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Advanced
(Serve-Receive Error Percentage around 8-15%)
An advanced team is very good at receiving the ball. Statistical focus should be:
. Serve Rating
. Receive Rating
. All Stats
. Attack – Attempts, Kills, Errors
. Dig – successful, errors
. Free ball pass ratings
. Block – successful, errors
Number of receivers: 3
6-2 system
5-1 system
How to do it:
Split team into two groups, try to distribute the serving skill evenly
across both teams.
Two servers at a time, coach blows whistle.
If you make a good serve, you go to the other side.
If you miss, you go back to the end of your team’s line.
First team to get everyone to the other side wins.
Rotation Game
Goal: Serve accurately to all 6 zones on the court. Learn to serve under
pressure.
How to do it:
Split up into 2 teams.
Each team sets up on opposing end-lines.
Each team sends one player to the opposing court.
That player is a catcher who sits in Zone 1.
On the coach’s whistle, everyone serves to their player.
The player must catch a ball while sitting.
Once the player catches a ball, they run back to their team. The
successful server takes the catcher’s place but in the next zone. (Zone
2)
The game continues until one team wins by completing a Zone 6
catch.
How to do it:
Set up an extra antenna inside the court (6 feet on the left and right
side).
Line up facing straight down each sideline. You might consider
double-sided and have each side serve the right sideline, then the left
sideline. This helps prevent servers from hitting each other with their
serves.
Goal will be to make some number of good serves (like 10) down each
“lane.” The lanes on the 5x5 grid are Lane 1 (left side) and Lane 5 (right
side).
A good serve must go deep to row 40 or 50 and be below the top of
the antenna. This is a fast, at serve.
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How to do it:
Set up your rotations based on passing stats using the best receivers.
(Use www.rotate123.com app to set up your formations and to
communicate with your team.)
Have coaches and player serve hard at the receivers.
Set a goal of less than 25% receive error and at least 25% perfect
passes. (Servers serve tough and are not scored.)
Use a white board to keep track of each rotation.
Butter y Drill
Goal: Learn controlled serving and passing.
How to do it:
Set up a full Butter y drill: Server, Passer, Target / Server, Passer,
Target.
Set a goal of 5 or 10 perfect passes.
Set up server at appropriate location from mid-court all the way to off
the court –depending on accuracy and power.
Drill should take no more than 10 minutes.
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Goal: Learn to set 5x5 when out of system so that hitter still has an
opportunity to attack, and make sure the set does not go over the net.
.
How to do it:
Left front transitions off the net; 5 other positions ready to set the ball.
Coach tosses to any of the 5 players.
Player should consider just bump setting high, 5 feet off the net, 5
feet in the court.
Attacker hits this ball.
Goal is to get 20 good hits.
This drill is one big group of players, not divided into half hitters/half
setters. It’s out-of-system setting and hitting for EVERYONE!
Notes:
Do both left and right side.
Setters can set 3x3 but should not attempt a perfect set off a bad
pass. This tends to end up with a tight set, which is not easy to hit.
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Goal: Learn to dig balls that are outside of your feet when you’re off balance.
This will expand your defensive range.
How to do it:
Coach stands at center of 10-foot line with a basket of balls.
Players line up at center of the end-line.
One player enters the court at center, 20 feet from the net.
Player gets low, touches oor with hand.
Coach hits ball to left or right of the player, out of reach.
Player dives/slides in that direction.
Next player enters.
After all players display good reaction and safe diving, coach hits balls
closer and closer to being in reach.
Players continue to dig and dive.
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Defensive Transition Drill
Goal: Learn full 6 on 6 defense to attack transition.
How to do it:
Two teams, one on each side.
From coach toss in, one side attacks.
Defensive side goal is to dig and transition and attack.
Scoring
Many different possibilities depending on your emphasis.
Simple Scoring – 10 toss-ins to each side, rst team to 10 wins.
Middle emphasis – 10 toss-ins to each side, middle kill worth 2
points, rst team to 10 wins.
Tempo emphasis – 10 toss-ins to each side, each tempo set kill
gets 2 points, rst team to 10 wins.
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Wipe Out Game
Goal: Execute certain offensive plays. For example:
2 hits down the line from left side.
3 quicks to the MB.
2 tips to Zone 15 from the right side.
Etc.
How to do it:
6 on 6
Coach tosses to side that scores the kill.
First team to “wipe out” the list of attacks wins.
Scoring a kill does not count as a point.
Big 3 Drill
Goal: Score the last 3 points in a row from 22-22.
How to do it:
6 on 6, normal volleyball.
The score starts at 22-22. Whichever team wins the rst point takes a
23-22 lead. If that team loses the next point, the score ips to 23-22 for
the other team.
Three consecutive points wins the game.
Serving options: 1. Regular serving; 2. Stay in one rotation; 3. Servers
can only serve once. (This gives more players practice at serving
under pressure.)
Scrambled Eggs Drill
Goal: Score the last 3 points in a row from 22-22.
How to do it:
6 on 6, coach initiates.
Win a point, the coach throws the ball to your team. Lose the point,
the coach throws to the other team.
Once a team scores 3 points in a row, it serves at 22-20. Regular
scoring ensues to 25, win by 2 points.
You can rotate normally or stay in one rotation for both the initiated
balls and the serving sequences.
Activation Drill
Goal: Focus on a speci c skill – for instance, a middle kill – that will activate
scoring for your team. Once a team is activated, it gets consecutive free balls
to score points until the opponent stops them.
How to do it:
6 on 6 with a speci c skill highlighted. Play starts with a free ball
tossed in by the coach. The team that wins the rally gets the free ball.
When a team executes the highlighted skill, it earns 2 points and is
activated.
Once a team is activated, it gets every ball – a free ball from the non-
activated team off a coach’s toss – and can score points.
The activated team gets a point for every kill and 2 points for kills that
come from the highlighted skill.
If the non-activated team wins the point, the game returns to the
beginning with both teams once again trying to get activated.
Play either continues to a certain score – maybe 15 – or a set amount
of time: maybe 8 to 10 minutes.
2 Way Scoring Variation: When the defense stops an activated team,
it becomes activated. However, it can only score with the highlighted
skill.
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