Grooves
Grooves across styles and difficulty levels — rock, half-time, shuffle, tribal toms, linear and odd-meter feels.
Ride Pattern Variations
Level 2Groove · 55–150 BPM
The snare and kick stay the same the whole time. Only your right hand changes what it is doing on the ride. This teaches your limbs to stop copying each other.
Goal: A right hand you can change without losing the pocket
WorkoutSnare Displacement
Level 3Groove · 55–130 BPM
Normally the snare lands on 2 and 4. Here you slide it slightly later each time — onto the 'e', then the '&', then the 'a' — while the hi-hat and kick refuse to move.
Goal: You feel the pulse independently of the backbeat
WorkoutKick Placement Drill
Level 2Groove · 55–140 BPM
Your hands play the exact same thing every bar. Only the kick moves. This builds the 'my foot goes where I want' skill that everything else depends on.
Goal: Tight, creative kick phrasing under a static groove
WorkoutLinear Groove Around the Kit
Level 3Groove · 55–130 BPM
'Linear' means only one limb sounds at a time — no kick and hi-hat together, ever. It forces your hands off the snare and onto the toms to fill the space.
Goal: Modern linear groove vocabulary you can drop into a fill
WorkoutSnare–Tom Combination Grooves
Level 3Groove · 55–130 BPM
Instead of every backbeat landing on the snare, some of them move to a tom, so the groove itself sounds like a mini fill without ever stopping the pocket.
Goal: Groove vocabulary that sounds composed, not just backbeat-backbeat
WorkoutRide Bell Patterns
Level 2Groove · 60–160 BPM
The bell (the raised dome in the middle of the ride) gives a sharp, cutting 'ping' compared to the washier bow. Mixing the two on the same cymbal creates a built-in accent without moving your hand anywhere else.
Goal: A ride hand with built-in accents, ready for jazz or rock
WorkoutGroove Displacement — Whole Bar Shift
Level 4Groove · 55–130 BPM
Take a groove you already know and shift every single note one 8th-note later in the bar, so beat 1 now lands where the '&' of 4 used to be. It trains you to feel 'one' internally instead of relying on where the notes are.
Goal: A groove that survives being displaced from the bar line
WorkoutOpen Hi-Hat Dynamics
Level 3Groove · 55–140 BPM
Instead of always playing the hi-hat closed, you let it ring open ('o') on certain notes and snap it shut with your left foot right before the next hit. It's the classic disco/rock 'chick' sound.
Goal: Musical control over open and closed hi-hat sounds
WorkoutHalf-Time Pocket Groove
Level 2Groove · 60–150 BPM
Half-time takes a groove that would normally have the snare on 2 and 4 and moves it so the snare lands only once every two beats-worth — on beat 3 — making everything feel twice as slow and heavy even at the same tempo.
Goal: A big, heavy half-time pocket
WorkoutShuffle Groove — Triplet Feel
Level 3Groove · 60–150 BPM
A shuffle swings every beat into a triplet feel — 'long-short' instead of straight 8ths. You play the first and last note of each triplet on the ride, skipping the middle one, which is what gives a shuffle its bounce.
Goal: A confident, bouncy shuffle you can hold for minutes
WorkoutTribal Tom Groove
Level 2Groove · 55–130 BPM
No hi-hat, no snare — the whole groove is played across the toms and kick, giving a big, tribal, floor-tom-driven sound often used to build tension before a chorus.
Goal: A driving, cymbal-free groove for builds and intros
WorkoutSwung 16th-Note Groove
Level 3Groove · 60–140 BPM
Swinging the 16ths means the second of every pair of notes lands a little later than 'straight' would put it, giving a laid-back, human bounce common in funk and hip-hop influenced grooves.
Goal: A laid-back, swung 16th feel you can control on demand
Workout