1) Attack the Second Serve
Two players compete against each other, the first to win 7 points.
One of the players serves only using his second serve (single try). If he misses the serve (hits the net or out), the returner wins the point. If the serve is in, the returner must hit an approach shot and then play the point at the net.
This drill puts pressure on the server to not only get the ball in of a single try but also know that the returner must attack the serve and play the point aggressively.
Switch roles after 7 points won.

 

2) Winner Can Wait
There is one player at the net (A) and one player at the baseline (B), on opposite sides.
The drill begins with player B feeding a lob for A. From there on, player B will continue lobbing (high balls) while A practices overheads back to his partner.
The two players will play the point out only after A hits 5 consecutive overheads in and back to his partner.
If at any point either player misses before executing the 5 mandatory shots the cycle begins from 0.
After they manage to do this drill three times successfully, players switch places and roles.

 

3) Three to Win Three
Two players compete in a singles game where one of them is the server, the other is the returner.
To score and win a game, one must earn three points in a row.
This could take a while but as soon as one of the players wins 3 points in a row he/she wins a game and players switch roles (server becomes returner).
Play first to three games.
Note: The purpose of this drill is to teach players to stay focused and learn how to handle pressure.

 

4) Overhead One-Two
There are two players: A is at the net, and B is at the baseline, on opposite sides.
Each drill begins with player B feeding a lob to player A. From this moment player A will attempt to put the ball away (hit a winner) in less than two overheads; player B returns every shot with another lob.
Note: This drill puts pressure on player A to find ways to place the overhead away from the player.
Recommended to intermediate or advanced players.

 

5) Make It Happen
Two players begin this drill at the baseline. The coach proposes the following: they must achieve a 50-ball rally using no more than 3 balls.
Example: The coach feeds the first ball to one of the players. They count how many times the ball travels over the net before they miss (hit in the net or out).
Then the coach will feed the second ball, again counting how many times the ball goes over the net before the mistake is made.
The points from the second rally are added to the points won on the first rally.
The third ball (last) is put in play; this time the players must add to the previous points the number that adds up to 50 otherwise they re-start the drill.
Note:
– According to players’ level the number of balls used to reach 50 can be lower (for advanced players) or higher (for beginners).
– This drill is great especially for beginning and intermediate-level players because it keeps them focused on consistency when practicing.

 

6) The Switch - 1
Two players (A and B) play a game to 7 points as follows:
For every point, the two players alternate between hitting ONLY slice shots then ONLY topspin shots.
Example:
For the first point, player A hits only slice (under-spin) shots versus player B who must use only topspin (up-and-over) when hitting the ball.
For the second point, player A will hit only topspin versus player B who will use only slice on every shot.
And so on… the two players alternating hitting different spins for each point.

 

7) The Switch – 2
Two players (A and B) play a game to 7 points as follows:
For every point, the two players alternate between hitting ONLY high balls (moonballs) then ONLY regular (drive) shots.
*A moonball is a shot that has a high net clearance; a regular drive shot is a normal rally ball that clears the net by about 1 – 5 feet.
Example:
For the first point, player A hits only moon-balls versus player B who must use only drive shots.
For the second point, player A will hit only drive shots versus player B who will execute moon-balls only.
And so on… the two players alternating hitting different types of strokes for each point.
Note: This is a game of patience for both players which will be beneficial during high-pressure matches.

 

8) Trapped
Two players (A and B) play a game to 10 points being allowed to move only inside the baseline and singles sidelines. Stepping out of those lines would automatically deduct a point from their score.
The point begins with a drop and hit – players alternating putting the ball in play after each rally. The feed (drop and hit) can be made from anywhere between the service line and baseline.
After one of the players wins 10 points, they can switch sides and play again.
Note: This is a very good game to teach players quick decision-making, shot selection, quick hand-eye reaction, and speed.
Doubles players could use it in their regular practice because it develops the necessary skills to quickly react and cover the court.

 

9) Four or Less
Two players begin this game at baseline, on opposite sides. The coach is at one of the net posts having a basket of balls to feed from.
Each player will have to compete against the other in a 5-minute game where he/she must win points in 4 shots or less. Anything else does not count.
The coach will feed every ball to start the point quicker (or the player who counts will have a basket of balls nearby to begin the point as soon as the previous one ends).
While one of the players counts the points, the opponent does not earn points – he just tries to stop the other player from winning them.
After 5 minutes are up, the players switch roles.
Note: This is a great game to improve players’ tactics and quick decision-making by forcing them to shorten the points and save energy at the same time.

 

10) Hit-Bounce-Hit
Objective: swing timing, concentration.
Drill: Rally a ball with your partner. Say “Hit” when your opponent makes contact with the ball, say “Bounce” when the ball bounces on your side of the court, and then say “Hit” when you swing.
This is a fantastic way to help keep your eyes and attention on the ball.

 

11) Variety is Key
Objective: add stroke variety to keep the opponent guessing and out of her comfort zone.
Drill: Two players, A and B, play from the baseline. Each one of them must change the type of strokes after every shot they hit. Alternate between slice, top spin, drop shot, moon balls, drive shots, half volleys, etc.
They try to avoid hitting the same shot twice in a row.
Play first to win 11 points.

 

12) Put-away is a No-Way
Two players play a game to 11 points. Each starts from the baseline, on opposite sides. 
The rally begins with a “drop and hit” by either player. Each player will try to hit the ball back to their opponent.
None of the players are allowed to put the ball away with a winner. They will have to rely on winning the points only through their opponent’s mistake.
Note: Consistency is key; most of the points are won by the player who makes the fewest errors. Practice patience, good footwork, and good strokes mechanics.

 

13) Volley Them
Two players who each start from the baseline, opposite sides, play a game to 11 points.
Once the ball is put in play with a “drop and hit”, the players will have to come up to the net to win the point only through volleys or overheads. 
Any other ways to win don’t count. They only get a point if their last shot is taken in the air with a volley or overhead and win it.
Note: The points are short considering that both players should move up to the net to take the balls in the air. 
It requires quick decision-making, concentration, and very quick hand-eye coordination.

 

14) Small Changes - 1
Two or four players play a set. 
The only changes are: the games end at 40; no ads, and no more points are played once a player/team reaches 40.
This drill promotes concentration from the first point to the third.

 

15) Small Changes - 2
Two players, A and B, play a regular scoring set where the returner must always hit a drop shot for the return.
Anything goes after that.

 

16) Small Changes - 3
Two players play a set where each game starts at deuce (40-40).
The first to win 6 games wins the set; the first to win two sets wins a match.

 

17) Small Changes - 4
Two players play a regular tie-break where one of the players is allowed to hit only moon balls, and the other player is free to do whatever he wants. 
In this way, one of the players learns how to beat the pusher.

 

18) Small Changes - 5
Two players attempt to win a set against each other by playing as follows: either player who gets to 40 will have to win the next point; otherwise, he/she will go back to the score of 0 (within the game).

 

19) Small Changes - 6
Two players attempt to win a set against each other by playing as follows:
- every ace wins a game; every double fault loses a game; everything else works as dictated by the rules.

 

20) Small Changes - 7
Two players attempt to win a set against each other by playing as follows:
- the server gets 3 tries to make the serve in.
In this way, the server hits more aggressive serves.