All-Star Practice Plans

At the All-Star Level, players will begin to gain strength, quickness and the ability to better react to game situations. Practices will shift towards team concepts and competition, while still heavily emphasizing skill development.

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All-Star Practice Plan 7

Cultivating Values & Developing Wellness

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Time Management

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  • Positive Coaching Alliance reminds coaches and players of the importance of time management. We all have many obligations outside of basketball, such as school, family time and other hobbies and activities. To enjoy basketball and become our best, we have to keep the sport in its proper perspective. For example, not enough time spent on school work may leave players ineligible for teams, so that they may not be able to play basketball at all. And neglecting family and other important matters may result in losing some of the support structure that is critical to every person’s success in basketball and all other aspects of life. A commitment to implementing time management skills helps keep all these important parts of our lives in balance.

Warm Up

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Dynamic Warm-Up Part 4

(1 x each from baseline to half court or vice versa)
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  • Leg Swings
  • Knee Hugs
  • Imaginary Dunks
  • Backwards Run
  • Trunk Twists
  • Explosion Leap

3 On 3 Numbers Game

(games to 3)
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  • Assign 3 players to each number and have everybody stand on the baseline. The three players with the same number our teammates and will be playing together.
  • Throw the ball on the court and call out 2 numbers.
  • The 3 players with those numbers will go for the ball and whoever gets the ball will be on offense and the other 3 on defense for 1 possession and 1 shot of 3 on 3.
  • Evenly mix up the numbers you call and the game is over when any team gets to 5 points playing by 1’s.

Key Points

Encourage the players to hustle to the ball and make good team plays to score. Also encourage the defensive team to move their feet, play active defense and contest all shots.

Building Skills

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Ball Handling

Distracted Dribbling

(30-40 seconds per rep)
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  • Divide your group into partners. One offensive player starts with a basketball.
  • One guided defender is in a low stance, applying light pressure but not attempting to steal the ball.
  • The dribbler uses constraints set by the coach such as:
    • Weak hand only
    • Alternating heights
    • Stationary or moving dribbling
    • Eyes closed briefly
    • or others
  • The coach can give verbal or visual cues during the drill (e.g., “switch hands,” “change speeds,” or “move forward”).
  • Players switch roles after each repetition.

TECHNICAL LOADS

  • Reactive Cueing: Dribbler responds immediately to coach signals (e.g., verbal or visual commands).
  • Live Defender: Progress the defender from guided pressure to full, live defense.
  • Task Constraints: Require the dribbler to execute specific moves (e.g., crossover, behind-the-back, spin) before
    changing direction or responding to a cue.

Key Points

Keep eyes up and maintain a strong, balanced stance. Control the ball while reacting to pressure and changing conditions. Adapt quickly to different dribbling challenges without losing rhythm.

Line Battles

(4 minutes)
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  • Divide your group into partners or groups of three. Use the inside of the free-throw lane as the playing space. The offensive player starts on the baseline defended by their partner.
  • The offensive player’s objective is to get from the baseline to the free-throw line as many times as possible within a set time or number of attempts.
  • The offensive player must stay within the lane lines. If they are forced out of bounds or lose possession, they must return to the baseline and restart. If they get to the free-throw line, they get one point and return to the baseline to start again.
  • The defensive player works to stay in front of the defender, cutting off angles, and limiting space.
  • The offensive player should use a variety of dribble moves (e.g., crossover, spin, behind-the-back) to keep the defender off balance.

TECHNICAL LOADS

  • Limit the offensive player to using their non-dominant hand only or have them switch hands after each successful trip.
  • Start the defender at different spots (e.g., a step ahead, shoulder-to-shoulder, or trailing).

COMPETITIVE LOADS

  • Award points only if the offensive player can transition into a scoring move (e.g., floater, pull-up jumper, or layup) after making it to the free throw line.
  • Add a time limit for the offensive player to reach the free-throw line. If they don’t make it in the allotted time, it’s a turnover and they start again.

