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inline-skating training

Inline-skatingexercises for u19

Last update: january 2026
drawing Relay tower building
Execution
  • Skaters are divided into at least two groups.
  • The first skater starts at the trainer's signal and takes six small cones to the hoop directly in front of them.
  • In this hoop, the skater builds a tower three levels high without letting the cones fall.
  • If the cones fall, the skater starts building again.
  • After constructing the tower, the skater dismantles it and takes it back to their group.
  • Now it is the second skater's turn to skate with the cones and build.
drawing Balance on one leg
Task 1 - Slalom Forward
  • Support on the outer leg without lifting the other leg.
  • Use the upper body for slalom movements.
  • Backward: support on the outer leg without lifting the other leg.
Task 2 - One Leg Forward
  • Move forward to a cone of the same colour.
  • Lift the leg between two cones.
  • Forward: leg horizontal to the back.
  • Forward: leg horizontal, deep sitting forward.
  • Backward: jump over each cone you encounter with one leg.
Execution
  • Divide into 4 groups of a few skaters.
  • 2 groups perform the same type of task each time.
drawing Relay transition
Execution
  • Players take turns skating two laps around the circle in the middle of the hall.
  • They hold a small container in their hand, which they pass to the next skater.
Exercises
  • Step on hands with feet spread wide, keeping them on the ground.
  • Step forward with one foot on the ground.
  • Backward crossover in pairs.
Rules
  • After each round, an additional player joins.
  • The group holds hands.
  • When a full team completes a round, the process is restarted.
  • One player drops out and waits with their starting container until the last player has skated their round.
drawing Action-reaction training
Execution
  • Position yourselves in pairs, one behind the other, on the indicated line.
  • Member 1 looks forward and spreads their legs so that Member 2 can roll the ball between their legs.
  • At that moment, Member 1 sprints after the ball and stops it before the designated line.
Competition
  • In groups of three players, where two players stand with legs spread.
  • A third player stands behind them and rolls the ball between them.
  • The players try to stop the ball as quickly as possible.
Variation
  • Stop the ball with the foot.
  • Stop the ball with the bottom.
  • Stop the ball with the head.
drawing Quartet game
Game Rules
  • All teams start with four different objects in their hoop.
  • A player may steal one object from the other teams at a time.
  • The goal is to collect four identical objects in your hoop.
  • At that moment, you shout "QUARTET!"
Differentiation
  • A tagger can be appointed if desired.
  • Anyone who is tagged while holding an object must return it to the original hoop.
  • A fifth object can be used, placed in the center of the field.
  • These objects are worth more points but are guarded by a tagger.
drawing Point sprint
Goal
  • Collect as many points as possible by skating different distances.
Execution
  • All skaters start at one of the four cones.
  • At the start signal, the skaters begin to skate.
  • For each distance from cone to cone, they earn points:
    • Short distance: 1 point
    • Lateral distance: 2 points
    • Diagonal: 3 points
  • Skaters add up their points over 1-2 minutes.
  • Optional: Tagging function, where tagged skaters lose their points and must start again.
drawing Crossover figure eight
Preparation
  • Members stand on the designated line next to each other, with at least an arm's length between them.
  • The trainer steps over the feet and gives instructions on which foot or movement should be performed during the crossover.
  • Tip: Keep the arms in a cross position horizontally next to the body.
  • Tip: When crossing another skater, the right has priority.
Execution
  • Skaters move in a figure eight pattern.
  • A tagger can be designated. Whoever is tagged within the square becomes the new tagger.
drawing Fire Tag
Members lie in prone position in a circle while the tickers (red - fluorescent jacket) stand up in the circle.
The moment the trainer (blue) - as many balls as tickers - rolls balls to the tickers all members may stand up and spread around the room.
Now hunter ball starts!
Whoever is tapped can:

  1. put his arms to his side - socket
  2. spread his legs
  3. arm against the wall
  4. etc.
After a few minutes, the tappers pass on their fluorescent shirts.
drawing 2 is too little, 3 is too much
  • Based on the cat and mouse game.
  • Everyone stands in pairs of 2 behind each other, placed in a circle.
  • There is further a tagger and a runner.
  • The runner must get behind a group of 2 as quickly as possible to be safe.
  • In this case, the first person of this new group of 3 becomes the ticker and runs after the other player. The roles are switched.

Gradation:
  • 2 pairs of tickers and runners
  • It is also allowed to sit in front of a group of 2. In this case, it is not the front person, but the back person who becomes a tagger. This keeps everyone thinking actively.
Variation:
  • Not standing behind each other, but lying on top of each other.
drawing Warming circles
  • The members are divided into 2 circles.
  • At the signal of the trainer, 1 of the members in the circle starts skating. He/she skates a full lap and taps the next one (who was to his/her left in the circle).
  • The member who just skated now goes to get a jar from the opponent. The member who was tapped does just the same. He skates a round and taps the next one again.
  • The goal is to take all pots from the other group as quickly as possible and place them with your team.

Attention! Members will not have a "circle" left after a while due to skaters being gone. Indicate that in that case they should make the circle smaller!
drawing Blade-Rock-Scissors
  • During this game, skaters practice their STOP technique.
  • There are 8 teams of min. 2 players. On the starting signal, 1 group member skates straight ahead.
    • When 2 skaters meet, they stop at the corresponding colored container.
    • This prevents collisions and teaches them to stop in time.
  • Whoever wins, skates on until he/she meets a new skater.
  • Whoever loses skates along the sideline back to his/her starting cone.
  • The group can earn a point when one of the players of the team passes the last cone.

  • After 3 minutes, the players per team at the blue cones shift 1x to the right. In this way each team plays regularly against other groups.
  • Who plays equal gets 1 point in total. Whoever wins gets 2 points. The teams add up their total points by the end of the game.

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