Forty exercises. Each one says which block it fits, how many players per court it takes, what
it actually is, what to look for, and how to make it harder. Filter by type to build any session.
Pick a type above to see the exercises.
6-corner shadow
FootworkA (3 courts)4-5 per court40s on / 40s offAll
- What it is
- Racket in hand, no shuttle. Player moves to all six corners in a coach-called or fixed sequence, returning to base each time.
- Coaching points
- Split-step on the coach's signal. Last stride is the longest. Racket up on arrival. Push off the outside foot to recover.
- Progression
- Fixed sequence -> coach-called random -> coach-called while showing a racket-face cue (adds anticipation).
4-corner speed
FootworkA (3 courts)4-5 per court30s on / 30s off x 6Singles
- What it is
- Front two and rear two corners only, maximum speed, touch a marker at each corner.
- Coaching points
- Quality of the recovery step, not just the arrival. Chest up. Do not cross the feet.
- Progression
- Add a shuttle to place/pick at each corner -> add a racket swing at each corner.
Rotation shadow (doubles)
FootworkA (3 courts)4 per court20 minDoubles / Mixed
- What it is
- Pairs walk then run the front/back and side/side rotation patterns without a shuttle, calling the switch triggers out loud.
- Coaching points
- Who takes the middle. The lift is the trigger to drop back. Communicate before you move, not after.
- Progression
- Walk -> jog -> full speed -> add a coach hand-feed that forces the rotation.
Hold-and-go footwork
FootworkA (3 courts)4 per court20 minAll
- What it is
- Move to a corner, arrive EARLY, freeze for half a second, then play the shot. Trains the physical basis of deception.
- Coaching points
- You can only deceive if you arrive with time. Stillness at contact. Eyes on the opponent during the hold.
- Progression
- Freeze 1s -> freeze 0.5s -> freeze then choose between two shots.
Reaction shadow
FootworkA (3 courts)4-5 per court30s x 8All
- What it is
- Coach points or shows a racket-face cue; player reacts and moves. No fixed sequence.
- Coaching points
- React to the cue, not to a guess. Split-step must be airborne as the cue appears.
- Progression
- Coach points -> coach uses racket-face only -> a partner gives the cue while playing a real shot.
Ghosting with resistance
FootworkA (3 courts)4 per court30s x 6All
- What it is
- 6-corner shadow wearing a light resistance band around the waist held by a partner.
- Coaching points
- Do not let the band change your technique. Stop immediately if the pattern breaks down.
- Progression
- No band -> light band -> band on the recovery direction only.
Rear-court multi-shuttle
Multi-shuttleA (3 courts)4 (1 feed, 1 work, 2 collect) per court45s setsSingles
- What it is
- Feeder throws or hits a continuous stream to the two rear corners; worker plays clear, drop or smash as called.
- Coaching points
- Full rotation and recovery between every shuttle. The worker must return towards base each time.
- Progression
- Fixed shot -> coach calls the shot on the feed -> worker chooses and must vary.
Defence multi-shuttle
Multi-shuttleA (3 courts)4 per court45s setsDoubles
- What it is
- Rapid low feeds alternating to both sides; worker blocks and drives.
- Coaching points
- Racket up before the feed. Body behind the shuttle. Short grip.
- Progression
- Alternating sides -> random sides -> random with occasional net shot to force a lunge.
Attack sequence multi-shuttle
Multi-shuttleA (3 courts)4 per court40s setsDoubles / Singles
- What it is
- Feed to rear court for the smash, then an immediate low feed at the net for the kill.
- Coaching points
- The smash is only finished when you are moving forward. Recovery step is part of the shot.
- Progression
- Two-shuttle sequence -> three-shuttle -> four-shuttle with a defensive shuttle in the middle.
Tempo multi-shuttle
Multi-shuttleA (3 courts)4 per court20s fast / 40s controlledAll
- What it is
- Feeder alternates between maximum tempo and deliberately controlled tempo; the worker must match.
- Coaching points
- Gear changes are a decision, not an accident. Notice how your technique degrades at maximum tempo.
