Skill Levels - Rules - Mobility
Determining Your Skill Level (Guidelines Below)
Skill Expectations by Level
2.0
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Basic rules, scoring, and court positions
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Moves safely; some serves go in
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Knows twobounce rule
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Can keep simple rallies going
2.5
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Serves in more consistently
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Correct positioning and scoring mastered
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Can dink a few in a row
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Developing forehand/backhand form
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Attempts volleys, lobs, drops; longer rallies
3.0
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Sustains dinking and short volleys
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Uses both sides (FH/BH) with some control
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Serves/returns deeper; moves quickly to NVZ
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Beginning to shape shots (flatter returns, placement)
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Coordinates with partner; expanding shot variety
3.5
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Strong rules knowledge; strategic play emerging
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Deep serves/returns; targets weaknesses
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Mixes soft/power shots; uses drops to get to net
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Creates/attacks gaps; adjusts to ball speed
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Fewer unforced errors; selfcorrects after points
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Multidimensional for stretches
4.0
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Primarily offensive; advanced dinking strategy
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Consistent, reliable strokes and overheads
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Accurate lobs; selective power
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Controls NVZ with partner; blocks hard volleys
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Strong footwork; anticipates play
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Effective drops, poaching, and inpoint adjustments
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Low unforcederror rate
4.5–5.0
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Converts hardtosoft shots easily
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Highlevel patience, anticipation, placement, and hands
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Superior volleys, putaways, and strategy
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Very few unforced errors
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Tournamenttested at 4.5+
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5.0 = same skills, even more consistent and decisive
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​

Rules
Pickleball Rules
(Courtesy of Peak to Peak Pickleball Club and Bendpickleballclub.com who borrowed from AZPickleballFun.com.)
A complete set of rules may be obtained from the United States of America Pickleball Association (USAPA) – USA Pickleball Rulebook - USA Pickleball. However, if you are just learning, you might find the following condensed rules much easier to follow.
Game and Match
A game is finished when one player or team reaches 11 points and is leading by at least two points. If the score is tied at 10-10, then the game continues until one player or team wins by two points. On occasion GMP might set the game at 9 points to reduce the wait time. When conditions warrant (e.g. wind, sun) players should switch sides after one team gets to 6 points, and the game will then continue to its conclusion.
Non-Volley Zone
To volley a ball means to hit it in the air without letting it bounce. All volleying must be done with the player’s feet behind the non-volley zone.
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If a player’s momentum causes them to step on or over the non-volley line after hitting a volley they have committed a fault and lose the point.
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If a player’s paddle, clothing, hat, or any part of their body touches any part of the non-volley zone while hitting a volley or because of their forward momentum after hitting the ball they lose the point!
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A player may jump across the non-volley line after hitting a volley if they don’t touch any part of the non-volley zone including the lines while doing so.
Double Bounce Rule
Each team must play their first shot off the bounce. That is, the receiving team must let the serve bounce and the serving team must let the return of the serve bounce before playing it. After the two bounces have occurred, the ball can either be volleyed or played off the bounce.
Serving
In pickleball, a player or team can only score points when serving. Both feet must remain behind the baseline until after the ball is struck.
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Players must announce the score prior to serving. Always call the server’s score first, opponent’s score second and then the number server you are on your team, so a 1 or a 2.
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Serves must travel diagonally and land between the non-volley zone and the baseline of the service court opposite of the serving player. If the ball lands on the kitchen line or in the kitchen, it is considered a short serve.
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Each player is allowed only one serving attempt. If the ball touches the net and lands in the service area, the serve is good and play continues (this is a new rule in 2021 - let serves are no longer replayed). Each player will continue to serve until he does not win a point.
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The serve shall be made with only one hand releasing the ball. While some natural rotation of the ball is expected during any release of the ball from the hand, the server shall not impart manipulation or spin on the ball with any part of the body immediately prior to the serve.
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Exceptions: Any player may use their paddle to perform the drop serve (see Rule 4.A.8.a). A player who has the use of only one hand may also use their paddle to release the ball to perform the volley serve.
The Volley Serve. The volley serve is made by striking the ball without bouncing the ball off the playing surface and can be made with either a forehand or backhand motion. A proper volley serve includes the following elements:
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The server’s arm must be moving in an upward arc at the time the ball is struck with the paddle.
