George Kollias
Nile · Extreme-speed specialist — blast-beat endurance, ankle control, technical precision
The techniques George Kollias actually uses across their path, moves and song studies — each one opens the same exercise workout the rest of the app links to.
Single Stroke Roll — Moving Around the Kit
Level 1Hands · 50–160 BPM
You alternate hands, one hit each, non-stop. You do NOT stay on the snare: every bar your hands move to a different drum so your arms learn to travel.
Goal: Even singles that stay even while your arms travel around the kit
WorkoutAccent & Tap Control
Level 3Hands · 55–130 BPM
Every beat has 4 notes. The first one is loud (stick starts high), the other three are whispers (stick stays 2cm off the drum).
Goal: You control volume, not the stick
WorkoutDouble Kick 16ths + Ride Bell
Level 3Double Kick · 55–140 BPM
Your feet play a constant stream of 4 notes per beat, alternating right-left. Your hands play a normal rock groove on top so it sounds like music, not a machine gun exercise.
Goal: Even 16ths with nothing dropped for a full minute
WorkoutDouble Kick Triplets Under Descending Toms
Level 5Double Kick · 50–130 BPM
Your feet play 3 notes per beat, forever. Your hands come off the snare and walk down: snare → Tom 1 → Tom 2 → floor tom. This is the Glass Prison / power-fill sound.
Goal: Power fills with continuous double kick underneath
WorkoutSpeed Bursts
Level 4Double Kick · 70–190 BPM
Short bursts above your comfortable tempo. Speed is trained in tiny doses, not by grinding.
Goal: Raise your top speed for short phrases
WorkoutWeak Foot Leading
Level 3Double Kick · 50–120 BPM
Everything you normally start with your right foot, you start with your left. It will feel wrong. That is the point.
Goal: Both feet equally strong, so fills can start with either
WorkoutLinear 32nd-Note Bursts
Level 5Independence · 45–100 BPM
A single tight burst of four very fast notes, no two limbs ever together, dropped once into an otherwise normal groove. It trains hands and feet to fire in quick succession without collision.
Goal: Fast, clean linear vocabulary you can drop into fills
WorkoutDouble Kick Endurance Intervals
Level 4Double Kick · 55–130 BPM
Same 16th note double kick, but treated like gym intervals. You play until the timer stops you, then rest completely.
Goal: Hold your tempo for 60 seconds with no tension
WorkoutFour-Limb Independence — Everyone Different
Level 5Independence · 45–110 BPM
Each limb gets its own distinct part: right hand plays quarters, left hand plays an offbeat pattern, right foot plays a syncopated kick, left foot ticks 8ths. None of the four parts are the same rhythm.
Goal: True four-way independence with four genuinely different rhythms
WorkoutPanic Attack Endurance Test
Level 5Double Kick · 70–180 BPM
The benchmark test. Dream Theater's Panic Attack sits around 150 BPM. You are working up to holding that for a full chorus.
Goal: A full chorus of 16ths at 150 BPM
WorkoutGroups of 3 Over 4/4 — Explained
Level 4Progressive & Odd Time · 50–120 BPM
The bar is still normal 4/4 — 16 notes. But you accent every 3rd note. Because 3 does not divide into 16, the accent lands somewhere new each beat and only lines up again after 3 bars. This is the 'over the barline' sound.
Goal: Comfortable playing one rhythm on top of another
WorkoutFree Play Challenge
Level 3Progressive & Odd Time · 55–160 BPM
No grid, no tab. You play music and deliberately drop in at least three things you practised in this session.
Goal: Turn exercises into music
Workout