- Progression
- Coach controls the tempo -> worker calls her own tempo changes.
Clear to clear
Closed technicalB (6 courts)2 per court15-20 minSingles
- What it is
- Continuous straight overhead clears from both rear corners.
- Coaching points
- Full pronation. Contact in front and high. Land on the racket-side foot and push back.
- Progression
- Straight -> cross -> alternating straight/cross on call.
Hold-and-slice drop
Closed technicalB (6 courts)2-4 per court20 minAll
- What it is
- From an identical high preparation the player plays either a full clear or a sliced drop. Feeder cannot know which.
- Coaching points
- The preparation must be genuinely identical. Slice happens late, in the wrist and forearm only.
- Progression
- Announce the shot -> keep it secret -> partner must call the shot as you strike it.
Three-from-one (net)
Closed technicalB (6 courts)2-4 per court20 minAll
- What it is
- From one identical net position play a tumble, a cross-net, or a lift.
- Coaching points
- Racket face and body angle must not change until after the hold. Arrive early.
- Progression
- Two options -> three options -> partner calls the shot out loud as you hit.
Serve & return battery
Closed technicalB (6 courts)4 per court20 minDoubles / Mixed
- What it is
- Low serve, flick serve, drive serve; receiver plays push, net or lift. Score each pair out of 20.
- Coaching points
- Same preparation for all three serves. Receiver's racket up and weight forward.
- Progression
- Serve only -> serve + return -> serve + return + third shot, scored.
Drive technique pairs
Closed technicalB (6 courts)2-4 per court20 minDoubles / Mixed
- What it is
- Continuous flat mid-court drives, shuttle must stay below shoulder height.
- Coaching points
- Short grip. Elbow leads. Take it early and in front. Recover the racket instantly.
- Progression
- Straight drives -> cross drives -> drive with an occasional lift to break the pattern.
Net kill & interception
Closed technicalB (6 courts)4 per court20 minDoubles / Mixed
- What it is
- Fixed feed to the net tape; player kills, then recovers and repeats from the interception position.
- Coaching points
- Racket already up. Kill downwards with the forearm, not the arm. Do not follow the racket forward.
- Progression
- Feed to one side -> both sides -> live feed from a lifting partner.
Front-court only doubles
Restricted gameB (6 courts)4 per court20 minDoubles / Mixed
- What it is
- Doubles inside the service boxes only. No lifts allowed. Point ends if the shuttle goes past the service line.
- Coaching points
- Early contact, racket up, feet moving. This is the single best drill for front-court sharpness.
- Progression
- No lift -> one lift allowed per rally -> full court but the point is only won at the net.
Attack vs defence 2v2
Restricted gameB (6 courts)4 per court20 minDoubles / Mixed
- What it is
- One pair attacks, one defends. Attackers must finish within 6-8 shots or the point goes to the defenders. Swap every 3 min.
- Coaching points
- Attackers: keep them under it, do not over-hit. Defenders: block flat and low, look for the counter.
- Progression
- 8 shots -> 6 shots -> 4 shots.
Straight-only singles
Restricted gameB (6 courts)2 per court20 minSingles
- What it is
- From the rear court only straight shots are allowed; cross-court is permitted only from the net.
- Coaching points
- Forces genuine length and disciplined recovery. Notice how much harder it is to be deceptive straight.
- Progression
- Straight only -> one cross allowed per rally -> free.
12-shot minimum
Restricted gameB (6 courts)2 per court20 minSingles
- What it is
- The rally must reach 12 shots before either player is allowed to win the point.
- Coaching points
- Build the rally with a purpose: create, exploit, finish. Do not just push shuttles back.
- Progression
- 9 shots -> 12 shots -> 15 shots.
Disguise / calling game
Restricted gameB (6 courts)2-4 per court20 minAll
- What it is
- The receiving player must call the shot out loud as the opponent strikes it. A wrong call gives the striker a bonus point.
- Coaching points
- Trains deception AND anticipation simultaneously. Watch the shuttle and the racket face, not the arm.
- Progression
- Call at contact -> call before contact -> call before contact in a full open game.
