a short glove-to-hand exchange at the ear so the release beats the runner.

Middle Infield: Turn the Double Play

Middle InfieldAdvanced
Players: Shortstop and second baseTime: 10 minEquipment: Balls, fungo bat, second base

Builds: A read on range, feet at the bag, and the pivot under pressure


Feed shortstop and second base a stream of double-play balls and grade the whole turn: range to the ball, the feed, the footwork across the bag, and the throw to first. On a 60-foot diamond the play happens fast, so a middle infielder who catches the feed and gets rid of it in one motion is worth a lot. Add a runner sprinting into the bag once they know the footwork.

Reps: 8 turns each, live runner added late

Target: The middle you build around gets to the ball, gives a firm feed to the chest, and clears the bag with the throw in one smooth rhythm.

Coaching cues

Catch and feed in one motion · Feet cheat toward the bag before the ball · Firm feed to the chest

Common mistake & fix

Mistake: Catching, resetting, then throwing, which turns two into one

Fix: Coach a continuous motion so the catch, the pivot, and the throw run together.

Outfield: Read, Crow Hop, and Throw

OutfieldIntermediate
Players: Groups in the outfieldTime: 10 minEquipment: Balls, fungo bat, cut-off target

Builds: A read on the first-step jump, tracking, and a throw with carry


Hit fly balls and gappers, some right at her and some she has to run down, then have her crow-hop and throw to a cut-off target or a base. The first step and the route matter as much as the catch, since an outfielder who breaks the wrong way turns a single into a triple. Mix a line drive she has to charge with a deep ball over her head so you see both directions.

Reps: 8 fly balls, mixed depth and direction, throws to a base

Target: The outfielder to keep reads the ball off the bat, takes an efficient route, and finishes with a crow-hop throw that carries to the base on a line.

Coaching cues

First step keys off the bat · Runs on the balls of her feet, glove down · Crow-hop into a throw with carry

Common mistake & fix

Mistake: Drifting under a fly ball and arriving flat-footed with nothing behind the throw

Fix: Coach her to get behind the ball early so momentum drives the crow-hop and the throw.

What a Live Inning Tells You

A station shows one skill in a vacuum. A real inning shows the whole player. A quiet kid who looked plain at every station can turn into the sharpest competitor on the field the moment the game counts, and you only catch that in live play. Protect game time at the back end of your tryout, after the skill numbers are locked in.

Set the situation before each inning so you are grading decisions and game reads, the stuff a plain at-bat never shows. Runner on second, one out. First and third with the infield in. Watch who hits the cut-off, who calls the play, and who covers a base nobody assigned her. Let your eyes drift off the ball now and then, because the kid backing up an overthrow is often the one who makes a whole roster better.

Baserunning belongs in this block too. Softball rewards a runner who reads a ball early and forces a throw far more than one with the flashiest raw time. The two drills below drop players into live situations where instincts, not lines, do the talking.

Live Situational Innings

Live PlayAll levels
Players: Two squadsTime: 20 minEquipment: Full field, balls, gear

Builds: A read on game instincts, communication, and who competes


Split the group and play short innings, but set the situation before each one: runner on second and one out, or a first-and-third with the infield in. You are watching who hits the cut-off, who calls the play, and who covers a base without being told. A player's softball IQ only shows in a live inning, right when a teammate has just booted one behind her.

Reps: Situational innings, rosters rotated between them

Target: Mark the player who talks every pitch, backs up a throw nobody asked her to, and picks a teammate up after an error. That connector lifts a whole roster.

Coaching cues

Calls the play before the pitch · Backs up bases without a prompt · Body language after a teammate's error

Common mistake & fix

Mistake: Scoring only the flashy play and missing the player who quietly does every little thing right

Fix: Keep a separate column for instincts and talk so a heads-up player outscores a loud one who freelances.

Baserunning Reads

Live PlayAll levels
Players: Full group at the basesTime: 10 minEquipment: Bases, balls, a coach at the plate

Builds: A read on instincts and aggression on the bases


Put runners on and hit live balls so each one has to read it: tag on the fly, go first to third on a ball in the gap, or hold. Softball rewards the runner who reads the play early and forces a throw, so watch the decision as closely as the raw speed. A heady runner with average wheels often beats a burner who runs into outs.

Reps: Several live reads per runner from first and second

Target: The runner worth a spot picks up the ball early, commits without a hitch, and forces the defense to make a perfect throw to get her.

Coaching cues

Keys on the ball early, off the bat · Aggressive but under control · Picks up the third-base coach on the turn

Common mistake & fix

Mistake: Locking onto the ball, missing the gap, then hesitating a half-step too long

Fix: Coach her to read the ball's direction early and pick up the base coach on the way through.

How to Structure a Softball Tryout

All of the above packs into one session. The run sheet here runs two hours on a single field, needs four or five coaches, and handles 30 to 45 players. Watch the clock on every block. One station that drags while half the group waits by the fence is how an evaluation goes to waste.

Carry it on a clipboard, or load it into any planner and adjust each block's timing to your headcount. The same shape works for a small rec-league group and a deep high-school pool.

