COACHING the WIN Assessment

Choose the age group of the player.

Expand each section for information on how to coach a hitter to improve that metric.

HOW TO prioritize
assessment scores
Attack the area with the lowest score by color. If there are multiple low scores of that color, target the highest priority for each age.

Age

1st - On Time Rate
Without the ability to be on time, hitters will not have success at the plate. Allowing them to be freely use the timing mechanisms that come naturally to them is very important to their development as a hitter.
Drills
- Three Plate Drill

- Hard/Soft Drill
Getting reps in and mixing up the stimulus for the hitter is a great way to challenge timing.

Check Biomechanics Report For
- Negative Move - High

- Forward Move - High


Additional Drills
- Early Hover Drill

- Foot Strike Drill - for players that don't load on time

- Wide Base Drill - for players that don't load on time


Environments
- Mix in different speeds to the hitter while giving them the cue of hitting the ball up the middle
VR Drills
Non Swinging - 10-15 pitches (use as warm up)
- Recognition Window - Strikes - Aim to be above 80%

At Bat Focus - 5 at bats
- Exhibition Mode or Live Pitch - Aim for 75% timing score
At home the hitter can complete related Swing AI drills if they failed the Negative Move or Forward Move
A focus on bat-to-ball skills and hand eye coordination is really important at this age. We want hitters having fun and the best way to have fun is making contact with the ball.
Drills
- Wide Base Drill


Environments
- High Tee Drill
Check Biomechanics Report For
- Negative Move - High

- Forward Move - High

*** Both fails are pretty common at this age and will make a direct impact on the hitters bat path, which will impact their ability to make contact.

Additional Drills
- Foot Strike Drill


Additional Environments
- Hitting with a skinny bat/with wiffle ball bat
- Top Of The Zone Fastballs Drill

- Deep Tee Drill
VR Drills
Swinging Drills - 3-5 rounds/6-8 pitches per round
- Batting Practice/Live Pitch

At Bat Focus - 5 at bats
- Exhibition Mode or Live Pitch - Aim to finish with 4 of 5 at bats with a ball in play
At home the hitter can complete related Swing AI drills if they failed the Negative Move or Forward Move

Additional VR Drills
Non Swinging - 10-15 pitches (use as warm up)
- Recognition Window - Strikes - Aim to be above 80%
While just making contact is good, it isn't enough to guarantee success, so being able to square the ball up is crucial to having success as a hitter.
Drills
- Foot Strike Drill


Environments
- Hitting with a flat bat
Check Biomechanics Report For
- Negative Move High

- Forward Move - High

- Upper Torso Direction at Contact - High

*** Both fails are pretty common at this age and will make a direct impact on the hitters bat path, which will impact their ability to make contact.

Additional Drills
- Wide Base Drill

- Stop at Contact Drill

Additional Environments
- Hitting with a skinny bat
VR Drills
Swinging Drills - 3-5 rounds/6-8 pitches per round
- Batting Practice/Live Pitch

At Bat Focus - 5 at bats
- Exhibition Mode or Live Pitch - Aim to hit 2 line drives in 5 at bats
At home the hitter can complete related Swing AI drills if they failed the Negative Move or Forward Move as well as Upper Torso Direction at Contact
The main thing to look for is if the hitter swings at strikes and at this age we should be training aggressiveness and not necessarily being selective at the plate.
Simulated At Bat Drills
In Cage
- Live At Bats or Short Box Sim Game - can also do with incrediballs if hitters are afraid of getting hit

VR
- Live Pitch (with an at bat or 2 strike focus)
Questions to Ask
- Is the hitter using a yes, yes, no mentality?
- Is the hitter loading on time?

