Heading Drills: 10 Exercises to Become a Better Header of the Ball
Written by James Whitfield, UEFA B License
Heading is a trainable skill. These ten drills build the chain from safe contact to winning contested balls in a match — with coaching cues and progressions for every level.
Aerial ability is decided long before the ball arrives: by how early a player reads flight, how well they hold body position, and whether they attack the ball with a locked neck. Every drill below trains one link in that chain. Work them in order — a player who has not mastered forehead contact standing still has no business contesting an aerial duel.
If you are new to heading, read our full guide to how to head a soccer ball before starting. The six-step technique described there is the standard every cue on this page refers back to.
Before you start: safe heading technique
Use the broad, flat forehead just below the hairline, not the crown or temple. Keep the eyes tracking the ball, brace the neck rather than snapping it and generate controlled movement through the trunk. These are coached progressions for permitted, age-appropriate practice, not proof that heading is risk-free. Stop immediately for headache, dizziness or any suspected concussion.
The ten familiar drills below are retained so existing plans and links continue to work. Static toss-and-head and standing service introduce contact; jump-and-header and run-and-head add movement; the flick-on relay develops passing; crossing, back-post runs, contested duels and pressured clearances provide applied work. Only add a low diving finish under qualified supervision with clear landing space, no nearby boots and no defender. It is optional, not a required beginner progression.
Drill library
10 of 10 drills
Seated self-toss headers
Sit, toss, head straight back. Removes the legs so every rep trains contact point alone.
- Players:
- 1
- Format:
- Individual
- Equipment:
- Ball Only
Kneeling partner headers
Kneel and head an underhand serve back to your partner's hands. Trains the torso hinge.
- Players:
- 2
- Format:
- Partner
- Equipment:
- Ball Only
Standing wall headers
Continuous headers off a wall to build rhythm and confidence with a moving ball.
- Players:
- 1
- Format:
- Individual
- Equipment:
- Ball Only, Rebounder
Directional headers to cones
Head to a called target left, right or straight ahead. Trains trunk rotation and direction.
- Players:
- 2
- Format:
- Partner
- Equipment:
- Cones
Two-footed jump headers
Jump off two feet and head a lofted serve back down. Trains power through the trunk.
- Players:
- 2
- Format:
- Partner
- Equipment:
- Ball Only
Running jump headers
Time a run onto a lofted serve and head off one foot — how most match headers happen.
- Players:
- 2
- Format:
- Partner
- Equipment:
- Cones
Flick-on relay
Glance a long ball on to a runner behind. Target-man movement and near-post set pieces.
- Players:
- 3
- Format:
- Small Group
- Equipment:
- Cones
Crossing and finishing
Alternate near-post and back-post runs onto crosses and head down at goal.
- Players:
- 6+
- Format:
- Team
- Equipment:
- Goal
Contested aerial duels
Two players compete for a lofted serve in a grid. Body position decides the duel.
- Players:
- 3
- Format:
- Small Group
- Equipment:
- Cones
Defensive clearance under pressure
Clear long balls high, long and wide with two attackers pressing, then recover.
- Players:
- 4+
- Format:
- Team
- Equipment:
- Goal
How to structure a heading session
Choose one or two exercises rather than completing every drill. Begin with no-contact movement, introduce a small number of controlled contacts where permitted, then rest and review accuracy. Count every contact across the session and week. The suggested repetitions are not a medically established safe dose, and youth federation limits take precedence over any drill plan. Use the appropriate ball size and manufacturer-recommended pressure.
Beginner drills: build safe, repeatable contact
The goal here is not power. It is a flat forehead, a locked neck, open eyes, and a body that moves through the ball instead of waiting for it. Every rep should look identical.
1. Seated self-toss headers
BeginnerSit on the grass, toss the ball 16–20 in (40–50cm) above your forehead and head it straight back up. Sitting removes the legs from the equation so every rep trains contact point alone.
Equipment: One ball (size down for youth), grass or turf.
Setup: Sit on the grass with legs crossed or extended. Hold the ball at chest height with both hands. Toss it 40-50cm (16-20 in) directly above your forehead. No partner needed.
