Firm ball from 10mtr out. All GK's are included in drill. The idea is the Keeper is to clear the ball safely without the other keepers touching the ball.
Spare GK's are to save only (not shoot back). Spare GK's are to be moving to simulate a typical game circle and to save at all costs. GK's get 3 lives. Keeper with most clears wins.
in more ways than one
in more ways than one
The best hockey players in the world do not just react faster; they scan more frequently and process information before the ball arrives. This article explores the science behind scanning, how to coach spatial awareness as a habit, and practical drills that force players to lift their heads and read the game.
In hockey, you can only score from inside the circle. Getting the ball into the D with purpose and creating genuine shooting chances is the hardest part of attack. This article examines the different types of circle entry, why entry angle determines shot quality, and how to train your team to penetrate the most congested area on the pitch.
The best teams don't just press - they press at the right moment. Here's how to train your players to read the cues.