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2026-07-27 · 7 min read · By Marcus Reid

Nine Flying Orb Tricks Beginners Can Learn in a Week

Most people give up on a flying orb during the first fifteen minutes because they throw it like a baseball. Everything in this category rewards a slow, level, underhand release. Work through these nine tricks in order and a complete beginner is doing passing games by the end of the week.

Days one and two: the fundamentals

Start with the hover. Switch the orb on, hold it level in an open palm and let it lift off without throwing it at all. This teaches you how much lift the toy actually has and stops the instinct to add force.

Then the palm push: hold a flat hand under the hovering orb and walk it slowly across the garden. The proximity sensor does the work. This is the single most useful drill because it teaches you to read the toy's response delay.

  • 1. The lift-off — no throw, palm only
  • 2. The palm push — walk the orb across the garden
  • 3. The drop catch — let it settle into two cupped hands

Days three and four: the return

The boomerang throw is a gentle underhand release with the orb tilted about fifteen degrees away from vertical. Tilt decides curve. Speed decides how far out the curve goes before it comes back. Almost every failed return is a throw that was too fast and too flat.

Once returns are landing, add the high toss: straight up, no tilt, and catch it on the way down. It is the trick children show off first because it looks dramatic and is genuinely easy.

  • 4. The boomerang return — fifteen degrees of tilt, slow release
  • 5. The high toss — straight up, catch on descent
  • 6. The wall bounce — off a smooth wall at a shallow angle

Days five to seven: two-player games

Passing is where the toy stops being a solo novelty. Stand about four metres apart and pass with the same slow underhand release. The receiver catches with two cupped hands rather than grabbing — grabbing is what stalls the rotors and drops the orb.

From there, the circle pass with three or more players, and finally the no-catch rally where each player pushes the orb back with a flat palm instead of catching it. That last one is the game that keeps children outside until the light goes.

  • 7. The four-metre pass
  • 8. The circle pass with three or more players
  • 9. The no-catch palm rally

The four mistakes everybody makes

Throwing overhand. Throwing hard. Grabbing instead of cupping. And practising in wind, which makes a competent thrower feel incompetent. Fix those four and the learning curve collapses to about twenty minutes.

The other quiet mistake is practising on a low battery. The last two minutes of a charge feel like a broken toy. Charge it, then judge it.

When to add a second orb

Once a household is doing the four-metre pass reliably, a second unit roughly triples the amount of play. Two orbs in the air at once turns passing into a genuine game with rules children invent themselves, and it removes the turn-taking argument that ends a lot of first sessions early.