What it trains: Forehead contact point. Neck lock. Eyes open through contact. Because the legs are removed, every variable except the strike itself is eliminated — this is the cleanest way to build a reliable contact habit.
Reps: 3 sets of 10. Rest 30 seconds between sets. If the ball drifts sideways on contact, you are hitting off-centre — the toss is also likely drifting. Keep the toss vertical.
Coaching cue: Strike with the flat bone above the eyebrows, mouth closed, eyes open at contact.
Progression: Once contact is consistent, move to kneeling — same toss, same strike, now from a kneeling position to begin adding minimal trunk engagement.
Progress / regress options: alternate heading left, right and straight up. Regress: use a foam or under-inflated ball and lower the toss.
Common error: Closing the eyes just before contact. Fix: toss the ball with a marker (tape, sticker) on it and call out the marker position after each header.
2. Kneeling partner headers
BeginnerKneel 10 ft (3m) from a partner who underhand-serves to your forehead. Head it back to their hands. Twenty reps, then swap.
Equipment: One ball, a partner.
Setup: Kneel facing a partner 3m (10 ft) away. Partner underhand-serves to your forehead at a height you can reach without rising up.
What it trains: Torso snap without jump mechanics. The hips hinge back and snap forward to generate power — the neck stays rigid throughout. This isolates the trunk movement that generates all heading power.
Reps: 3 sets of 10 each. Swap roles every set.
Coaching cue: Hinge from the hips, not the neck. The torso does the work; the neck stays locked.
Progression: Increase the distance to 5m (16 ft). At greater distance, the ball decelerates more on arrival, requiring the player to generate more of the contact energy from the trunk rather than the ball's pace.
Progress / regress options: partner varies serve height and side so you must adjust. Regress: shorten the serve to 6 ft 6 in (2m) and soften the ball.
Common error: Nodding the head forward instead of snapping the torso. Fix: place a hand on the back of your own head during warm-up and practise the torso snap while keeping the head still relative to the neck.
3. Standing wall headers
BeginnerStand 6 ft 6 in (2m) from a wall, toss the ball into it and head the rebound back. Continuous reps build rhythm and confidence with a moving ball.
Equipment: One ball, a flat wall or rebounder.
Setup: Stand 2m (6.5 ft) from a solid wall. Toss the ball firmly into the wall at head height and head the rebound. A rebounding board or rebounder is ideal; a brick wall works.
What it trains: Reacting to a moving ball. Reading flight at short range. Contact under slight time pressure. The wall removes reliance on a consistent partner toss.
Reps: 4 sets of 15. Count only clean contacts — misses and crown contacts do not count.
Coaching cue: Meet the ball in front of your face, never let it arrive on top of you.
Progression: Step back to 3m (10 ft) to give the ball more flight time and force earlier reading of trajectory.
Progress / regress options: count unbroken reps against the clock. Regress: catch the rebound between headers to reset your feet.
Common error: Leaning back away from the ball rather than forward into it. Fix: mark a foot-width spot on the floor and stay on or in front of it throughout the drill.
4. Directional headers to cones
BeginnerA server tosses; you head to a cone target left, right, or straight ahead as called out at the last moment. Ten reps per direction.
Equipment: One ball, three cones, a server.
Setup: Place three cones — one at 45° left, one straight ahead, one at 45° right — each 5m (16 ft) from the header position. Server tosses gently to forehead height and calls the target cone just before releasing.
What it trains: Directing the ball with the trunk rather than the neck. Decision-making under a slight time constraint. This is the most transferable beginner drill to match play — almost every header in a game requires direction, not just contact.
Reps: 10 reps per direction (30 total). Score successful contacts to the called cone.
Coaching cue: Turn the whole trunk toward the target before contact — don't twist the neck.
Progression: Server calls the direction after the ball is already in the air, shortening the decision window.
Progress / regress options: server calls the target as the ball leaves their hands. Regress: call the target before the serve.
Common error: Turning the neck to direct rather than rotating the whole trunk. Fix: place a hand flat against the player's shoulder and have them drive the shoulder through, not just the head.