Environments
- Wild Pitcher Drill


Check Biomechanics Report For
- Forward Move - High

- Max Hip-Shoulder Separation - High

- Hip-Shoulder Separation at Foot Down - High
VR Drills
Non Swinging - 10-15 pitches (use as warm up)
- Recognition Window - Strikes - Aim to be above 80%

At Bat Focus - 5 at bats
- Exhibition Mode or Live Pitch - Aim for 80% zone swing rate
Additional VR Drills
Non Swinging - 10-15 pitches (use as warm up)
- Pitch Recognition - Aim to be under 4 inches

Swinging Drills - 3-5 rounds/6-8 pitches per round
- Batting Practice - Aim for 70% zone swing rate and under 30% chase rate
With hitters seeing nearly all fastballs at this age, we should only be looking at their ability to adjust to different locations.
Drills
- Inside/Outside Drill

- Power V Drill
Challenge the hitter with different locations sequentially to see how well they are able to adjust their timing

Additional Drills
- High/Low Drill

- Hard/Soft Drill

- Foot Strike Drill

- Wide Base Drill


Simulated At Bat Drills
- Live At Bats
- Short Box Sim Game - can also do with incrediballs if hitters are afraid of getting hit
VR Drills
Non Swinging - 10-15 pitches (use as warm up)
- Recognition Window - Strikes - Aim to be above 80%

At Bat Focus - 5 at bats - Aim for 75% timing score
- Exhibition Mode or Live Pitch (emphasize adjusting to different locations)
Additional VR Drills
Non Swinging - 10-15 pitches (use as warm up)
- Disappearing Pitch - See how far you can get the window out, aim for 15 feet out and 75% accuracy
We do not recommend putting 8-10U players in any sort of bat speed training. Natural development of their body and fundamentals will bring bat speed. Hitters should submit a biomechanics report through SwingAI, as most bat speed unlocks come from an inefficiency in the swing for this age group.
Mindset wise, we should be telling the hitter to swing hard and hit the ball as far as they can.

Environments
- Line drive or distance competitions
At home the hitter can complete suggested Swing AI drills if they failed any of the components.
1st - On Time Rate
If a hitter is not on time they won't have a chance of hitting the ball. A crucial thing to check is if the hitter is loading on time.
Drills
- Three Plate Drill

- Early Hover Drill
Getting reps in and mixing up the stimulus for the hitter is a great way to challenge timing.

Check Biomechanics Report For
- Negative Move - High

- Forward Move - High


Additional Drills
- Hard/Soft Drill

- Foot Strike Drill - for players that don't load on time

- Wide Base Drill - for players that don't load on time


Environments
- Mix in different speeds to the hitter while giving them the cue of hitting the ball up the middle
VR Drills
Non Swinging - 10-15 pitches (use as warm up)
- Recognition Window - Strikes - Aim to be above 80%

At Bat Focus - 5 at bats
- Exhibition Mode or Live Pitch - Aim for 75% timing score
At home the hitter can complete related Swing AI drills if they failed the Negative Move or Forward Move

Additional VR Drills
Non Swinging - 10-15 pitches (use as warm up)
- Recognition Window - High Velocity Strikes - Aim to be above 80%
A focus on bat to ball skills and hand eye coordination is really important at this age. We want hitters having fun and the best way to have fun is making contact with the ball.
Drills
- Stop at Contact Drill

- Foot Strike Drill
Check Biomechanics Report For
- Negative Move - High

- Forward Move - High

*** Both fails are pretty common at this age and will make a direct impact on the hitters bat path, which will impact their ability to make contact.

