Agility Tests

The Hexagon Test


- To assess the agility and coordination of a tennis player.


- Masking tape, measuring tape and stopwatch.

- Using masking tape, mark a 0.6m per side hexagon on the floor with angles of 120°.


1. The player stands in the middle of the hexagon facing forward, as they should for the duration of the test.

2. Begin by jumping forward over the tape with both feet and immediately back into the hexagon when the command “Ready-Steady-Go” is given.

3. Then, continuing to face forward, the player jumps over the next side and back into the hexagon. This pattern will be continued by jumping over all six sides and back to the middle for three full revolutions.The test begins at Level 1 following a brief explanation on the CD


- When the feet enter the hexagon after three full revolutions, the stopwatch should be stopped and the time recorded.

- One practice trial is permitted and the test can be taken two times. The fastest time is recorded.

- A penalty of 0.5 seconds is to be given for each line touch or 1.0 seconds for failure to follow the proper sequence.

Planned Agility Test


- To measure the ability of a tennis player to be able to quickly and effectively move into a position of predetermined play: i.e. serve and run into the net.


- Masking tape, measuring tape, stopwatch and tennis court.


1. The player begins at the centre mark on the baseline. Upon the ‘go’ command of the coach, the player sprints to doubles sideline to touch a cone placed at the centre of the line. They then return back to the starting position on the centre mark. When players touch each cone they run to, they should simulate the correct foot positions that they use on court (i.e. for backhand: side on and right foot in front).

2. From the centre mark, they then run to the singles sideline and again touch the cone before returning to the starting position.

3. The next sprint is to the short diagonal at the intersection of the singles sideline and service line on the right hand side, again returning back to the starting position.

4. Players then sprint forwards to touch the net and return back to the baseline keeping an eye on their opponent and the ball down the other end.

5. The long diagonal to the left is the next direction (intersection of the net and left singles sideline).

6. It is then along the baseline to the left singles sideline and back tot the start.When near exhaustion, players falling short of the 20m line twice in succession have their test terminated and their score recorded. Their score is their level and number of shuttles immediately previous to the bleep on which they were eliminated.

7. Finally the last sprint is out to the doubles sideline as fast as possible. The stopwatch is stopped as the player crosses the doubles sideline.


- Typically only one trial is performed.