Rugby · Position guide
How a wing should train
Finish in the corner — pure speed, aerial skill and a strong fend.
The short answer
A wing should build top-end speed and aerial jumping, and practise finishing & footwork and high-ball catching. The drills that matter most are offload out of contact, kick and chase, ball presentation on the floor. 5 of them need nobody but you.
⚡ Prioritise physically
- • Top-end speed
- • Aerial jumping
- • Fend / upper strength
🎯 Sharpen technically
- • Finishing & footwork
- • High-ball catching
- • Kick-chase
Key exercises
Flying 20m sprints
Develops top-end speed with a rolling run-in to stay relaxed.
Vertical jump
Directly trains your standing vertical leap.
Barbell bench press
Upper-body pressing strength for contact and throwing sports.
Stride-outs
Primes fast running mechanics without the strain of all-out sprints.
Technical drills for a wing
5 of these need nobody but you.
Offload out of contact
HandlingNeeds a partnerSetup: A tackle shield, a partner running a support line.
- 1. Carry into the shield, stay square and keep your feet driving.
- 2. Free one arm and pop the ball up to the support runner.
- 3. Support runner takes it at pace, not standing still.
Volume: 5 × 8 carries
Coaching point: Win the contact first. An offload from a losing position is just a turnover with extra steps.
Make it harder: Two defenders, so the offload has to be late.
Kick and chase
KickingOn your ownSetup: Open pitch, a few balls.
- 1. Put up a contestable kick — height over distance.
- 2. Chase hard and compete for it at the top of your jump.
- 3. Land safely, on your feet, ball secured.
Volume: 8 kick-and-chases
Coaching point: Hang time buys your chasers metres. A flat kick is just giving them the ball.
Make it harder: Add a competitor jumping against you.
Ball presentation on the floor
ContactOn your ownSetup: A ball and a patch of grass.
- 1. From standing, fall to the ground as if tackled, landing on your side, not your front.
- 2. Turn to face your own posts and place the ball at full arm stretch back towards them.
- 3. Roll away and get to your feet in one movement.
Volume: 3 × 8 presentations, alternating the shoulder you land on
Coaching point: Long arms and a clean roll-away. Presenting short is what turns your carry into their turnover.
Make it harder: Do it fatigued at the end of a session, or start from a jog rather than standing.
High-ball catch
HandlingOn your ownSetup: A ball and open space. A wall to throw against helps.
- 1. Throw the ball high above you and track it up with your eyes the whole way.
- 2. Take it at full stretch above your head, arms out, and pull it into your chest as you land.
- 3. Land on both feet, balanced, ready to run.
Volume: 3 × 10 catches, half of them taken on the move
Coaching point: Take it at the top of the reach, not on your chest — the extra foot of height is what stops the contest.
Make it harder: Turn away and catch off a late look, or take off one foot with a knee raised into the contest.
Sidestep and swerve reps
EvasionOn your ownSetup: A ball and five cones over 20m.
- 1. Run at each cone, sink your hips and step hard off the outside foot.
- 2. Accelerate for three steps out of every step before setting up the next.
- 3. Alternate the direction at each cone.
Volume: 6 runs of 5 cones
Coaching point: The acceleration out is the point. A pretty step you jog away from beats nobody.
Make it harder: Do it at full pace with a defender shadowing, or add a catch before the first cone.
Place-kicking routine
KickingOn your ownSetup: A ball, a tee, and posts — or any target at distance.
- 1. Build the same routine every time: place, steps back, steps across, breathe, look, strike.
- 2. Strike through the bottom third with the instep, head down through contact.
- 3. Kick from one spot until you have three in a row, then move.
Volume: 20 kicks, from five positions across the pitch
Coaching point: The routine is the skill. Under pressure you do not rise to the occasion — you fall back on the routine you have grooved.
Make it harder: Kick tired at the end of a session, or set a target you must hit before you are allowed to stop.
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