PITCHING DRILLS

Ages 9-12

ARM SAFETY — READ FIRST (MLB Pitch Smart)

Balance Point Hold 3-4 min
No equipment needed, can use pitching rubber or line on ground
Player stands on pitching rubber (or imaginary rubber). Lift lead leg to balance point - knee at waist height, hands together at chest. Hold for 3-5 seconds. Coach counts out loud. Do 5-8 reps. Focus on staying tall and controlled.
  • Head stays level - don't lean back or tilt sideways
  • Posting leg (back leg) slightly bent, not locked
  • Hands stay together and quiet at chest
  • Lift knee straight up, not across body
Balance Core strength Body control
Knee-to-Knee Delivery 5-6 min
1 ball per pitcher, catcher or net 35-40 feet away
Start in balance position (leg lifted). On coach's signal, stride toward target while separating hands. Focus on leading with hip, not with front foot. Front knee should stay over front ankle at landing. Complete throw to target. Do 8-10 reps.
  • Hip leads the stride - think "show your hip pocket to the catcher"
  • Stride foot lands closed (toes pointing slightly toward 3B for righties)
  • Front knee stays firm at landing - don't collapse forward
  • Arm stays loose - don't rush arm action
Hip lead Stride mechanics Landing position
Rocker Step & Deliver 5-6 min
1 ball per pitcher, pitching rubber, catcher or target 40-46 feet
Start with both feet on rubber (full windup stance). Take small rocker step back with stride foot, pivot on rubber, lift to balance, then deliver pitch. This is the full windup motion at slow speed. Do 8-10 pitches, focusing on rhythm not velocity.
  • Rocker step is SMALL - just 6-8 inches back
  • Turn pivot foot parallel to rubber (not past it)
  • Stay tall throughout - don't drop head
  • Rhythm should feel smooth - "rock, lift, throw"
Full windup Rhythm Timing
Stretch Position Pitching 5-6 min
1 ball per pitcher, pitching rubber, catcher or target 40-46 feet
Start in stretch position: front foot toward home, back foot on rubber, hands set at belt. Look at imaginary runner, come set (pause), then lift and deliver. Practice looking to first before each pitch. Do 8-10 pitches.
  • Must come to complete stop before pitching (the "set" position)
  • Hands come set at belt or chest - pick one spot consistently
  • Quick look to first, then home - head turns, not whole body
  • Same leg lift and delivery as windup
Stretch mechanics Set position Runner awareness
Fastball Grip & Release 4-5 min
1 ball per player
Teach 4-seam grip: index and middle fingers across the wide seams ("horseshoe" facing away), thumb underneath on leather. Fingers not too wide apart (1 finger width gap). Have players grip, show coach, then make 10 easy throws focusing on keeping grip through release.
  • Ball held in fingers, not jammed back in palm
  • Light grip - "hold an egg, not a rock"
  • Fingers stay on top through release
  • Wrist snaps straight down - ball should have true backspin
Have players find the grip in their glove before every pitch. This becomes automatic with practice and helps with consistency.
Changeup Introduction (Optional) 5-6 min
1 ball per player, catcher or net 35-40 feet away
Use PALM BALL grip only at this age: ball deep in palm with all fingers on top. Circle change is too difficult for small hands. Throw with SAME arm speed as fastball - the grip creates the speed change. Start at short distance (20-25 feet). Only introduce if fastball is consistent.
  • Arm speed stays the same - don't slow down arm to slow pitch
  • Ball should just be slower - don't worry about movement
  • If they're slowing their arm, stop - it's not ready yet
  • Most 9-10 year olds don't need this pitch - fastball location is more important
This is OPTIONAL - only for pitchers with consistent fastball mechanics. Focus on fastball command first. No curveballs, sliders, or other breaking balls at this age.
Target Zones 6-8 min
Bucket of balls, catcher with mitt or strike zone target, pitching rubber at 46 feet
Divide strike zone into 4 quadrants (up/down, in/out). Catcher sets up in one quadrant, pitcher tries to hit it. 4 pitches to each zone. Keep score: 2 points for hitting zone, 1 point for strike, 0 for ball. Builds location awareness.
  • Miss inside the zone, not outside - "miss to the middle"
  • Low strikes are better than high strikes
  • Focus on hitting glove, not "throwing hard"
  • Same mechanics every pitch - location comes from aim point
Location Control Concentration
Pitcher Fielding Practice (PFP) 8-10 min
Balls, bases set up, first baseman at position, pitching mound
Pitcher simulates pitch from mound. Coach rolls ball toward pitcher (comebackers). Pitcher fields and throws to first. Then practice covering first: pitcher delivers, coach hits slow grounder to 1B side, pitcher runs to cover first, receives throw from first baseman while touching base.
  • On comebackers: field with two hands, set feet, throw
  • Covering first: run in arc to hit bag from fair territory side
  • Touch inside of bag, look for throw, then get out of runner's way
  • Call "I got it!" or "First!" to communicate with first baseman
Fielding Covering first Game awareness
Pickoff Move to First (Basics) 5-6 min
Ball, pitching rubber, first base and first baseman
