Offense Drill #9A: Off-Ball “Pick & Pop”
ADVANCED
- Demo (1 min): "Pick & Pop"
- Begin with a line of left-handed and a line of right-handed players on their proper floor sides at the crease or mid-board positions.
- Variation #1 (10 min): "Off-Ball Pick & Pop." All players have balls except the first player in both lines. This player does a V-cut to the middle and sets a "pick" (on an imaginary defender) at the shooter (or point position), "popping" up into the point position and receiving a skip pass from the opposite-side crease player (Variation #1A), who is moving their feet and being a threat.
- The drill alternates from side-to-side with the passer then becoming the picker on the next rep. Variation #1B is to have an adjacent pass, with the second player from the same line making the pass instead of the opposite-side crease player.
- Variation #2 (10 min): "Mix Release Points." Same as the above variations except coaches instruct players to take a certain type of shot: overhand, side-arm, underhand, cripplers or bounce shots.
- Variation #3 (10 min): "Dummy Defenders." Same as the above variation except players get the opportunity to set a live pick on a "dummy defender," aiming to "pick & pop" off of the defender as quickly and efficiently as possible.
- The picker then becomes the dummy defender while the other side takes their turn, and the dummy defender exits the drill and back into line.
- Variation #4 (10 min): "Game To 7." To add competition, play a game of lefty’s versus righty’s up to 7 goals, with the losing team doing push-ups, sit-ups, planks, body weight squats, sprints, etc. Furthermore, coaches can make it so 2 goals can be tallied on "bounce shots" if they feel like that particular skill is worthy of emphasis.
- Variation #5 (10 min): "No Drops/No Misses Game." For every ball that is dropped and/or misses the net during the drill, players have to sprint from one side-board (or end-board) to the other. For every goal that is scored, one sprint is removed from the total, with goalies having to run if the players keep their sprint total at or below zero.

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