Additional Drills
- Wide Base Drill
- Power V Drill


Environments
- Hitting with a skinny bat
- Top Of The Zone Fastballs Drill

- High Tee Drill

- Deep Tee Drill

VR Drills
Swinging Drills - 3-5 rounds/6-8 pitches per round
- Batting Practice/Live Pitch

At Bat Focus - 5 at bats
- Exhibition Mode or Live Pitch - Aim to finish with 4 of 5 at bats with a ball in play
At home the hitter can complete related Swing AI drills if they failed the Negative Move or Forward Move

Additional VR Drills
Non Swinging - 10-15 pitches (use as warm up)
- Recognition Window - Strikes - Aim to be above 80%
While just making contact is good, it isn't enough to guarantee success, so being able to square the ball up is crucial to having success as a hitter.
Drills
- Stop at Contact Drill

- Hitting with a flat bat
Check Biomechanics Report For
- Negative Move - High

- Forward Move - High

- Upper Torso Direction at Contact - High

*** Both fails are pretty common at this age and will make a direct impact on the hitters bat path, which will impact their ability to make contact.

Additional Drills
- Foot Strike Drill

- Wide Base Drill


Additional Environments
- Hitting with a skinny bat
VR Drills
Swinging Drills - 3-5 rounds/6-8 pitches per round
- Batting Practice/Live Pitch

At Bat Focus - 5 at bats
- Exhibition Mode or Live Pitch - Aim to hit 2 line drives in 5 at bats
At home the hitter can complete related Swing AI drills if they failed the Negative Move or Forward Move as well as Upper Torso Direction at Contact
While we don't want 11-12U hitters chasing way out of the zone, the strike zone at this age is still quite large since pitchers still don't really have command of their pitches. This is a great time to begin teaching a yes-yes-no approach at the plate.
Simulated At Bat Drills
In Cage
- Live At Bats or Short Box Sim Game - can also do with incrediballs if hitters are afraid of getting hit

VR
- Live Pitch (with an at bat or 2 strike focus)
Questions to Ask
- Is the hitter using a yes, yes, no mentality?
- Is the hitter loading on time?

Environments
- Wild Pitcher Drill


Check Biomechanics Report For
- Forward Move - High

- Max Hip-Shoulder Separation - High

- Hip-Shoulder Separation at Foot Down - High
VR Drills
Non Swinging - 10-15 pitches (use as warm up)
- Recognition Window - Strikes - Aim to be above 80%

At Bat Focus - 5 at bats
- Exhibition Mode or Live Pitch - Aim for 70% zone swing rate and under 30% chase rate
Additional VR Drills
Swinging Drills - 3-5 rounds/6-8 pitches per round
- Batting Practice/Live Pitch - Aim for 70% zone swing rate and under 30% chase rate
At 11-12U hitters begin to see some offspeed pitches. The focus should mostly be on how hitters handle adjusting to different locations, however it is worth noticing how they adjust to offspeed as well.
Drills
- Hard/Soft Drill

- Power V Drill
Challenge hitters with different locations sequentially to see how well they are able to adjust their timing

Additional Drills
- Inside/Outside Drill

- High/Low Drill

- Foot Strike Drill

- Wide Base Drill

- Early Hover Drill

- Hard In/Soft Away Drill


Simulated At Bat Drills
- Live At Bats
- Short Box Sim Game - can also do with incrediballs if hitters are afraid of getting hit
VR Drills
Non Swinging - 10-15 pitches (use as warm up)
- Disappearing Pitch - See how far you can get the window out, aim for 15 feet out and 75% accuracy

At Bat Focus - 5 at bats - Aim for 75% timing score
- Exhibition Mode or Live Pitch (emphasize adjusting to different locations)
Additional VR Drills
Non Swinging - 10-15 pitches (use as warm up)
- Recognition Window - Strikes - Aim to be above 80%
We do not recommend putting 11-12U players in any sort of bat speed training, natural development of their body will bring bat speed. Hitters should submit a biomechanics report, as most bat speed unlocks come from an inefficiency in the swing for this age group.
Mindset wise, we should be telling the hitter to swing hard and hit the ball as far as they can.

Environments
- Line drive or distance competitions
At home the hitter can complete suggested Swing AI drills if they failed any of the components.
1st - On Time Rate
Here we are measuring the hitters ability to be on time on an individual pitch basis. Timing is the foundation of success at 13-15U, if a hitter is not on time they won't have a chance of hitting the ball.
Drills
- Three Plate Drill

- Early Hover Drill
Getting reps in and mixing up the stimulus for the hitter is a great way to challenge timing.