Intermediate drills: add the jump and the serve
Once contact is automatic, add flight, jump timing, and direction. This is where most match heading is actually won — arriving at the right place a fraction of a second before the ball.
5. Two-footed jump headers
IntermediateServer lofts the ball above your reach; jump off both feet and head it back down to their feet. Fifteen reps.
Equipment: One ball, a server.
Setup: Server stands 4m (13 ft) away and lofts the ball to a height 20-30cm (8-12 in) above the player's standing reach. Player jumps off both feet to meet it.
What it trains: Vertical jump timing. Arching back at peak height. Generating power in the trunk snap on the way down from peak. Two-footed jumps are used for set pieces, long-ball contests, and any situation where maximum vertical height is needed.
Reps: 4 sets of 8. Focus on peak of jump timing — the header should happen at the top of the arc, not on the way up or down.
Coaching cue: Arch back at the top of the jump and snap the torso through the ball.
Progression: Serve the ball slightly behind the player's head height to force a backward arch and an even more pronounced trunk snap.
Progress / regress options: add a target on the ground to head down into. Regress: lower the serve so you barely leave the ground.
Common error: Jumping too early and making contact on the way down. Fix: server holds the ball visibly for a count of "one" before releasing — forces the player to time the jump off the toss, not off the server's hands.
6. Running jump headers
IntermediateStart 16 ft (5m) back, time a run onto a lofted serve and head it off one foot at full stride. This is how most match headers actually happen.
Equipment: One ball, a server, two cones marking the run.
Setup: Player starts 5m (16 ft) behind the serve point and builds into a run. Server lofts the ball so it arrives at header height as the player reaches the spot. One-footed takeoff.
What it trains: Converting horizontal momentum into vertical height. Timing the takeoff off a moving approach. Reading a lofted ball in flight. This is the heading situation that decides the most goals — the late run to the back post.
Reps: 3 sets of 6. Start at slow approach speed and build. Count only contacts where the player is still rising or at peak — not falling.
Coaching cue: Jump early and attack the ball — late jumpers get beaten by players 6 in (15cm) shorter.
Progression: Introduce a passive defender running alongside. No contact — the defender's presence forces the attacker to maintain body position and timing under mild pressure.
Progress / regress options: vary the serve so the contact point moves. Regress: walk the run-up before adding pace.
Common error: Looking at the serve point rather than the ball in flight. Fix: server starts behind the player's line of sight, forcing tracking from the toss.
7. Flick-on relay
IntermediateOne server plays a long ball to a target player who glances it on to a runner behind. Great for target-man movement and near-post set-piece work.
Equipment: One ball, three players, two cones.
Setup: Three players in a line 5m (16 ft) apart. Server A plays a long ball to player B who glances it on first-time to player C. Continuous relay, swap positions every 5 minutes.
What it trains: Near-post contact — brushing or redirecting rather than driving through. Reading ball pace and adjusting contact. Communication and spatial awareness — player B must know where C is without turning away from the incoming ball.
Reps: Continuous relay for 3 minutes per position.
Coaching cue: Get in front of the marker and let the ball brush the top of the forehead — redirect, don't strike.
Progression: Serve the long ball from wider angles so player B must adjust body shape to redirect to C.
Progress / regress options: add a passive marker on the target player. Regress: serve by hand instead of by foot.
Common error: Heading the ball too firmly and killing the pace rather than redirecting it. Fix: extend one arm forward as a rough aim point and use a glancing contact, not a full strike.
8. Crossing and finishing
IntermediateWide servers cross from both flanks; attackers alternate near-post and back-post runs and head at goal. Rotate every six crosses.
Equipment: Balls, a goal, a goalkeeper, wide servers.
Setup: Wide servers on both flanks cross alternately. Two attackers — one makes a near-post diagonal run, one makes a late back-post run. A goalkeeper (or empty goal) provides the finishing target.
What it trains: Run timing from open play. Choosing near-post flick vs back-post drive. Heading downward toward goal. This is the most game-realistic drill in the set — it replicates open-play headed goals more closely than any other exercise.