Tempo game
Restricted gameB (6 courts)2 per court20 minSingles
- What it is
- One player must play fast and flat, the other must slow the rally down. Swap roles every 3 minutes.
- Coaching points
- Learn what each tempo costs you physically, and which one suits your game.
- Progression
- Assigned roles -> free choice, but you must announce your tempo before each rally.
Rotation trigger game
Restricted gameB (6 courts)4 per court20 minDoubles / Mixed
- What it is
- Every lift forces a compulsory rotation; a minimum of 3 role switches per rally.
- Coaching points
- Rotate before the shuttle arrives, not after. One voice per pair.
- Progression
- Compulsory rotation -> free rotation but coach counts the switches.
First four shots
Restricted gameB (6 courts)4 per court20 minDoubles / Mixed
- What it is
- Serve, return, third and fourth shot only. Point ends after the 4th shot. Keep score.
- Coaching points
- Most doubles points are decided here. Have a script and follow it.
- Progression
- 4 shots -> 6 shots -> open but score the first four separately.
Scenario scoring
Open gameB (6 courts)2-4 per court15 minAll
- What it is
- Games start at a set score: 10-10, 12-12, 13-13, 14-14, or 5-9 down in an 11-point game.
- Coaching points
- Rehearse the exact situations that decide matches. Insist on the between-rally routine.
- Progression
- One scenario -> rotate through several -> players draw the scenario from a hat.
King of the court
Open gameB (6 courts)2-4 per court15 minAll
- What it is
- Winner stays on the champion court, loser rotates down. Short games to 5 or 7.
- Coaching points
- High intensity and high motivation. Good for mixed-ability groups.
- Progression
- Singles -> doubles -> mixed.
Survivor
Open gameB (6 courts)3-4 per court15 minSingles
- What it is
- Loser of each rally leaves the court and is replaced immediately by the next player waiting.
- Coaching points
- Very high density with natural rest. Brutal and popular.
- Progression
- Rally-by-rally -> best of 3 rallies.
Handicap game
Open gameB (6 courts)2-4 per court20 minAll
- What it is
- Stronger player starts on -5 or must win by 4. Lets seniors and juniors compete meaningfully.
- Coaching points
- Keeps the whole group engaged and stretches both ends of the ability range.
- Progression
- Adjust the handicap until games finish within 2 points.
Internal tournament
Open gameB (6 courts)2-4 per court60 minAll
- What it is
- Round-robin with a published draw, umpires, scoresheets and no mid-match coaching.
- Coaching points
- The closest thing to a real competition you can create in training. Run it twice a season (W50 and W19) and compare.
- Progression
- Groups of 4 -> knockout from groups.
Open singles, no smash
Open gameB (6 courts)2 per court15 minSingles
- What it is
- Open singles with the smash banned. Win the point with a kill at the net and it counts 5. Play to 7 points, winner stays on and the loser moves.
- Coaching points
- Define the kill so nobody argues: played above net height, from inside the front service area, hit downwards, and it ends the rally. Banning the smash means the only way to open the court is placement, and the 5-point kill makes them fight to reach the net early and take it high.
- Progression
- Kill worth 5 -> later in the season allow the smash back but keep the kill at 5, so they have to choose.
2 v 1
Restricted gameB (6 courts)3 per court90s per turnAll
- What it is
- Three players per court: two on one side, one alone against them. The single works 90s, then rotates so everyone takes a turn. One full rotation is 4:30. If numbers are high, run 2 v 2 and rotate one of the pair instead.
- Coaching points
- The pair's job is to MOVE her, not to hit winners - a rally that ends in three shots trains nobody. The single cannot survive without recovering to base after every shot. Courts needed = players divided by 3.
- Progression
- Pair plays straight only (kindest) -> pair plays anywhere -> the single must send every shot to the rear court (hardest, tactical as well as physical).
Half-court lift and drop
Restricted gameB (6 courts)2 per half, 4 per court per court15-20 minSingles
- What it is
- Split the court lengthwise down the centre line. Two players rally inside each narrow half, one at each end, so two separate games per court. Only net shot, lift and drop are legal.