Check Biomechanics Report For
- Negative Move - High

- Forward Move - High

*** Make sure the hitter loads on time, loading late will cause hitters to compensate and break down their mechanics

Additional Drills
- Hard/Soft Drill

- Foot Strike Drill - for players that don't load on time

- Wide Base Drill - for players that don't load on time


Environments
- Mix in different speeds to the hitter while giving them the cue of hitting the ball up the middle
- Rotating between swinging overweight and underweight bats (flips, darts, BP, machine)
- Mixing between a Short Bat and a long bat (flips, darts, BP, machine)
VR Drills
Non Swinging - 10-15 pitches (use as warm up)
- Recognition Window - Strikes - Aim to be above 80%

At Bat Focus - 5 at bats
- Exhibition Mode or Live Pitch - Aim for 75% timing score
At home the hitter can complete related Swing AI drills if they failed the Negative Move or Forward Move

Additional VR Drills
Non Swinging - 10-15 pitches (use as warm up)
- Recognition Window - High Velocity Strikes - Aim to be above 80%
As offspeed pitches become much more prevalent, swing decisions play a much more significant role in a 13-15U hitter's ability to make contact and be successful at this level. We need to make sure we are swinging at good pitches to hit, in order to hit.
Environments
- Wild Pitcher Drill


Simulated At Bat Drills
- Live At Bats or Short Box Sim Game (can do a 2 strike focus and also use Incrediballs which is great for throwing breaking balls)
Questions to Ask
- Is the hitter using a yes, yes, no mentality?
- Where is the hitters effort level at?
- Is the hitter loading on time?
- Where is the hitters sights set?

Check Biomechanics Report For
- Forward Move - High

- Max Hip-Shoulder Separation - High

- Hip-Shoulder Separation at Foot Down - High


Additional Simulated At Bat Drills
VR
- Live Pitch (with an at bat or 2 strike focus)
VR Drills
Non Swinging - 10-15 pitches (use as warm up)
- Recognition Window - Strikes - Aim to be above 80%

At Bat Focus - 5 at bats
- Exhibition Mode or Live Pitch - Aim for 70% zone swing rate and under 30% chase rate
At home the hitter can complete related Swing AI drills if they failed the Forward Move, Max Hip-Shoulder Separation, or Hip-Shoulder Separation at Foot Down
Additional VR Drills
Non Swinging - 10-15 pitches (use as warm up)
- Recognition Window - High Velocity Strikes - Aim to be above 80%
- Pitch Recognition - Aim to be under 4 inches
- DIsappearing Pitch - See how far you can get the window out, aim for 15 feet out and 75% accuracy
Contact rate is still a very important piece to the puzzle for 13-15U players but it is only possible if the hitter is on time and is swinging at good pitches.
Drills
- Stop at Contact Drill


Environments
- Top Of The Zone Fastballs Drill (in WIN or off machine)
Check where the hitter's sights are set and what he his trying to do to the ball (LD, GB, FB). Hitters should be looking to hit low line drives to the middle or opposite field if they are struggling to make contact. This will help hitters clean up their bat path which is likely the issue.

Check Biomechanics Report For
- Negative Move - High

- Forward Move - High

- Upper Torso Direction at Contact - High

*** All three will influence the hitters bat path, which will impact their ability to make contact.

Additional Drills
- Power V Drill

- Foot Strike Drill

- Wide Base Drill

- Fooled Out Front Drill (for offspeed contact issues)


Additional Environments
- Hitting with a skinny bat or a wiffle ball bat
- High Tee Drill

