Football Heading Drills: 10 Progressions with Coaching Cues
Written by James Whitfield, UEFA B License
Ten football heading drills ordered from seated contact work to contested aerial duels — with setup, reps, coaching cues, progressions and the common error to fix for every one.
Winning headers is a trainable skill. It is decided by how early a player reads the flight of the ball, how well they hold their position, and whether they attack the ball with a locked neck. Every drill below trains one link in that chain. Work through them in order — a player who can't make clean forehead contact standing still has no business contesting a header in a match.
New to heading? Start with the full heading technique guide and the step-by-step how to head the ball walkthrough. Coaching in the US? The same progressions are on our soccer heading drills page.
Beginner football heading drills
Not about power. A flat forehead, a locked neck, open eyes, and a body that moves through the ball rather than waiting for it.
1. Seated self-toss headers
BeginnerEquipment: One ball (a size down for juniors), grass or 3G pitch.
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.
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
BeginnerEquipment: 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.
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
BeginnerEquipment: 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 land on top of you.
Progression: Step back to 3m (10 ft) to give the ball more flight time and force earlier reading of trajectory.
Common error: Leaning back away from the ball rather than forward into it. Fix: mark a foot-width spot on the ground and stay on or in front of it throughout the drill.
4. Directional headers to cones
BeginnerEquipment: 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 towards 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.
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: add the jump, the run and the cross
Once contact is automatic, add flight, jump timing and direction — this is where most headers on a matchday are won.
5. Two-footed jump headers
IntermediateEquipment: 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.
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
IntermediateEquipment: 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 15cm (6 in) 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.
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
IntermediateEquipment: 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 your 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.
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
IntermediateEquipment: Balls, a goal, a keeper, 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 keeper (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 down. Headers that bounce before the line are the hardest for a keeper 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.
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.
Advanced: contested and match-realistic
On the pitch there is always an opponent. These drills put technique under physical pressure.
9. Contested aerial duels
AdvancedEquipment: 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. Hip-to-hip contact before the ball arrives decides most duels.
Progression: Reduce the grid to 7x7m (23x23 ft) to increase contact and force faster decision-making.
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
AdvancedEquipment: 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 towards the touchline — never 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.
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.
Equipment for football heading drills
You need less than most coaches assume. For drills 1 to 8: one ball per pair, cones, and a wall or rebounder. For drills 9 and 10: cones to mark the grid, a server, and ideally a keeper for drill 10. For juniors, use a ball one size down inflated to the lower end of the recommended pressure — a size 3 ball at low pressure for U12-U13 is far safer than a full-size match ball and teaches exactly the same technique.
Heading drills for junior players (FA guidance)
The FA removed deliberate heading from training for U11 and under and phases it in gradually from U12, with tight limits on the number of headers per session. It also recommends that adult players limit high-force headers in training. Within those limits, drills 1-4 are the right starting point for juniors — leave out the jumping drills until contact technique is solid. See the full breakdown on our youth heading rules page.
How to structure a football heading session
For adults: 35-40 minutes maximum, structured as 10 minutes technique (drills 1-4), 15 minutes applied (5-8) and 10 minutes competitive (9-10). For U14-U16: 25 minutes maximum. For U12-U13, stay within the weekly heading limits regardless of session length. Keep total headers low — quality reps beat volume every time.
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 in football for beginners?
Seated self-toss headers, 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 headers on your own?
Use a wall or a rebounder from 2m (6.5 ft) and head the rebound back continuously. Seated self-tosses need no partner at all.
What age can children start heading drills in England?
Under FA guidance there is no heading practice in training for U11 and under, and heading is phased in with strict limits from U12 upwards. Check the current FA guidance before planning any junior session.
How many headers should a player do in a session?
Keep contact volume low — around 20 to 30 quality headers per adult session and far fewer for juniors. Cumulative load matters more than any single header.
How long should a football heading session last?
For adults, 35 to 40 minutes maximum: 10 minutes technique, 15 minutes applied work and 10 minutes competitive. For U14-U16, 25 minutes maximum.
