Drop and Charge Points
A scored game where every point requires a kitchen-landing drop AND a full charge to the kitchen line before the reply.
- LevelIntermediate
- Players2 Players
- Duration20 min
- EquipmentNet
The third shot drop is not an end in itself — it is a ticket forward. The whole reason the drop exists is that it lets the serving team sneak up to the kitchen while the returners are stuck managing a soft ball at their feet. Yet most players practice the drop as a stationary stroke, hit it, and stay planted at the baseline admiring their own work. Drop and Charge Points welds the two halves of the third shot together: the landing and the advance. The format is a scored game with one special rule. Your partner holds the kitchen line as the returner; you start at the baseline. Each point begins with the partner feeding a medium ball, which you answer with a third shot drop. Now the rule: the point only counts if you reach the kitchen line before your partner's next contact. If your drop lands in the kitchen and you make it up in time, the point plays out live and the winner scores. If your drop misses the kitchen, or you are still jogging when the partner plays the ball, the point goes to the partner — no rally at all. The double demand changes the drop itself. Players discover that a drop hit with forward momentum already building lands softer, because the body is moving toward the target instead of falling away from it. They also discover that the split-step arrival is a skill of its own: charging the last two steps and freezing, balanced, ready for the counter, is what separates a third shot from a third-shot sprint. Score games to eleven, then swap roles so both players feel the receiving end — where you learn which drops genuinely hurt and which merely look pretty. Two games per session is plenty; the drill is more physically demanding than it sounds, and the fatigue is part of the training. Track your kitchen-arrival rate across weeks: when nine of ten points see you standing at the line before the counter arrives, your third shot has finally become what it was always meant to be — a door.
Equipment: You will need a net.
How to run this drill
Your partner holds the kitchen line as the returner; you start at the baseline with the score at zero.
Each point starts with the partner feeding a medium ball, which you answer with a third shot drop.
The special rule: the point only plays out if your drop lands in the kitchen AND you reach the kitchen line before the partner's next contact — otherwise the partner scores automatically.
Play points to 11, then swap roles so both players train the drop-and-charge and the counter from the kitchen.
Sets, reps & pass standard
Sets & reps: 2 games to 11
You're ready to move on when: You're ready to move on when you reach the kitchen line in time on 9 of 10 points while still landing 7 of 10 drops in the kitchen.
Common mistakes to avoid
- Watching the drop land — the moment you lift the ball your eyes and feet should already be going forward.
- Charging past the split-step — arrive at the line balanced and set, because the counter is coming immediately.
- Hitting the drop with falling-backward weight — forward momentum produces softer landings, so step into every lift.
Frequently asked questions
What equipment do you need for the Drop and Charge Points?
You need a net.
How long does the Drop and Charge Points take?
About 20 minutes, typically organized as 2 games to 11. It is rated Intermediate and works for 2 players.
What does success look like on this drill?
You're ready to move on when you reach the kitchen line in time on 9 of 10 points while still landing 7 of 10 drops in the kitchen.