- Deep Tee Drill

- Machine work off of specific pitch types - "hit it through the middle"
- Live Pitch specific pitch type progression (middle-middle, all over, ball/strike, FB/Offspeed back and forth, random mix) - "Hit fastballs to the oppo gap, offspeed to the pull side gap"
VR Drills
Environments - 3-5 rounds/6-8 pitches per round
- Top Of The Zone Fastballs Drill (Batting Practice or Live Pitch) - "try to hit low line drives to the opposite field"

- Live Pitch specific pitch type progression (middle-middle, all over, ball/strike, FB/Offspeed back and forth, random mix) - "Hit fastballs to the oppo gap, offspeed to the pull side gap"
At home the hitter can complete related Swing AI drills if they failed the Forward Move, Negative Move, and Upper Torso Direction at Contact

Additional VR Drills
Environments - 3-5 rounds/6-8 pitches per round
- FB/Offspeed tunnel drill (throw Offspeed one zone lower & away or lower & in depending on pitcher handedness than the fastballs)
Because offspeed pitches become much more prevalent at this level, it is important that we are training adjustability not only on location but to change of speed as well.
Drills
- Hard/Soft Drill

- Power V Drill
Challenge the hitters with different locations sequences to see how well they are able to adjust their timing to different locations and speeds.

Check Biomechanics Report For
- Negative Move - High

- Forward Move - High

- Pelvis Load - Low

- Upper Torso Load - Low

*** If we have fails here, it makes it really hard for hitters to be adjustable

Questions to Ask
- Is the hitter consistently balanced?
- Is the hitter loading on time?
- Do they get slowed down by offspeed or cheat to fastballs, especially in?
- Where is the hitters sights set?

Additional Drills
- Inside/Outside Drill

- High/Low Drill

- Foot Strike Drill

- Early Hover Drill

- Fooled Out Front Drill
- Hard In/Soft Away Drill


Environments
In Cage
- Two Machine Drill

- Mixing between a Short Bat and a long bat (flips, darts, bp, machine)


VR
- Live Pitch specific pitch type progression (middle-middle, all over, ball/strike, FB/Offspeed back and forth, random mix) - "Hit fastballs to the oppo gap, offspeed to the pull side gap"
- FB/Offspeed tunnel drill (throw Offspeed one zone lower & away or lower & in depending on pitcher handedness than the fastballs)

Simulated At Bat Drills
In Cage
- Live At Bats
- Short Box Sim Game (can do a 2k focus and also use Incrediballs which is great for throwing breaking balls)

VR
- Live Pitch (with an at bat or 2k focus)
VR Drills
Non Swinging - 10-15 pitches (use as warm up)
- Recognition Window - Strikes - Aim to be above 80%

At Bat Focus - 5 at bats
- Exhibition Mode or Live Pitch - Aim for 80% zone swing rate
Additional VR Drills
Non Swinging - 10-15 pitches (use as warm up)
- Pitch Recognition - Aim to be under 4 inches

Swinging Drills - 3-5 rounds/6-8 pitches per round
- Batting Practice - Aim for 70% zone swing rate and under 30% chase rate
While the goal is to square the ball up, it isn't possible to be consistent with it if we are struggling in the above categories.
Drills
- 45 Rotation Drill

- Stop at Contact Drill
Watch the hitters path to make sure they are staying through the ball.

Check Biomechanics Report For
- Negative Move - High

- Forward Move - High

- Max Hip-Shoulder Separation - High

- Hip-Shoulder Separation at Foot Down - High


Drills
- Power V Drill


Environments
- Hitting Plyo Balls (looking for 12 to 2 o'clock shape for RH/12 to 10 o'clock for LH)

- Flat Bat
- Hitting Smash Factor Balls (can use skinny bat here as well)
- Short Bat Drill working on fastballs, offspeed, away, and low pitches
VR Drills
- 45 Rotation Drill


At Bat Focus - 5 at bats
- Exhibition Mode or Live Pitch - Aim to hit 2 line drives in 5 at bats
At home the hitter can complete related Swing AI drills if they failed the Forward Move, Negative Move, or have high Hip-Shoulder Separation at Foot Down
When training bat speed at this level focus on the hitters intent and training them to move their body and the bat fast.
Intent Drills
- Shuffle Ups


Environments
- Line drive or distance competitions
Mindset wise, we should be telling the hitter to swing hard and hit the ball as far as they can.