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The highest point of the paddle head must not be above the highest part of the wrist (where the wrist joint bends) when the paddle strikes the ball.
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These restrictions on the Volley Serve in do not apply to the drop serve.
The Drop Serve. The drop serve is made by striking the ball after it bounces on the playing surface and can be made with either a forehand or backhand motion. There is no restriction how many times the ball can bounce nor where the ball can bounce on the playing surface. A proper drop serve includes the following elements:
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The server must release the ball from one hand only or drop it off the paddle face from any natural (un-aided) height
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When releasing the ball, the ball shall not be propelled in any direction or in any manner prior to striking the ball to make the serve.
Serving in Doubles
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At the start of each new game, only one player on the first serving team is allowed a service turn before giving up the ball to the opponents. Thereafter both members of each team will have a service turn before the ball is turned over to the opposing team.
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In doubles, the player on the right at the start of a service turn will be the first person to serve for their team and will continue to serve until he or she does not win a point. Then his or her partner will serve until he or she does also does not win a point. Then it is the other team’s turn to serve.
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When the serving team scores a point, the server moves to the other side of the serving team’s court. The receiving team should never switch sides.
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If the serve rotation is done properly in doubles, the serving team’s score will always be even when the player that started the game on the right side is on the right side and odd when that player is on the left side.
​​
Faults
The ball may only bounce once per side. After the ball is hit by a player, it must travel to the other side of the net. If the ball hits one of the sidelines or the baseline, it is a playable ball. When a player or team fails to win the rally they are said to have made a fault. Some, but not all of the things that cause a fault, are listed below:
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Serving the ball into an incorrect area.
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Hitting the ball out of bounds.
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Volleying the ball before it has bounced once on each side.
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Hitting the ball into the net or hitting the net with your paddle or body.
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Hitting the ball while in the non-volley zone before it is allowed to bounce.
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Touching the non-volley zone with your paddle or clothes while attempting to hit a volley.
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Stepping on or over the non-volley zone line on a follow through.
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Missing the ball when you try to hit it.
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Server swings the paddle with the intent of hitting the ball but misses.
Mobility
Effective Skill Levels
Skill + Mobility
Why This Matters
Pickleball is more enjoyable—and far safer—when players match their play to both their skill (what they can do with the paddle) and their mobility (how safely they can move). Most injuries come from falls, sudden movements, and overreaching. Combining skill and mobility helps players choose the right shots, partners, and pace.
The Goal
This system isn’t about restriction—it’s about protecting your body, improving your experience, and keeping you on the court longer. When everyone plays at a level that matches their mobility, the entire community benefits.
How to SelfAssess
Ask yourself:
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How far and how safely can I move
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Can I stop without losing balance
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Can I bend for low balls comfortably
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Can I handle fast volleys at the kitchen
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Do I feel stable when changing direction
Your answers guide you to the level that keeps you confident and injuryfree.
The Four Levels
Level 1 – Beginner / Limited Mobility
You may be here if:
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You prefer short, steady steps
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You avoid sudden direction changes
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Bending for low balls is uncomfortable
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You feel safest near the kitchen
Play style that works:
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Soft dinks, controlled volleys, cooperative rallies
Key safety habits:
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No backpedaling
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Eye protection
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Clear “mine/yours” calls
Level 2 – Intermediate / Moderate Mobility
You may be here if:
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You can shuffle 3–4 steps quickly
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You can turn and run for lobs
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You can bend for low balls with control
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You can sustain longer rallies
Play style that works:
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Controlled volleys, resets, smart placement
Key safety habits:
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Warm up before play
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Avoid hard stops on slick floors
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Stop when fatigued
Level 3 – Advanced / High Mobility
You may be here if:
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You move confidently in all directions
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You can accelerate and stop safely
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You can handle fast kitchen exchanges
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You can cover most of your side of the court
Play style that works:
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Hand battles, poaching, coordinated team movement
Key safety habits:
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Efficient footwork
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Avoid overreaching
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Respect joint limits
Level 4 – Competitive / Elite Mobility
You may be here if:
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You have an explosive first step
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You decelerate under control
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You sustain highintensity rallies
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You transition quickly from defense to offense
Play style that works:
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Precision patterns, aggressive transitions
Key safety habits:
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Recovery days
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Strong warmup and cooldown routines


