What a Screen Is (and Why It Works)
A screen is an off-ball or on-ball block set by an offensive player to legally impede a defender’s path, creating separation for a teammate. The screener is not “moving into” the defender; instead, they establish position and let the defender run into the screen. Screens create advantages by forcing defenders to communicate, navigate traffic, and make quick decisions (switch, fight over/under, hedge, etc.).
Key Terms You’ll Hear on the Floor
- Ball-handler (BH): player with the ball.
- Screener: player setting the screen.
- On-ball screen: screen for the ball-handler (often called a ball screen).
- Off-ball screen: screen for a cutter or shooter away from the ball.
- Angle: the direction the screen “points,” influencing where the defender is forced to go.
- Contact window: the moment the defender meets the screen; timing matters.
Legal Screening: What Makes a Screen Clean
Most screening mistakes are either moving at contact or setting the screen too close/too late. A clean screen is about being stationary, balanced, and giving the defender a fair chance to avoid dangerous contact.
Checklist for a Legal, Effective Screen
- Set your base: feet planted and stable before contact.
- Hands in: keep arms tight to your body (avoid grabbing or extending).
- Chest square: face the path you want to block; don’t twist into the defender.
- Still at contact: no leaning, shuffling, or “hip-checking.”
- Distance: close enough to matter, not so close that it becomes unsafe or illegal.
How to Set a Great Screen (Step-by-Step)
1) Arrive on Time
Get to the screening spot early enough to be stationary. A late screen often becomes a moving screen because you’re still adjusting.
2) Choose the Angle
Angle determines the ball-handler’s driving lane. If you want the ball-handler to go right, your screen should block the defender’s right-side path. Think: “I’m closing the door on the defender’s route.”
3) Make Contact Useful (Without Moving)
You don’t need to “hit” the defender. Your job is to be a solid obstacle. If you’re set, the defender’s momentum creates the separation.
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4) Hold for a Count
Stay set long enough for your teammate to use it. A simple cue is “hold until the ball-handler’s shoulder passes your hip.”
5) Exit with Purpose
After the screen, you must become a threat. Common exits: roll to the rim, pop to open space, or re-screen if the defense beats the first action.
How to Use a Screen as the Ball-Handler (Step-by-Step)
1) Set Up Your Defender
Don’t run straight to the screen. Take a step or two to shift your defender, then come back to the screen. This makes it harder for the defender to anticipate the route.
2) Get “Shoulder-to-Hip” Tight
Use the screen closely—imagine brushing shoulders with the screener. If you go wide, your defender slips through the gap and the screen is wasted.
3) Read the Defender’s Path
- Defender trails over the top: turn the corner and attack the lane.
- Defender goes under: pause and create space (often a shot or quick re-screen).
- Defenders switch: identify the mismatch and attack quickly before help arrives.
4) Keep Your Dribble Alive
Many turnovers happen because the ball-handler picks up the dribble too early. Maintain a controlled dribble until you see a clear advantage: a driving lane, a pass to the roller/popper, or a reset.
Basic Two-Player Actions Built from Screens
Two-player actions are small “mini-offenses” that create a shot, a drive, or a pass without needing complex team sets. The goal is to create an advantage and then make the next simple play.
1) Pick-and-Roll (Ball Screen + Roll)
The screener sets an on-ball screen, then rolls to the rim after contact.
Execution (Step-by-Step)
- Screener: sprint into screen, set base, hold contact, then roll hard (first two steps explosive).
- Ball-handler: set up defender, use screen tight, turn the corner, keep eyes up.
- Pass window: hit the roller when the roller’s defender is behind the play or when help steps up.
Common Coaching Cues
- “Roll on the rim line”: roll straight to the basket area, not drifting sideways.
- “Short roll” option: if the defense crowds the ball, the screener can roll to open space around the free-throw line area to catch and make a quick decision.
2) Pick-and-Pop (Ball Screen + Pop)
Instead of rolling to the rim, the screener opens to space for a catch-and-shoot or a quick attack.
Execution (Step-by-Step)
- Screener: set screen, then pivot out to open space with hands ready (show a target).
- Ball-handler: use screen tight, draw two defenders if possible, then pass back to the pop.