Check Biomechanics Report For
- Negative Move - High & Low

- Forward Move - High & Low

- Max Hip-Shoulder Separation - Low

- Hip-Shoulder Separation at Foot Down - Low


Additional Intent Drills
- Knob to Knee Drill (High Intent)

- Max Effort Swings (low line drive focus, keep between 10-20 degree launch angle)

- Torque Drill


Additional Environments
- Hitters Count Drill
At home the hitter can complete suggested Swing AI drills if they failed any of the components.

Bat Speed Building Drills - 3 sets of 8
- Recoil Swings


Intent Drills - 4 rounds/6 pitches per round
- Knob to Knee Drill (High Intent)
Additional Intent Drills - 4 rounds/6 pitches per round
- Shuffle Ups

- Max Effort Swings (low line drive focus, keep between 10-20 degree launch angle)

- Torque Drill


VR Drills
At Bat Focus (specifically on hitters counts) - 3-5 at bats
- Exhibition Mode or Live Pitch - Aim to hit 2 extra base hits in 5 at bats
1st - Swing Decision
At the 16U and up, swing decisions become the most important to train. The velocity and pitch sequences thrown at hitter will really challenge their swing decisions and we need to make sure we are swinging at good pitches to hit, in order to hit.
Environments
- Wild Pitcher Drill


Simulated At Bat Drills
- Live At Bats or Short Box Sim Game (can do a 2 strike focus and also use Incrediballs which is great for throwing breaking balls)
Questions to Ask
- Is the hitter using a yes, yes, no mentality?
- Where is the hitters effort level at?
- Is the hitter loading on time?
- Where is the hitters sights set?

Check Biomechanics Report For
- Forward Move - High

- Max Hip-Shoulder Separation - High

- Hip-Shoulder Separation at Foot Down - High


Additional Simulated At Bat Drills
VR
- Live Pitch (with an at bat or 2 strike focus)
VR Drills
Non Swinging - 10-15 pitches (use as warm up)
- Recognition Window - Strikes - Aim to be above 80%

At Bat Focus - 5 at bats
- Exhibition Mode or Live Pitch - Aim for 70% zone swing rate and under 30% chase rate
At home the hitter can complete related Swing AI drills if they failed the Forward Move, Max Hip-Shoulder Separation or Hip-Shoulder Separation at Foot Down

Additional VR Drills
Non Swinging - 10-15 pitches (use as warm up)
- Recognition Window - High Velocity Strikes - Aim to be above 80%
- Pitch Recognition - Aim to be under 4 inches
- DIsappearing Pitch - See how far you can get the window out, aim for 15 feet out and 75% accuracy
At this level, players generally have a good understanding of timing and how to be on time. While swing decisions are more important, it is still crucial that hitters are on time to give yourself a chance to hit.
Drills
- Three Plate Drill


Environments
- Rotating between swinging overweight and underweight bats (flips, darts, BP, machine)
Getting reps in and mixing up the stimulus for the hitter is a great way to challenge timing.

