Combine quickly and accurately through a sequence of one-twos and diagonals, and time the final pass so the runner takes it in stride and finishes.
Two mini goals about 11 metres apart on one end line, with the A line between them with a ball. A middle player (B) on a cone about 7 metres in front of the A line. Two mannequins about 24 metres out and 19 metres apart, with a wide player standing just inside and behind each one, and the next player waiting behind each wide station. A passes into B, who shows to one side and plays it straight back as A moves forward (1-2). A plays a diagonal to the wide player on the far side, who checks away and drops inside to receive. He lays it back first time for B, who arrives on the run, and B plays a diagonal to the other wide player as he comes in front of his mannequin. That player plays it first time inside to the first wide player, who has run across, then spins round the outside of his mannequin. The final pass is timed for that run, and he finishes in the mini goal on his side. Rotate: A goes to B, B joins the line behind the checking player's station, the checking player joins the line on the finishing side, and the finisher collects his ball and rolls it to the front of the A line before joining it. The next rep goes the other way.
Most passing patterns end with the ball going back to where it started. This one ends with a finish, so every pass is played with the goal in mind, and the last ball has to be good enough to score from.
The circuit links the actions a team uses to get through a block. The 1-2 at the start is the quickest way to move the ball past a man. The diagonal into a wide player who has checked away is how a team switches the point of attack. The lay-off for a teammate arriving on the run is how midfielders play forward without turning. The ball inside to a player running across, then the final pass round the mannequin, is the combination that releases a runner in behind.
Timing matters more than technique once the pattern is learned. The wide player has to check before he shows, not stand and wait. The middle man has to arrive on the lay-off at speed, not receive it standing still. The final pass is released while the finisher is still level with the mannequin, so he runs onto it and finishes in stride rather than checking his run.
The rotation keeps all eight players working and takes everyone through every role. Running it to both sides means every combination is played with both feet, and the players waiting on the far side are already involved in the next rep before the last one has finished.
If the quality drops, allow two touches for a block, then go back to one touch on the returns and the lay-offs.
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.