BlockTimeWhat happens
Check-in and warm-up0:00 to 0:20Give every player a number for her jersey front and back. Run a dynamic warm-up, a throwing progression, and a few swings so arms and bats are loose before you score anything. Note down the two positions each one lists as her best.
Measurables0:20 to 0:40Time a home-to-first sprint off a live swing and run a long-toss arm read for every player. This is the block where the stopwatch and the tape, not opinions, do the talking.
Hitting rounds0:40 to 1:05Rotate small groups through front-toss batting, tee and soft-toss, and the bunt-and-slap station. Chart every swing for contact quality, and keep one evaluator on each station.
Fielding and position stations1:05 to 1:35Run the ground-ball circuit and the 3-2-1 burst, then split by role so pitchers work the circle, catchers show pop time, middles turn two, and outfielders read and throw. Keep one coach at each station, grading only that role.
Live play1:35 to 1:55Situational innings with rosters rotating between squads, plus a round of baserunning reads. Watch communication, instincts, and who competes once the innings are live and a teammate makes a mistake.
Wrap and next steps1:55 to 2:00Spell out for players how and when cuts get posted. Gather every score sheet before anyone leaves the field so nothing gets filled in from memory later.

Prefer to shape the session around the drills that impressed you? Every drill you marked as you read drops into one timed block below, yours to download, print, or forward to an assistant. The drills you scored with also run well on day one of the season, so this sheet keeps paying off long after tryout day. For the week that follows, our softball practice plan builds them into a season's worth of sessions.

Your Softball practice plan

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

What Coaches Look For, and What to Avoid

Two questions hang over every softball tryout. What am I really looking for? And how do I keep from botching the evaluation? The first answer is short. Coaches look for arm strength, speed, a repeatable swing, clean hands, and the softball instincts that only show in a game. Weigh those five, and weight them toward the holes in your roster.

The second answer is a handful of errors that quietly wreck otherwise good tryouts. Steering clear of them guards your read on a player as firmly as any station you run.

  • Score by position, not one checklist. Grade a catcher on her foot speed or a first baseman on her range and you send home a kid who would have anchored her real spot. Rate each player by the job she is there to fill.
  • Never let players stand in line. One long line at a station burns the whole day for the kids stuck in it. Run more groups, more balls, and more coaches so every player keeps moving and getting looks.
  • One loud tool should not settle it. A big arm or a booming bat catches the eye, but a kid who boots routine balls or misreads the play will still cost you games. Score the full picture.
  • Record the score before the next hitter. Get every number on paper while the player is fresh in your mind. Give it an hour and two similar infielders run together in your head, so the rating you rebuild is really just a hunch.
  • Talk to each kid about herself only. Keep every conversation on the single player in front of you and what she works on next. Ranking one kid beside another where teammates can overhear is the surest way to poison a locker room.

The way you deliver a cut is what a family carries away from your program. Settle that plan before the first player arrives. Tell everyone up front when results land and how they will hear, and when a decision stings, hand it to the player in person or in a private message meant only for her.

Turn Your Scores Into the Roster

Once every station has a number beside it, the easy calls take just a few minutes. The work that keeps a coach up late is the borderline band, three players of nearly equal grade fighting for the final two spots, separated by a tenth on the stopwatch or a note only one evaluator jotted. When your own eye can't split them, the number on the card does. And that number only means something because every kid faced the same drills in the same order.

Keep the scale the same for every player who walked in. Score each skill 1 to 5 and jot one honest line while the reads are still fresh. Then decide your category weights before the first pitch. Name your roster's biggest hole and let that category count double. A staff short of pitching leans the card toward arm and command. A team that keeps getting run on rewards speed and baserunning. Our printable softball tryout evaluation form holds a rubric behind each rating, so a 4 carries one meaning no matter who marked the card.

Hold your measurables to the same standard. Striveon's performance testing logs each home-to-first time and arm reading and tracks them from one session to the next, so her speed and arm chart across the whole season and one nervous afternoon never defines her. After you post the roster, build your scoring card once and reuse it so you walk into next season's tryout holding the yardstick you just built.

These numbers do not expire the day you post the team. Each one is the starting mark for a player's whole season, the line her spring progress gets measured against. Follow each player's development inside Striveon and the tryout scores become the opening line of her record, a baseline you build on every week after. When your drills, your ratings, and every athlete's growth sit in one place, the full arc from tryout day to the last out of the season sits in one system.

What's Next?

Put This Into Practice

Athlete Evaluation

Build a softball scoring card once, put a rubric behind every rating, and open every future tryout from the same benchmark.

Drill Library

Turn your tryout drills into a permanent library. Tag each by skill, attach your notes, and drop it into a scheduled softball practice.

Athlete Development and Management

Grow a graded tryout into a plan that spans the whole season. Give every player a goal, log her progress, and keep the whole roster climbing from opening day.

Keep Reading

Softball Tryout Evaluation Form (Free Scoresheet)

The printable scoresheet this guide pairs with. Rate pitching, hitting, fielding, and speed on a 1-to-5 scale, then export the card to a spreadsheet.

Softball Drills: Complete Library for All Levels

The skill-building side of practice. Dozens of drills for hitting, fielding, pitching, and catching to run through the season ahead.