Combine through three stations and finish, with the runner timing a curved run across the mannequin line so he arrives onside as the through ball is played.
Use the penalty area and about 35 metres outside it, a full goal and a keeper. Stand two mannequins on the edge of the box, just outside the D, about 17 metres apart. Stand a third mannequin centrally about 27 metres from goal. Put a cone about 11 metres either side of it, level with it: a wide player stands at one, a runner at the other, and a central player stands beside the middle mannequin. Everyone else lines up behind a start cone about 37 metres out with a ball each, with the spare balls in a row behind the line. The starter steps out beside the cone and plays into the wide player, who comes short off his cone, takes a touch and passes into the central player. The central player shows across in front of his mannequin and sets it first time back to the starter, who has followed the ball down the side of the mannequin. The starter slides it through first time for the runner from the far station, who checks in, then curves his run across the front of the edge mannequins, takes it at the top of the D and finishes. Rotate by following your pass: starter to the wide cone, wide player to the centre, central player to the runner's cone, and the shooter jogs back round the outside, collects a spare ball and joins the back of the line.
This is a finishing drill where the run matters as much as the finish. Four passes go through three stations before the shot: wide, into the centre, set back, then through. Each one sets the timing for the next, and the runner from the far station has to read all of them to arrive at the top of the D at the same moment as the ball.
The wide player starts the combination by coming short off his cone to meet the first pass. His touch goes across his body so the pass into the centre is on straight away. The central player shows across in front of his mannequin, so he is between the ball and the defender it stands in for, and sets it first time back into the path of the starter, who has followed his own pass down the side of the mannequin. That set is what turns the play forward: the starter now faces goal with the runner in front of him.
The runner checks in first, which in a game drags his defender with him, then curves his run across the front of the edge mannequins. The mannequins stand in for the back line, so he must be level with them or behind when the through ball is played. Curving the run, rather than going straight, keeps him onside for longer and brings him onto the ball facing the goal. If he goes too early he is offside; too late and the ball runs through to the keeper.
The through ball goes into the space in front of him, not to his feet. He takes one touch to set it at the top of the D and finishes low into a corner.
Everyone follows his pass: the starter takes the wide cone, the wide player moves to the centre, the central player becomes the next runner and the shooter jogs back round the outside, collecting a spare ball on his way to the back of the line. With nine players two or three are always waiting with a ball, so the next rep starts as soon as the last one finishes.
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.