Second balls
A second ball is the loose ball that drops after a header, flick-on or clearance, and the team that reads where it will land usually wins it.
Long balls rarely go straight to a player: they're headed, flicked or cleared, and the ball drops into space. Teams that position players around the landing zone win most of those drops and keep attacking.
The read is anticipation: moving to where the ball will fall before it gets there, rather than watching the header.
What to look for
- Where a header or clearance is likely to drop
- Players set around the first contest, not standing next to it
- The space in front of the defence after a clearance
- Moving early, before the first header is won
The common mistakeEveryone watching the aerial duel, so nobody is there when the ball comes down.
Worked plays
9 plays from Footy Eye's training pool, with the best read and why.
Play 1
- The situation
- Keeper goes long; your striker jumps with their centre-back on halfway. You’re the nearest midfielder, ball still in the air.
- Best read
- Get five yards underneath him, stay balanced
- Why
- A contested header goes where neither man intended, so the second ball belongs to whoever is nearest and balanced when it drops, not whoever guessed early. Running beyond him bets everything on a clean flick that comes off maybe one time in five, and takes you out of the picture the other four.
- The other options
- Sprint past him and chase the flick The flick never comes, and their midfielder collects the drop behind you.
- Drop back and screen the counter Their midfielder collects the second ball unchallenged.
- Push wide and offer down the line The knock-down drops centrally, and their midfielder gets there first.
Play 2
- The situation
- 88th minute, 1–0 up. They’ve gone two up top and their keeper is launching everything. Another one drops on you.
- Best read
- Attack it early — head it long, wide
- Why
- Against a barrage the game is decided by first contact: take it at its highest point and put it wide or off the pitch, so their attack restarts from a throw with your line reset. Dropping off cedes that contact to their target man and drags the second ball into your box — their plan.
- The other options
- Drop off and defend the bounce Their target man flicks it on, and the second striker runs onto it.
- Chest it down and play out Their target man nips in as it drops off your chest.
- Leave it for your keeper It bounces, and their target man gets there before your keeper.
Play 3
- The situation
- Your centre-back goes long to your nine, who is climbing with a centre-back tight behind him. You’re the nearest support.
- Best read
- Run past him for the flick-on
- Why
- He is jumping with a man behind him, so the header goes on, not back — the second ball lands behind their line. Start running before he heads it and you are gone while everyone else watches the flight. Standing beside him means contesting the same drop as their midfielder.
- The other options
- Get tight beside him for the drop You and their midfielder jostle for a drop that flicks on past you.
- Hold your position and screen the second ball The flick-on lands behind their line, and their defender sweeps it up.
- Peel wide for a safe lay-off The header goes on, not back, and you’re stranded wide.
Play 4
- The situation
- Your press forced them long. The ball’s dropping onto your centre-back’s head in midfield. Where do you go?
- Best read
- Read the knockdown and attack the second ball
- Why
- Forcing them long is only half the win: a long ball is a 50/50, and the second ball settles it. Trust your centre-back to compete and take the space where the flick drops; that’s where their clearance becomes your possession. Jump in and nobody is there for the knockdown.
- The other options
- Jump in and contest the header You and your centre-back collide; the flick drops to their free man.
- Stand off and watch the duel The flick drops behind your centre-back and their man gets there first.
- Drop deep and defend your box Their free man collects the flick and runs at your defence.
Play 5
- The situation
- Your keeper goes long, your striker wins the header, and the flick drops behind their midfield. You’re the man arriving from deep.
- Best read
- Take it in stride and drive on
- Why
- A flick-on only counts if somebody attacks it: their midfield is behind the ball and their line unturned — for two seconds. Take it in stride and you run at a retreating defence. Letting it bounce hands those seconds back; screening the second ball is for when you lose the header, not win it.
- The other options
- Let it bounce, control it back to goal Their midfielder recovers while it bounces and closes you down.
- Stop and screen the second ball You hold still, and their midfield gets back behind the ball.
- Play it first time back to your full-back Your full-back has it deep, and their shape is back.
Play 6
- The situation
- Goal kick. They’ve gone man-for-man all over the pitch and every short option is marked.
- Best read
- Long to the target man, second ball
- Why
- Man-for-man everywhere makes every short pass a coin-flip in the one area you can’t afford to lose it. Going long isn’t giving up possession: it’s a 50/50 forty yards from goal instead of a turnover in your own box, with runners set for the second ball. Play short only when a man is genuinely free.
- The other options
- Roll it short to a marked centre-back His marker steps in and wins it on the edge of your box.
- Beckon a centre-back shorter into the box His marker follows him in and pounces on the short pass.
- Take it quick before they set They’re already in place, and the quick pass is picked off.
Train it
Short untimed sessions with the reasoning after every answer.
Train Second ballsTest it
Ten plays, twenty seconds each, one Football IQ from 60 to 140.
Take the Football IQ TestShows up in
Related ideas
- Restarts and set piecesRestarts are the moments play starts again after stopping: throw-ins, free kicks, goal kicks, corners and the goalkeeper's release.
- The score and the clockGame state is the score and the time left, and the same decision can be right or wrong depending on both.
- Fouls and cardsFouls and cards are part of the game's decisions: when stopping an attack is worth a free kick, and how a booking changes what a player can risk.