Guides · Technique
Watch a good doubles match and most of it looks like nothing is happening. Four players at the kitchen line, tapping the ball back and forth over the net, softly, for ten or twenty shots. Then one ball sits up two inches higher than the others and the point is over in a second. That soft exchange is dinking, and the reason it dominates the sport is not politeness. It is the only shot that cannot be attacked, so it is the shot you hit until your opponent gives you one that can.
A dink is a soft shot hit from at or near the kitchen line that clears the net by a small margin and lands in the opponents’ non-volley zone. Two rules make it valuable. The kitchen rule means a ball landing in the zone cannot be hit out of the air by someone standing at the line; they have to let it bounce. And a ball that bounces in the kitchen comes up below net height, so the opponent has to hit upward to get it back over. Hitting upward is how balls pop up, and a popped-up ball is what gets smashed.
So a dink rally is a contest of who can keep the ball lowest for longest. Every dink is an offer: “here is an unattackable ball; give me one back.” The person who breaks first, by hitting one too high, too deep, or into the net, loses the rally. Patience is not a virtue here; it is the strategy.
Use a continental grip, the same one you would use for a volley, held loosely. A tight grip transmits pace; a loose grip absorbs it, and absorbing pace is the whole job. Between shots keep the paddle out in front of your body, around waist height, face slightly open. If your paddle is hanging by your knee you will be late.
A dink is hit from the shoulder, not the wrist or the elbow. The arm moves as one unit in a short lift, like tossing a ball underhand to a child. There is no backswing worth the name and no wrist flick. The paddle face stays open and the ball is lifted, not struck. If you find yourself “hitting” a dink, you are already swinging too much.
Bend your knees and get down to the ball rather than reaching down with the paddle. Contact should happen in front of your body where you can see the ball and the paddle together. Let the ball drop to the height where you can lift it comfortably; hitting it early at the top of the bounce is what sends it high. Taking it late and low with a lift gives you a low, controlled arc.
The highest point of the ball’s flight should be on your side of the net, so that it is already falling as it crosses. A ball that is still rising when it clears the net keeps rising on the other side, sits up, and gets attacked. Aim to clear the net by 6 to 12 inches. Less and you hit the tape; more and you have hit a gift.
Stay just behind the kitchen line, feet shoulder-width, weight on the balls of the feet. Move sideways along the line with shuffle steps; do not cross your feet, and do not step into the kitchen unless a ball is dying in front of you, in which case step in, hit the bounced ball, and step straight back out. Remember the rule: you can be in the kitchen, you just cannot volley from it, and both feet must re-establish outside before you next volley.
The dink has targets, and they are not “over the net.”
Dinking is the setup; the speed-up is the payoff. The signal to attack is the ball, not your mood. Speed up when:
Aim the speed-up at a body, usually the dominant-side hip or the backhand shoulder, not at the open court. From 14 feet away, an opponent with a paddle up can block a ball hit to a space; a ball hit at their body has to be handled with awkward hands. If they block it back, you are now in a fast exchange (“hands”), and the person with the paddle in front wins it.
If you speed up a ball from below net height, you have to lift it to clear the tape, which means it arrives at the opponent rising and at chest height. That is the easiest ball in pickleball to counter-attack. Wait for the right one.
In the free online pickleball game here, a tap on the swing key is a dink and a held swing is a speed-up: the charge bar goes green (still soft) and then yellow (a drive). The AI opponents dink back until you give them something above net height, then they attack it, which is exactly the discipline described above. The fastest way to feel the difference is to play a few points tapping only, then try speeding up a ball that has bounced low, and watch what comes back. The Hands stat on the build screen governs your kitchen range and recovery, which is the in-game version of “paddle up, out in front.”
Keep going: the third-shot drop is how you get to the line to start dinking, and the kitchen rule is why any of this works.
Or play a few points tapping only, and see how long the AI lasts.