Drill 1.0 (Clearing)   

Stand at where the Doubles Service Line intersects with either the centre service line or the side singles line (clearing partner opposite side of the court in same position ie. Position A and AA). Clear to your partner back and forth without moving outside of an imaginary box around your feet of X distance (ie 2 feet around you). This drill is good for accuracy to maintain a straight line.

Drill 1.1 (Clearing Corner to Corner)

Start with Drill 1. Player 1(position a) hits to Player 2 (position aa). Player 1 immediately moves to position c before Player 2 gets the shuttle. Player 2 hits the shuttle to position c, and then immediately moves to position cc. Player 1 after getting to position c will hit the shuttle to position cc. Player 2 arrives to cc in time to hit the shuttle back to Player 1 at position c. Then continue the rally back and forth across courts c to aa, aa to a, a to cc, cc to c etc. Players can then reverse the drill so the shuttle comes from opposite rotation. This drill is good for speed between corners while doing clears and cross court clears.


   Drill 2.0 (Hover Drill)

Player 1 starts at the baseline (position a), while Player 2 starts at the net (position dd). Player 1 continuely drops to Player 2 while Player 2 lift returns to the baseline. Player 2 can lift along the baseline anywhere (across to position c) if space permits, and Player 1 always drops to Player 2 at the same spot (position dd)

Drill 2.1 (Up and back with Hover)

Player 1 now moves between the baseline and net (positions a and d) dropping the bird to Player 2 in position dd. Sequence: Player 2 needs to lift to the baseline, Player 1 drops to position dd, Player 2 does a net drop to position d, Player 1 moves into the net to position d and drop returns back to Player 2, Player 2 then lifts again to the baseline.

Drill 2.1.1 (Lift-Drop-Drop)

Player 1 and Player 2 now both move between the net and the baseline. Sequence: Player 1 at baseline drops to Player 2 at net, Player 2 drop returns, Player 1 comes into the net and lifts the bird to the baseline (then stays at the net and hovers) forcing Player 2 to go back to baseline, Player 2 drops from the baseline to Player 1 at the net, Player 1 drop returns and then heads back to the baseline while Player 2 comes back into the net to lift.

Drill 3.0 (Net Drives)

Players 1 and 2 face each other mid-court and drive the bird back and forth with little foot movement. Focus on finger power/wrist action, control, and flat hits.

Drill 3.1 (Net Drives with 3)

Player 1 in the center of the court at one side; Players' 2 and 3 on the other side taking side by side formation. Player 1 drives with both Players' 2 and 3 in random order. Focus on readiness, control, and flat shots.




Drill 1.0

Start at position aa and pradtice shadow clearing in one spot with proper footwork

Drill 1.1

Start with Drill 1.0 and then move up to position dd and either shadow lunge or shadow drop. Move back to position aa and start again

Drill 1.1.1

Start with Drill 1.1, but then change as follows: approach the net, shadow net kill/drop, then take a step back as to pretend to move back to the baseline(keeping racquet up), and then lunge in for a net kill(called hovering). Proceed back to the baseline and start again.

Drill 2.0

Begin in the center of the court, and shadow lunge to each corner of court, and then back to center. Concentrate on proper footwork(landing on the racquet foot last with toe pointing in the direction of the lunge). Keep the racquet face up just before, and just after the lunge. After focusing on the four corners, then concentrate on the 8 possible directions.

Drill 2.1

Same as dril 2.0, but have another player on the other side of the net point to which corner should be lunged at. Move in random corners focusing on technique, then speed. Do this at 30 second or 1 minute intervals.





Game 1.0 (Knockout)

Players line up at position M, and one player at each A, B,C, and D. Full doubles lines on court are used. Individual game, no partners. The player just coming onto court serves first, and can serve to either side. Each player owns their own half court, and do not have to hit any birds on the players' court beside them. Rally ensues, and the player that misses their shot goes off to the end of line. The new player takes the vacant spot wherever that may be.

Game 1.1 (Knockout with 2 mistakes)

Players get two lives. Once a player gets two mistakes, they go to the end of the line.

Game 1.2 (Knockout with Refresh)

Remaining players can refresh their lives back to zero when a player gets knocked out. All players therefore start equal when a new player takes the vacant spot.

Game 1.3 (Knockout Kings court)

Entry spot is always C; rotation is from C to D to B to A. C always serves, and can serve to either side. If B is knocked out, then D fills B spot, C fills D spot, and the new player from M goes to C. All players work towards getting to A.

Game 1.4 (Knockout with No Kill)

It is possible for a player on one side to purposely lift a bird up for the opposing side to smash the bird down and take someone out. (ie Player B lifts a nice lob to Player D to smash and take out Player A in the Kings spot.) The No Kill rule takes this possibility out. All finishing smashes(ie front court, that are not coming back) must be conducted on the player who set up/lifted the shot initially. This eliminates cheap shots. The penalty for doing such a shot is that the player who does the finishing shot on the wrong person is knocked out, instead of the intended receiver or the player who lifted the initial shot.




Aim: To improve all strokes and techniques.

How: Start with 1 player at one service line with a shuttle. This player starts as the champion. Have the first challenger on court waiting to receive the serve. More challengers can be lined up off court.

The champion serves to the first challenger. These two players then play a rally using the singles court as a boundary. If the champion wins the rally then they stay as the champion and the challenger joins the back of the line, and the next challenger steps up.

If a challenger wins a rally they go to the other side of the court and become the new champion. The champion that has just been beaten joins the back of the challenger queue.

When a player is champion each time they win a rally as champion they gain a point. At the end of the game see which champion collected the most points.

Trt ti nake sure your grip, footwork and swings are correct for all shots played.