Reps: 6 crosses from each flank (12 total) before rotating positions. Count headers on target, not just contacts.
Coaching cue: Head the ball downward. Headers that bounce before the line are the hardest to save.
Progression: Add a defender to each run. The contact structure is the same but the attacker must hold body position and timing against physical resistance.
Progress / regress options: add a defender tracking the run. Regress: use a static, tossed cross from 26 ft (8m).
Common error: Heading the ball level or upward. Fix: mark the target area low in the goal — headers that don't cross the ground line do not count as scored.
For the full headed finishing breakdown, see how to score a header.
Advanced drills: contested, competitive, game-realistic
In a match there is always an opponent. These drills put the technique under physical pressure and force fast decisions between attacking, clearing, and leaving the ball.
9. Contested aerial duels
AdvancedTwo players compete for a lofted serve inside a 33 x 33 ft (10 x 10m) grid. Attacker scores by heading to a target; defender scores by clearing beyond a line.
Equipment: One ball, four cones, two players, a server.
Setup: 10x10m (33x33 ft) grid with two players and one server outside. Server lofts the ball into the grid. Attacker scores by heading to a target on one end line; defender scores by clearing beyond the opposite end line.
What it trains: Body positioning before the jump. Making legal contact on an opponent to hold space. Attacking under physical pressure. This drill exposes every technical gap — players who cannot win a duel cleanly will fail immediately.
Reps: First to 5. Three rounds per pair with a 90-second rest. Both players should play both roles.
Coaching cue: Win the body position first. Contact hip-to-hip before the ball arrives decides most duels.
Progression: Reduce the grid to 7x7m (23x23 ft) to increase contact and force faster decision-making.
Progress / regress options: serve without warning so both players must react. Regress: make the defender passive for the first reps.
Common error: Jumping straight up without making body contact first. Fix: explicit instruction before the drill: "Get contact before you jump."
10. Defensive clearance under pressure
AdvancedServe long balls into your own box with two attackers pressing. The defender must clear high, long, and wide, then recover to the edge of the box.
Equipment: Balls, a goal, cones marking the box, two attackers.
Setup: Long balls served into the defensive area with two attackers pressing the central defender. Defender must clear high, wide and long — then immediately recover to a marked position 6m (20 ft) from goal before the next serve.
What it trains: Clearing under physical pressure. Recovery shape after a clearance. Reading whether to attack the ball or hold position. This is the pressure situation that breaks players who have only trained in quiet, cooperative settings.
Reps: 8 serves per defender. Score: 1 point for each successful clearance that lands beyond the penalty area.
Coaching cue: Get under the ball, contact the lower half, and clear it to the touchline — never square across your own goal.
Progression: Add a third attacker. The defender must decide which player to prioritise and call for support from a second defender in the sequence.
Progress / regress options: add a second defender and play live from the clearance. Regress: remove one attacker.
Common error: Clearing the ball across the face of goal under pressure. Fix: set a rule — any clearance that lands in the central zone costs a point rather than winning one.
Heading drills for defenders
Use the clearance drills to practise height, distance and direction, then reorganize immediately. Read the flight before committing, occupy a legal position and call for the ball. Winning contact is only useful if the clearance reaches a safe area. Track where the ball lands rather than rewarding every header equally. Add pressure gradually without encouraging pushing, holding or elbows.
Heading drills for strikers
Combine run timing with near-post redirection and late back-post arrivals. Change the run before the server releases so the attacker learns to separate from a marker rather than waiting beneath the ball. A two-touch sequence can begin with a ground pass and return service, followed by a controlled header; the same player must reset between actions. For a corner scenario, establish attacking zones, defensive assignments and a goalkeeper's call before any live contest.
Soccer heading drills for coaches
Begin with a movement warm-up without contacts, choose one technical objective and finish with a small number of applied repetitions only when readiness and local rules allow it. Keep a per-player contact log across drills and sessions. Rest between serves, swap server and receiver and stop before fatigue undermines control. Repetition suggestions describe separate exercises, not ten blocks to complete in one session. A higher score should reflect accuracy and decisions, not simply more head impacts.