From stretch position, pitcher practices STEPPING OFF the rubber (back foot steps back first) then throwing to first. This is the ONLY pickoff move to teach at 9-10. Skip the inside move - it's too advanced and causes balks. Practice 8-10 step-off throws.
  • Step OFF first, THEN throw - never throw while still on rubber
  • Back foot comes off rubber FIRST, then you can throw anywhere
  • Make a good throw - bounced pickoffs let runners advance
  • Look at the runner, step off calmly, throw accurately
At 9-10, pickoffs aren't about getting outs - they're about making runners think twice. 1-2 step-off looks per at-bat is plenty. Save the "inside move" for age 11+.
Simulated Innings 10-12 min
Full infield setup, catcher, pitching mound at 46 feet, pitch counter
Pitcher throws simulated at-bats to catcher. Coach calls balls and strikes. 3 "batters" = 1 inning. Keep track of pitch count. After each "out," pitcher takes a breath and resets mentally. Practice full routine between pitches (get ball, get sign, deliver).
  • Develop a consistent routine between pitches
  • Take a breath before stepping on rubber
  • Strike one is the most important pitch - attack the zone
  • After a ball, don't overthrow - just hit the glove
Game simulation Mental routine Pitch count management
Towel Drill (Arm Path) 4-5 min
Small hand towel for each pitcher, partner or target
Pitcher holds towel at the end, goes through full delivery motion, tries to snap towel against partner's glove (held at strike zone height). This works on extension and follow-through without throwing a ball. Partner stands at stride length + arm length distance.
  • Full extension - arm should be fully extended at "release"
  • Follow through across body - not stopping arm short
  • Can do many reps without arm fatigue
  • Listen for the "snap" sound - means good extension
Great drill for days between pitching outings. Works on mechanics without adding arm stress.
⬆ 12U / ADVANCED — at 11-12 runners lead off, so the pitcher controls the running game (still arm-safe: no breaking balls)
Holding Runners — Slide Step & Vary Looks 6-8 min
Ball, rubber, catcher or target, a runner taking a lead at first
From the stretch with a runner on, the pitcher works on being quick to the plate and unpredictable. Teach the slide step (a shorter, faster lift instead of a high leg kick) to cut delivery time. Then practice varying the hold: come set and pause different lengths before delivering so the runner can't time the jump. Mix in an occasional step-off.
  • Slide step = low, quick front-foot move to the plate; don't lose all your legs or the pitch sails
  • Vary the count after the set: sometimes deliver right away, sometimes hold a beat - keep the runner honest
  • It's the catcher who throws the runner out; the pitcher's job is just to be quick and varied
  • Don't sacrifice strikes for speed - a quick pitch out of the zone helps the offense
  • Keep the same arm action - only the leg lift gets shorter
Time to plate Varying looks Holding runners
Pickoff to First — Live Leadoffs 6-8 min
Ball, rubber, first base + first baseman, a runner taking a real lead
Builds on the step-off basics now that runners actually lead off. Keep the legal step-off-then-throw as the safe default, and at 11-12 you can introduce a controlled jump-turn (back foot pivots, square to first, throw) - but only with a clean, legal move. First baseman holds the runner and gives a low target for the sweep tag. The goal is keeping leads honest, not gunning runners out.
  • Default stays the step-off: back foot off the rubber first, then throw - no balk risk
  • Jump-turn: quick pivot squaring the body to first; if it's not clean and legal, don't use it in games
  • Throw it low and to the inside corner so the tag drops straight down
  • 1-2 looks an at-bat is plenty - the point is to shorten the lead, not to throw the ball away
  • Know the balk rule for your league and rep the legal move until it's automatic
A bounced or sailed pickoff hands the runner second base for free. If the move isn't crisp and accurate yet, stick to the step-off and a good hold - that controls the running game without the risk.
Running-Game PFP — Pitch-Outs & Backups 8-10 min
Infield, catcher, bases, balls; runners optional
Extends basic PFP to the pitcher's job once the ball is in play with runners on. Rep three things: (1) the pitch-out - on a signal, throw it high and outside so the catcher can step and throw; (2) comebacker with a runner on first - turn and start the 1-6-3 or get the lead force; (3) backing up bases - on a hit to the outfield, the pitcher sprints to back up third or home depending on where the throw is going.
  • Pitch-out: it's a deliberate ball - up and out of the zone, easy for the catcher to handle
  • Comebacker with runners: look the lead runner back or start the double play, then get the sure out
  • Backing up: read where the throw is going and get 20+ feet behind that base, in line with the throw
  • The pitcher is the 5th infielder after he throws - he always has a job
  • Loud communication: call "First!", "Two!", "Home!" so everyone hears the play
Pitch-outs Comebacker DPs Backing up bases