- Coaching points
- Lengthwise, never crosswise - the front-to-back distance is the whole point. Half-court removes the option of hitting your way out of trouble, so the only way to win is precision and recovery. It is also the slowest rally pattern in badminton, which is why they cannot fake the recovery at this speed.
- Progression
- Games to 15 -> you may not play the same shot twice in a row -> the point can only be won at the net.
On-court interval
PhysicalA (3 courts)4-5 per court45s / 75s x 6All
- What it is
- Maximal 4-corner footwork for 45s, 75s rest, six repetitions.
- Coaching points
- Maintain technique in the last repetition or stop the set. Monitor with RPE afterwards.
- Progression
- 4 reps -> 6 reps -> 8 reps at 30s/60s.
Speed-endurance circuit
PhysicalA (3 courts)4-5 per court6 stations, 40s/20s x 2All
- What it is
- Six stations around the three courts: shuttle runs, lunges, lateral bounds, fast feet, jumps, court sprints.
- Coaching points
- Keep changeovers strict. Technique is the limiter, not effort.
- Progression
- 5 stations x 30s -> 6 x 40s -> 6 x 40s x 3 rounds.
Plyometric block
PhysicalA (3 courts)4-5 per court20 minAll
- What it is
- Broad jumps, lateral bounds, pogo hops, 6 m accelerations. Full recovery between repetitions.
- Coaching points
- Quality of landing is the only criterion. Low ground-contact counts for U15. Stop when quality drops.
- Progression
- Bodyweight, low volume -> add height -> add a reactive element.
Test battery
PhysicalA (3 courts)4-5 per court20 minAll
- What it is
- Badminton-specific 4-corner court test (timed), 30s maximum lunge count, standing broad jump, 505 change of direction.
- Coaching points
- Same protocol every time or the numbers mean nothing. Record in the Player Tracking sheet.
- Progression
- Run in W44, retest in W14, final check in W21.
Match-day warm-up protocol
PhysicalA (3 courts)all per court10 minAll
- What it is
- The fixed RAMP sequence the players will use at every tournament: raise, activate, mobilise, potentiate, then shuttle feed.
- Coaching points
- Teach it as something the players own and can run without you. This is the most useful 10 minutes of the season.
- Progression
- Coach-led -> player-led in pairs -> player-led alone at a tournament.
Game Plan Card
MentalEitherall per court10 minAll
- What it is
- A single card per player: 3 strengths, 3 weaknesses, my A-game pattern, my plan vs an attacker, my plan vs a retriever, my routine.
- Coaching points
- Written in W34, revised in W51 (v2) and reviewed in W21 (v3). Bring it to every competition.
- Progression
- v1 broad -> v2 opponent-specific -> v3 season review.
Between-rally routine
MentalB (6 courts)2-4 per courtintegratedAll
- What it is
- A fixed 4-step routine: breathe, review, plan the next serve or receive, take position.
- Coaching points
- Insist on it in every scenario game. It is the mental skill that transfers most reliably.
- Progression
- Coach calls the steps -> player self-directs -> under fatigue in the third game.
Plan adherence self-score
MentalB (6 courts)all per court5 minAll
- What it is
- After every open game or internal tournament, each player scores 1-5 how well she followed her own game plan.
- Coaching points
- Separate the score from the result. A losing match can be a 5 for adherence.
- Progression
- Self-score -> partner scores you -> coach compares her score with yours.
Opponent profiling
MentalEitherall per court10 minAll
- What it is
- Before league weekends and championships, classify likely opponents: attacker, retriever, fast-flat, steady. Write one tactic against each.
- Coaching points
- Keep it to three bullet points. A plan you cannot remember at 12-12 is not a plan.
- Progression
- Group discussion -> in pairs -> individually before each event.
Anticipation video
MentalEitherall per court10 minAll
- What it is
- Watch a clip paused just before contact; players call the shot. Replay to check.
- Coaching points
- Teach them what to look at: shuttle height, body rotation, racket face, contact point in relation to the body.
- Progression
- Paused clip -> live in the hall from behind the court -> live while playing.