Check Biomechanics Report For
- Negative Move - High

- Forward Move - High

*** Make sure the hitter loads on time, loading late will cause hitters to compensate and break down their mechanics

Additional Drills
- Hard/Soft Drill

- Foot Strike Drill - for players that don't load on time

- Wide Base Drill - for players that don't load on time

- Early Hover Drill


Additional Environments
- Mix in different speeds to the hitter while giving them the cue of hitting the ball up the middle
- Mixing between a Short Bat and a long bat (flips, darts, BP, machine)
VR Drills
Non Swinging - 10-15 pitches (use as warm up)
- Recognition Window - Strikes - Aim to be above 80%

At Bat Focus - 5 at bats
- Exhibition Mode or Live Pitch - Aim for 75% timing score
At home the hitter can complete related Swing AI drills if they failed the Negative Move or Forward Move

Additional VR Drills
Non Swinging - 10-15 pitches (use as warm up)
- Recognition Window - High Velocity Strikes - Aim to be above 80%
At the 16 and above level, pitchers are much more strategic with their pitch selections as they begin to have command of their pitches. Hitters must be able to adjust their timing to different locations and pitch types.
Drills
- Hard/Soft Drill


Simulated At Bat Drills
- Live At Bats or Short Box Sim Game (can do a 2 strike focus and also use Incrediballs which is great for throwing breaking balls)
Challenge the hitters with different locations sequences to see how well they are able to adjust their timing to different locations and speeds.

Check Biomechanics Report For
- Negative Move - High

- Forward Move - High

- Pelvis Load - Low

- Upper Torso Load - Low

*** If we have fails here, it makes it really hard for hitters to be adjustable

Questions to Ask
- Is the hitter consistently balanced?
- Is the hitter loading on time?
- Do they get slowed down by offspeed or cheat to fastballs, especially in?
- Where is the hitters sights set?

Additional Drills
- Inside/Outside Drill

- High/Low Drill

- Foot Strike Drill

- Early Hover Drill

- Fooled Out Front Drill

- Power V Drill

- Hard In/Soft Away Drill


Environments
In Cage
- Two Machine Drill

- Mixing between a Short Bat and a long bat (flips, darts, bp, machine)


VR
- Live Pitch specific pitch type progression (middle-middle, all over, ball/strike, FB/Offspeed back and forth, random mix) - "Hit fastballs to the oppo gap, offspeed to the pull side gap"
- FB/Offspeed tunnel drill (throw Offspeed one zone lower & away or lower & in depending on pitcher handedness than the fastballs)
VR Drills
Environments - 3-5 rounds/6-8 pitches per round
- Live Pitch specific pitch type progression (middle-middle, all over, ball/strike, FB/Offspeed back and forth, random mix) - "Hit fastballs to the oppo gap, offspeed to the pull side gap"

At Bat Focus - 5 at bats - Aim for 75% timing score
- Exhibition Mode or Live Pitch
At home the hitter can complete related Swing AI drills if they failed the Forward Move, Negative Move, or have a low Pelvis Load or Upper Torso Load

Additional VR Drills
Non Swinging - 10-15 pitches (use as warm up)
- Recognition Window - Strikes - Aim to be under 80%
- Recognition Window - High Velocity Strikes - Aim to be under 80%
- Pitch Recognition - Aim to be under 4 inches
- Disappearing Pitch - See how far you can get the window out, aim for 15 feet out and 75% accuracy

Environments - 3-5 rounds/6-8 pitches per round
- FB/Offspeed tunnel drill (throw Offspeed one zone lower & away or lower & in depending on pitcher handedness than the fastballs)
Contact rate becomes an important piece of the puzzle for a 16U player if they are making good swing decisions, are on time, and have the ability to adjust. From there we need to train bat to ball skills to be able to square it up consistently and drive the ball.
Drills
- Stop at Contact Drill


Environments
- Top Of The Zone Fastballs Drill (in WIN or off machine)
Check where the hitter's sights are set and what he his trying to do to the ball (LD, GB, FB). Hitters should be looking to hit low line drives to the middle or opposite field if they are struggling to make contact. This will help hitters clean up their bat path which is likely the issue.

