Overview

A structured partner warm-up built around 70 driven throws — 10 of each throw shape. Every throw must be intentional: correct mechanics, flat trajectory, and catchable. This is not a casual throw-around. It is a technical reset that sets the standard for every throw that follows in the session.

The seven shapes cover the full release repertoire your team needs: flat, inside-out, and roll-curve on both forehand and backhand, plus overheads. Running them in sequence before every session builds muscle memory and makes the non-default shapes feel as natural as the flat.


Aims


Targeted Core Skills

  • Flat forehand and backhand mechanics
  • Inside-out release (forehand and backhand)
  • Roll-curve / outside-in release (forehand and backhand)
  • Overhead delivery
  • Catching a driven disc at pace

Setup

  • Partners face each other 15–25m apart
  • One disc per pair
  • No force, no defender — this is a mechanics drill, not a decision drill
  • Agree the shape before each set of 10 begins

(Diagram to be added)


Execution

Complete 10 driven throws of each shape, alternating with your partner per throw. Both players throw each shape before moving to the next.

Set Shape Direction
1 Flat backhand Straight, chest height
2 Inside-out backhand Starts body-side, fades out to receiver
3 Roll-curve backhand Starts outside, curves back in
4 Flat forehand Straight, chest height
5 Inside-out forehand Starts body-side, fades out to receiver
6 Roll-curve forehand Starts outside, curves back in
7 Overhead Hammer or scoober — agree which

Total: 70 throws per person.

Every throw must:

  • Be released with full arm and wrist mechanics — no wrist-flicks
  • Travel flat and fast — no floaty warm-up lobs
  • Land at hip-to-shoulder height in the receiver's catching window
  • Be catchable without adjustment — a throw that forces the receiver to move is a poor throw

Rotation: Partners alternate each throw. Stay at distance throughout — do not close the gap as the session progresses.


Emphasis / Coaching Focus


Common Mistakes


Developments

Development 1 – Partner Calls the Shape

Objective: Add a decision layer and remove the comfort of knowing what's coming.

  • Partner calls the shape just before you catch the previous throw
  • Thrower must adjust grip and mechanics before releasing
  • Do not add this until both players are comfortable across all seven shapes at base level

Coaching Emphasis:

  • "Grip change happens as the disc arrives, not after you've caught it."
  • "You don't get to choose your shape in a game. Get comfortable with being told."

Development 2 – Add Stall Count

Objective: Build release speed under time pressure.

  • Partner counts up from 1 after each catch
  • Thrower must release before count of 4
  • Shape is still called before the catch

Coaching Emphasis:

  • "Mechanics don't change when the stall clock starts. If they do, you haven't drilled this enough."

Progressions / Regressions

Regression:

  • Reduce to three shapes (flat backhand, flat forehand, overhead) for beginners
  • Shorten distance to 10m
  • Allow the thrower to call their own shape

Progression:

  • Partner calls shape mid-flight of the incoming disc
  • Increase distance to 25m+
  • Require every throw to be caught in stride (receiver walks slowly throughout)

Coaching Notes