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Ballscreen Shooting

High-tempo ball-screen warm-up that drills angles, communication, and multiple reads while giving every player game-speed shots.

EQUIPMENT NEEDED

8 Players+

DURATION (IN MINUTES)

4-6

PLAY DESCRIPTION

Setup and Organization

Use four lines: two in the slots (3–4 steps beyond the arc) and two in the baseline corners. The first player in each corner line starts without a ball; all others have balls. On the whistle, the two corner players set up their cuts by stepping to the lane line, then pop out to the wings to receive passes from the first two slot players. Immediately after passing, the two slot players become screeners and sprint below the level of the ball to set wing ball screens at good angles.

Step-by-Step Progression

1) Corner players pop to the wings and catch on time/on target from the slots. The two passers (former slot players) sprint under and back into the ball to set strong wing ball screens. 2) The ball-handlers negotiate the screen at game speed, attack the paint, and feed the rimrunner for the finish. Screeners sprint to the rim on contact. 3) After the hit to the roller, ball-handlers re-space just outside the paint and receive return passes from the next two corner players to shoot in rhythm. 4) All shooters rebound their own ball. Corner lines rotate up to the slot lines; slot lines rotate down to the corner lines. The two new corner passers (who just fed the re-spaced guards) now become the next cutters to the wings, and the cycle repeats.

Scoring

Team scoring to 10 points. Made jump shots = +1. Missed shots = −1. Layups do not count. Any technical error (poor angle or illegal/moving screen, late/floaty pass, mishandled pass, wrong spacing/timing) resets the entire team score to 0. Run in timed blocks (e.g., 2 minutes of pure P&R) before progressing to other reads.

Coaching Points

Screeners: sprint below the ball, arrive set, and create a north-south angle; short roll or rimrun on contact with eyes up. Ball-handlers: set up your defender, change pace, tight handle off the screen, get two feet in the paint, and pass on time. Passers: deliver to the shooting pocket—no floaters. All players: communicate the read (“roll,” “slip,” “pop”), re-space immediately after the pass, and keep pace high while maintaining clean footwork and balance.

Variations

Progress the reads: start with rimruns, then add slips, pops, and DHOs. Flip sides to screen in either slot. Require specific outcomes by segment (first 2 minutes = hit the roller; next 2 minutes = hit the pop; next = guard pull-up). Add a late contest from a coach to stress shot prep under pressure.

MEDIA

Category: Offense Shooting

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