Guides · Technique
Ask any coach what one shot they would teach a new doubles player and the answer is the third-shot drop. It is not glamorous. Done well it looks like nothing, a soft ball that floats over the net and dies in the kitchen. But it is the shot that gets the serving team from the worst position on the court to an even one, and the shot that, more than any other, decides whether you are a 3.0 or a 3.5.
Count the shots. The serve is one. The return is two. The serving team’s reply is three. By the two-bounce rule the serving team must let the return bounce, which keeps them at the baseline while the receiver, having hit the return, walks up to join their partner at the kitchen line. So at the moment the third shot is hit, the geometry is this: two receivers at the net, 7 feet from it, paddles up; two servers 40 feet away, about to hit a ball that has bounced near their baseline.
If the serving team drives that ball, it arrives at two ready players who volley it back at their feet, and the servers are now hitting up from the transition zone, which is worse. If they lob it, it gets smashed. There is one shot that does not lose the point immediately: a soft ball that lands in the kitchen, cannot be volleyed, and bounces low enough that the receivers have to lift it. While that ball is in the air, the serving team moves forward. That is the third-shot drop, and it exists because the two-bounce rule and the kitchen rule together make it the only sensible option.
A drop does not need to be a winner. It needs to be unattackable. If the opponents hit it back softly into your kitchen, the drop did its job: you are now at, or nearly at, the line and the point is a dink rally that started even.
The most common cause of a bad drop is hitting it on the move, reaching forward as you run in. Get set first. Read the return, move to where it will bounce, stop, and hit from a balanced stance with your weight slightly forward. You will move in after the shot, not during it.
It is a lift, the same motion as a dink but longer. Open paddle face, short backswing, contact out in front and below waist height, a smooth low-to-high path with the follow-through finishing toward your target. Very little wrist. The power comes from the length of the lift, not from the arm speed; think of tossing the ball underhand into a basket at the far kitchen line.
Take the ball after the top of the bounce, as it is falling, at knee height or a little above. A ball taken on the rise is hard to soften. Bend your knees; a drop hit from an upright stance almost always floats.
Aim for the middle of the far kitchen, over the lowest part of the net. It is the safest target, the hardest for two opponents to claim, and a miss to either side is still in. Once the middle drop is reliable, drops to the backhand side of the weaker opponent are the upgrade.
A drop with no movement behind it is wasted. As the ball leaves the paddle, start forward. If the drop is good, keep going to the line. If it is a little high, stop in the transition zone in a ready position and block the attack softly into the kitchen (a reset), then continue. If it is really bad, stop and defend. Never sprint blindly to the line behind a ball you have not looked at.
The drop is the default, not the law. There are good reasons to drive the third ball:
| Situation | Better choice |
|---|---|
| Return is deep and low | Drop. A drive from a low ball has to be lifted and sits up. |
| Return is short and sits up | Drive. Take the free ball and follow it in. |
| Opponents have slow hands or paddle down | Drive at the body, then drop the fifth. |
| Opponents block well and reset everything | Drop. Driving just feeds them. |
| Only one opponent is at the line | Drive at the one who is back, or drop to the one at the line and move in. |
| Windy or outdoors with a fast ball | Drive more; drops float in wind. |
| You are tired or off balance | Drop crosscourt, deep in the kitchen, and reset. |
A common intermediate pattern is drive, then drop: a hard third shot that the opponents block back, followed by a soft fifth shot into the kitchen. The drive earns a slightly weaker ball; the drop cashes it in. Another is the shake and bake, where one partner drives and the other crashes the net to put away the pop-up.
Nobody hits a perfect third every time. When the drop is a bit high and gets attacked, or when you drove and it came back, the serving team is usually somewhere in the transition zone with a ball at their feet. The fifth shot is the second attempt at a soft ball: block or lift it gently into the kitchen, and now move to the line. Points at intermediate level are often decided by whether the serving team can stay calm through the third and fifth shots rather than by the quality of any one of them.
In the free online pickleball game here, after you serve, let the return bounce, then tap the swing key rather than holding it. A tap is a soft shot; from the baseline that soft shot is a drop into the far kitchen. Then walk forward with W (or the stick on a phone) to the line. Hold the swing until the bar is yellow and you have hit a drive instead; try both against the Normal AI and notice which one comes back at your feet. The how-to-play page has the full controls.
Keep going: once you are at the line, how to dink; and the rule that makes all of this necessary, the two-bounce rule.