When Pop Works Best
- When the screener can shoot or quickly drive against a closeout.
- When the defense protects the rim heavily against the roll.
3) Give-and-Go (Pass + Cut)
Give-and-go is a simple two-player action: pass to a teammate, then cut immediately to get the ball back.
Execution (Step-by-Step)
- Passer: make a firm pass, then cut hard to open space (often toward the rim).
- Receiver: catch ready to pass; look for the cutter first before dribbling.
- Timing: the cut must be immediate—late cuts are easy to defend.
4) Dribble Handoff (DHO)
A dribble handoff is like a moving screen plus a handoff: one player dribbles toward a teammate and hands the ball off as the teammate runs by. The ball-handler’s body acts as a shield.
Execution (Step-by-Step)
- Handoff player: dribble under control, present the ball with two hands, keep your body between defender and ball.
- Receiver: run your defender into the handoff player’s body, take the ball tight, and turn the corner.
- After handoff: the handoff player can roll, pop, or re-screen.
Key Detail
Don’t hand the ball too early. The receiver should be close enough that the exchange is quick and protected.
5) Down Screen (Off-Ball Screen to Free a Teammate)
A down screen is set by a player higher up to free a teammate coming up from a lower position to catch the ball.
Execution (Step-by-Step)
- Screener: arrive early, set a wide stable base, angle the screen to force the defender to trail.
- Cutter/receiver: set up your defender (walk them down), then sprint off the screen shoulder-to-hip.
- Passer: deliver the pass on time—late passes erase the advantage.
Reading Defensive Coverage (Simple, Practical)
You don’t need advanced play-calling to punish defense. You need quick recognition and a small menu of responses.
| Defense does this | Offense response | Simple cue |
|---|---|---|
| Defender goes under the ball screen | Stop behind screen for a shot or call re-screen | “Under = punish or re-screen” |
| Defender fights over the top | Turn the corner; screener rolls hard | “Over = corner” |
| Defense switches | Attack mismatch quickly; screener seals smaller defender | “Switch = quick decision” |
| Help defender tags the roller | Pass to open teammate in help defender’s area | “Tag = find the tagger’s man” |
Spacing Rules That Make Two-Player Actions Work
Even in a two-player action, the other three players matter because they can either provide space or clog it. Use these simple rules during screens and handoffs:
- Empty the lane: if a teammate is rolling, don’t stand in the roller’s path.
- Maintain passing angles: one teammate in the corner and one on the wing often creates clean outlets.
- Don’t drift: hold your spot until the defense commits, then relocate to open space.
Common Mistakes (and Fixes)
Moving Screen
- Cause: screener arrives late and keeps sliding.
- Fix: sprint early, stop sooner, widen base, stay still through contact.
Ball-Handler Doesn’t Use the Screen
- Cause: turns too early or goes too wide.
- Fix: aim for shoulder-to-hip; take one extra dribble to get tight.
Roll Is Soft or Sideways
- Cause: screener watches the ball instead of sprinting to space.
- Fix: first two steps explosive; roll to the rim line with hands ready.
Bad Timing on Off-Ball Screens
- Cause: cutter leaves early or screener isn’t set.
- Fix: cutter waits for the screen to be set; screener communicates with a quick call or eye contact.
Practice Drills for Screens and Two-Player Actions
2-on-0 Screen Reps (No Defense)
Goal: build timing and spacing without pressure.
- Run 10 reps of pick-and-roll (screen, turn corner, pocket pass).
- Run 10 reps of pick-and-pop (screen, pop, pass, shot).
- Run 10 reps of DHO (handoff, turn corner, screener rolls).
2-on-2 Controlled Reads
Goal: learn to react to coverage.
- Defenders must play one coverage for 5 reps (e.g., “under”). Offense responds correctly.
- Switch coverage every 5 reps (over/under/switch).
- Track: correct read + clean execution (screen set, tight use, on-time pass).
Screen Angle Game
Goal: teach the screener to adjust angle based on defender position.
- Defender starts slightly on one side of the ball-handler.
- Screener must set the angle to block that route.
- Ball-handler must call “left” or “right” before using the screen to reinforce communication.