Understand why positioning and second balls matter in duels in football, then check youth heading rules before using this plan with children.
Equipment for heading drills
You need less than most coaches assume. For any drill up to and including drill 8: one ball per pair, cones, a wall or a rebounder. For drill 9 and 10: cones to mark the grid, a lofter or server, and ideally a goalkeeper for drill 10.
For youth players starting heading work: use a ball one size down and inflate it to the lower end of the recommended pressure range. Use the ball size and pressure specified by the governing body and manufacturer. A softer ball does not remove head-impact exposure or override a heading ban.
Heading drills for youth players
US Soccer prohibits deliberate heading in matches and training for U11 and under. The current U12 and U13–U14 age-group guides limit practice to 30 minutes weekly and 15–20 headers per player weekly. England's FA U12 limit is one session per month and five headers; U13 is one weekly session and five headers. See the full age-by-age breakdown on the youth heading rules page.
For youth players within those limits, drills 1-4 in the beginner section are the appropriate starting point. Skip the jump elements until the contact technique is solid and the player is within the age guidelines.
Football heading drills
The drills above use football (soccer) terminology throughout. For coaches working in rugby league, Australian rules or other football codes where aerial contests are won differently, the contested aerial duel mechanics in drills 9-10 are transferable — the body positioning, jump timing and flight reading principles apply regardless of what happens after contact. Coaching in the UK or elsewhere? See the same progressions written for you on our football heading drills page, and the full technique breakdown in our soccer heading technique guide.
How long should a heading drill session last?
Session length alone does not measure exposure: thirty minutes of movement without headers is different from thirty minutes of repeated contacts. Log contacts as well as time, prioritize quality and stop for symptoms or fatigue. U.S. Soccer's U12 and U13–U14 guides cap practice at thirty minutes and 15–20 headers weekly. England's FA U12 monthly limit is stricter; follow the applicable rule rather than an adult session template.
Progressions and regressions
Progress a drill by adding a moving serve, a defender, a target, or a time constraint. Regress it by removing the jump, softening the ball, or shortening the serve distance. If technique breaks down — the eyes close, the neck goes loose, contact drifts to the crown — regress immediately rather than pushing through. Players learn heading in the reps that look correct, not in the ones that merely happen.
For youth teams, check the age restrictions on our youth soccer heading rules page before including any heading in a session plan.
Train this skill
Keep building your heading
Take the technique into repetition and then into the match.
Frequently Asked Questions
What are the best heading drills for beginners?
Seated self-tosses, kneeling partner headers and standing wall headers. All three remove the jump so the player can focus entirely on flat forehead contact, a locked neck and open eyes.
How do you practise heading without a partner?
Use a wall or a rebounder. Toss the ball into the wall from 6 ft 6 in (2m) and head the rebound back continuously. Seated self-tosses also need no partner at all, and a ball suspended from a net or crossbar lets you rehearse timing on your own.
What age should you start heading drills?
In the US, no heading at 10 and under. U.S. Soccer's current U12 and U13–U14 guides limit practice to 30 minutes per week and 15–20 headers per player per week. Check your federation's rules before planning any session.
How do I improve my heading accuracy?
Turn the whole trunk toward the target before contact, meet the ball in front of your face, and strike through its centre with the flat forehead. Directional headers to cone targets are the fastest way to build it.
How often should you practise heading drills?
There is no universal risk-free practice frequency or number of headers. Keep exposure low, follow the applicable federation guidance, and count contacts across the whole week. England's FA U12 guidance permits at most one session per month and five headers, so an adult routine is not suitable for every age group.
What equipment do you need for heading drills?
A properly inflated ball one size down for youth players, a wall or a partner, and cones. Foam or under-inflated balls are ideal for the first weeks of technique work.
What is the best heading drill for beginners?
Seated self-tosses. Removing the jump lets a player focus entirely on forehead contact, a locked neck, and keeping the eyes open through the strike.
How do you make heading drills game-realistic?
Add a defender, a live server crossing from wide, and a target. Heading in a match is decided by movement and timing, so drills should force players to attack a moving ball from a run.