Check Biomechanics Report For
- Negative Move - High

- Forward Move - High

- Upper Torso Direction at Contact - High

*** All three will influence the hitters bat path, which will impact their ability to make contact.

Additional Drills
- Power V Drill

- Foot Strike Drill

- Wide Base Drill

- Fooled Out Front Drill (for offspeed contact issues)


Additional Environments
- Hitting with a skinny bat or a wiffle ball bat
- High Tee Drill

- Deep Tee Drill

- Machine work off of specific pitch types - "hit it through the middle"
- Live Pitch specific pitch type progression (middle-middle, all over, ball/strike, FB/Offspeed back and forth, random mix) - "Hit fastballs to the oppo gap, offspeed to the pull side gap"
VR Drills
Environments - 3-5 rounds/6-8 pitches per round
- Top Of The Zone Fastballs Drill (Batting Practice or Live Pitch) - "try to hit low line drives to the opposite field"

- Live Pitch specific pitch type progression (middle-middle, all over, ball/strike, FB/Offspeed back and forth, random mix) - "Hit fastballs to the oppo gap, offspeed to the pull side gap"
At home the hitter can complete related Swing AI drills if they failed the Forward Move, Negative Move, and Upper Torso Direction at Contact

Additional VR Drills
Environments - 3-5 rounds/6-8 pitches per round
- FB/Offspeed tunnel drill (throw Offspeed one zone lower & away or lower & in depending on pitcher handedness than the fastballs)
With defense becoming significantly better at the 16U level, hitters have to be able to square up and hit the ball hard to be successful.
Drills
- 45 Rotation Drill

- Stop at Contact Drill
Watch the hitters path to make sure they are staying through the ball.

Check Biomechanics Report For
- Negative Move - High

- Forward Move - High

- Max Hip-Shoulder Separation - High

- Hip-Shoulder Separation at Foot Down - High


Additional Drills
- Power V Drill


Environments
- Hitting Plyo Balls (looking for 12 to 2 o'clock shape for RH/12 to 10 o'clock for LH)

- Flat Bat
- Hitting Smash Factor Balls (can use skinny bat here as well)
- Short Bat Drill working on fastballs, offspeed, away, and low pitches
VR Drills
- 45 Rotation Drill


At Bat Focus - 5 at bats
- Exhibition Mode or Live Pitch - Aim to hit 2 line drives in 5 at bats
At home the hitter can complete related Swing AI drills if they failed the Forward Move, Negative Move, or have high Hip-Shoulder Separation at Foot Down.
At this age bat speed is very important to possess. However, if that same hitter is lacking in the above categories it likely won't matter how hard the swing they bat.
Bat Speed Building Drills
- PVC Madman Swings


Intent Drills
- Knob to Knee Drill (High Intent)
When training bat speed at this level we should first focus on the hitter getting in the weight room.

Check Biomechanics Report For
- Negative Move - High & Low

- Forward Move - High & Low

- Max Hip-Shoulder Separation - Low

- Hip-Shoulder Separation at Foot Down - Low


Additional Bat Speed Building Drills
- Recoil Swings

- Med Ball Scoop Toss

- Med Ball Shot Put


Additional Intent Drills
- Shuffle Ups

- Max Effort Swings (low line drive focus, keep between 10-20 degree launch angle)

- Torque Drill


Environments
- Overweight Swings (handle & end loaded)
- Underweight Swings
- Hitting Plyo Balls (looking for 12 to 2 o'clock shape for RH/12 to 10 o'clock for LH) - can also vary the weight of the balls

- Line drive or distance competitions
At home the hitters need to be getting in the weight room. The hitter can also complete suggested Swing AI drills if they failed any of the components.

Bat Speed Building Drills - 3 sets of 8
- Recoil Swings


Intent Drills - 4 rounds/6 pitches per round
- Knob to Knee Drill (High Intent)
Additional Bat Speed Building Drills - 3 sets of 8
- PVC Madman Swings

- Med Ball Scoop Toss
- Med Ball Shot Put


Intent Drills - 4 rounds/6 pitches per round
- Shuffle Ups

- Max Effort Swings (low line drive focus, keep between 10-20 degree launch angle)

- Torque Drill