2-on-1 at the Rim

(2-3 minutes)
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  • Two offensive players begin in the dunker spots on the baseline.
  • One defender stands between them in the middle of the paint.
  • The defender or coach passes the ball to one of the offensive players to initiate the drill.
  • The two offensive players attack 2-on-1 against the defender, aiming to finish at the rim.
  • After the play, players reset and repeat with new rotations as needed.

TECHNICAL LOADS

  • Require a set number of passes (e.g., at least one pass before shooting).
  • Restrict or eliminate dribbling to promote quick ball movement.
  • Begin the drill with a dynamic action, such as flowing into a live 3-on-3 or 4-on-4 transition immediately after the 2-on-1.

Key Points

• Make quick decisions—read the defender and react. • Emphasize strong finishes through contact. • Use fakes and sharp passes to shift the defender. • Stay spaced to maintain a clear passing lane.

Shooting

Hot Shot Shooting

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  • Make groups of three players: Shooter, Defender, and Passer/Rebounder.
  • The defender starts facing the passer, with space between them and the shooter.
  • The shooter begins by moving in one direction to create separation before receiving a pass.
  • The defender reacts to the pass and contests the shot based on the level of guidance or live play:
    • Guided: Defender closes out and contests without blocking.
    • Live: Defender can fully challenge the shot.
  • Coaches may add constraints to shape decision-making:
    • Shooter must take one dribble before shooting.
    • Shooter must drive on the catch.
    • Shooter has the option to shoot or drive.
  • Run in bursts of five shots per player, with optional scoring (e.g., 1 point per make).

TECHNICAL LOADS

  • Shot Variety: Require specific shot types (e.g., step-back, floater, mid-range pull-up).
  • Movement Constraint: Shooter must change direction before the catch.
  • Dribble Limit: Limit shooter to one dribble or require a drive on the catch.
  • Closeout Focus: Defender contests without blocking to emphasize positioning and control.
  • Live Play: Defender can attempt to block, increasing competitiveness.

COMPETITIVE LOADS

  • Scoring System: Track points per round to increase intensity and focus.
  • Time Pressure: Add a time limit for the shooter to make a decision after the catch.

Key Points

This drill emphasizes game-like shot creation under defensive pressure. It reinforces decision-making, shot-making, and movement efficiency in contested situations. Players learn to read defenders, create space, and execute under realistic game conditions.

Using a Screen Shooting Game

(5-7 minutes)
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  • Create groups of 4 players each, with at least two groups on each side of the court. One player starts as the passer, one as the screener, one as the shooter, and one as a defender guarding the shooter.
  • The shooter gets four repetitions each round. The screener will come set a screen on the shooter’s defender, with the shooter reading the defense and coming off the screen to receive a pass and take a shot.
  • Start with the shooter in the corner and the screener coming from the wing setting a “pin-down” screen.
  • The defender must take a different path to getting through the screen of the four rounds. The options are:
    • Going under the screen (the shooter should step back into open space for a shot)
    • Trailing the offense around the screen (the shooter should curl off of the screen keeping the defender behind them)
    • Cheating or jumping over the screen (the shooter should either fade to the corner or cut behind the screen to the hoop)
  • Give one point to the shooter each time they get an open shot and an extra point if they make the shot. No dribbles allowed.
  • After the pin-down screen, change the location of the shooter and the type of screen. Other screen options are:
    • The shooter at the top of the key with the screener setting a flare screen from the weak-side wing.
    • The shooter on the wing receiving a cross screen from the top of the key.
  • Alternate shooters after each set of three repetitions and go for 5-7 minutes.

Rebounding

Chaos Rebounding

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  • Play 2 on 2 or 3 on 3 in the half-court. Additional players from each team wait on the sideline to rotate in.
  • The drill begins with a coach taking a shot or passing to a player who must shoot immediately (defense does not contest the initial shot).
  • Once the shot is taken, play becomes live and either team can rebound and attempt to score.
  • Play can continue until a team scores, or remain live on every rebound (make or miss) until a set goal is reached (e.g., first team to score two baskets).
  • After each possession or rebound, players reset quickly or rotate to maintain intensity.

