Time an overlap run off a combination and weight the pass into it, onto the runner's stride; around it, check away and back to receive, set first time, spin off a mannequin and play first-time passes at angles.
Set four mannequins in a diamond: the two side mannequins 18 metres apart, the two end mannequins 9 metres apart. Put a cone about 9 metres beyond each end mannequin with a line of two players behind it, the front player with a ball. Put a wide cone 5 metres outside each side mannequin and 5 metres back towards its end, with one player behind it, and one player at each mannequin. At each end, the starter takes a touch beside the cone and plays up to the player at the near mannequin, who checks off it to receive and sets it back first time into the starter's run. The starter plays first time out to the player at the side mannequin, who has gone away and checked back below it. Meanwhile the near player spins round the back of the mannequin and gets the ball back on the inside from the side player, first time. The near player plays first time into the overlap run, made from the wide cone up the outside of the side player as the starter's pass goes out. The overlapping player plays first time across to the player behind the cone at the other end, who starts the pattern there. Both ends run at once. Rotate: line to near mannequin, near mannequin to side mannequin, side mannequin to the wide cone, wide cone to the other end's line.
An overlap is a run round the outside of a teammate who has the ball or is about to get it. It works because the defender has to choose: stay with the player in front and the runner goes free, or step across to the runner and the player in front has time. The run only works if it is timed, and the pass only works if it arrives in the runner's stride.
This drill builds a combination for the overlap to come off. The starter plays up to the player at the near mannequin and gets it back, then plays out to the side player, who has gone away and checked back to receive. The near player spins round the back of the mannequin and gets it back on the inside. That is the moment for the pass into the overlap: the runner has left the wide cone as the ball went out to the side, gone up the outside of the side player, and arrives as the near player plays it.
The two coaching points are the timing and the weight. Leave the cone when the ball comes inside and the runner is too late; leave on the first pass and they arrive too soon and have to wait. The pass into the run goes ahead of the runner, not to feet, so they take it forward without breaking stride.
The overlapping player then plays across to the line at the other end, which starts the same pattern there. Both ends run at once with two balls that swap ends every rep, so ten players stay busy, and the rotation sends everyone through every role: starter, near player, side player and overlapping runner.
Save it to your private drills, then change the animation, adjust positions, swap equipment, or drop it into a session block. Or start from a blank pitch and build your own.