TECHNICAL LOADS

  • Shot Clock: Implement a 5-second shot clock to encourage quick decisions and increase rebounding opportunities.
  • Dribble Limit: Limit dribbles after rebounds to promote fast decisions—either shoot or pass.
  • Pass Requirement: Require at least one pass before scoring to encourage movement and teamwork.
  • Shot Location Constraint: Initial shot must come from outside the lane or beyond the three-point line to create long-rebound and box-out scenarios.
  • Player Positioning: Restrict certain players to inside or outside the key to create targeted rebounding matchups.

COMPETITIVE LOADS

  • Score Multipliers: Award bonus points for offensive rebounds that lead directly to a basket.
  • Physicality Challenge: Allow controlled contact to simulate real-game rebounding battles.
  • Randomized Shots: Coach varies shot location (e.g., wing, corner, top of key) to teach players to track rebounds from different angles.

Team Concepts

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2 Person Close-Out to Live Game

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  • Two offensive players set up on opposite wings, with one basketball. A line of defenders starts under the basket.
  • On the coach’s cue (“Pass”), the ball is skipped to the opposite wing. The first defender in line sprints to close out on the ball.
  • The coach cues a pass again, and the previous on-ball defender jumps into help-side position and calls out “Help! Help! Help!” A new defender closes out to the wing that received tha pss.
  • After 2–3 skip passes, the coach calls “Live!” and the drill transitions into 2-on-2 live play between the two offensive players and the two most recent defenders.
  • Players compete until a score, stop, or coach’s whistle. Then reset with new defenders and repeat.

TECHNICAL LOADS

  • Live Play Rules: Limit offense to 1–2 dribbles or require a pass before a shot.
  • Spacing Constraint: Keep play confined to one side of the court to increase difficulty.

COMPETITIVE LOADS

  • Scoring Incentive: Track points for stops and scores to increase intensity.
  • Time Pressure: Add a shot clock once play goes live.

Competing

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11-Person Transition Drill

(3-5 minutes)
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  • Start the game with two defenders at each basket and three offensive players near half court attacking one of the baskets.
  • Align two other players on each sideline at various locations:
    • In the corner
    • At the free throw line extended
    • Between the free throw line and half-court
  • The offensive players attack one side in a 3 on 2 advantage situation.
  • After a shot or a turnover, whichever player gets the ball (offense or defense) will then immediately transition to offense, along with the two players waiting on the sideline on that half of the court. The player can either dribble or pass to transition towards the other side.
  • Those three players attack the other basket in a 3 on 2 advantage, and the game continues.
  • Players that are not actively playing offense or defense should fill in the open spots with the coach’s guidance.

TECHNICAL LOADS

  • After a rebound or a steal/turnover, the next possession must start with an outlet pass to one of the other two players joining from the sideline.
  • The offense may only pass twice before a shot.

COMPETITIVE LOAD

  • Players should count their scores to make this an individually competitive game:
    • 1 point for a rebound or live ball steal
    • 1 point for your team scoring

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5 on 5

(games to 5)
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  • Divide the players into teams (have substitutes if needed).
  • Play 5 on 5 until a team makes 3 shots.
  • Encourage the players to cut, move the ball and work on all the basketball concepts they have learned.

Compliment Session

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Gather the players together. Players group with 1-2 players next to them and share answers to the prompted questions.

  • Ask players to share something they did well, what enjoyed about today’s practice or something positive about another player’s actions.
  • Have players switch groups and ask some players to share their groups answers. Coach can build onto the player responses.

Key Points

All compliments should be natural. Not every player has to give or receive a compliment.

Skills Checklist

At the conclusion of the All-Star Level, Jr. NBA players should be proficient at each of the following skills. Judging proficiency at this level is the responsibility of the coach.

Ball Handling

    Passing

      Shooting

        Footwork & Conditioning

          Rebounding

            Offense

              Defense

                Other