Programming Drum and Bass Drum Patterns (With Step Grids)
Eight copyable 16-step grids for drum and bass, from the basic two-step to ghost-note grooves, rollers, halftime and break-style patterns. Includes FL Studio setup, velocity tips and the mistakes that make DnB drums sound stiff.

Drum and bass drum patterns are built on a simple idea: a fast tempo, a snare that lands hard on beats two and four, and a kick that dodges around it to create forward motion. Once you can program the basic two-step, nearly every other DnB groove is a variation on it, made by moving a kick, adding quiet snare hits or changing the hi-hat feel. This guide gives you eight copyable grids, shows how to set them up in a DAW, and explains what to listen for in real tracks.
What makes drum and bass drum patterns different?
Compared with house or techno, which usually put a kick on every beat (four-on-the-floor), drum and bass drum patterns use a broken, syncopated kick. Syncopated simply means some hits fall between the main beats rather than on them. That gap between kicks is what leaves room for the heavy basslines the genre is named after.
A few traits show up again and again:
- Tempo: most tracks sit somewhere around 170 to 176 BPM. Treat that as a common range, not a definition. Some liquid tracks run slower and some styles push faster.
- A loud, bright snare: the snare on beats two and four is usually the loudest element in the drum mix, and it carries the energy.
- Ghost notes: very quiet snare or percussion hits between the main beats that add swing and movement.
- Break heritage: the style grew out of chopped-up breakbeats, the drum solos sampled from older funk and soul records. That’s why DnB grooves often feel looser and busier than a programmed four-on-the-floor beat. If you want the history, our guide to drum and bass vs jungle explains how the breakbeat approach changed over time.
When you listen to a DnB track, try counting “one, two, three, four” along with the snare on two and four. At this tempo the count feels fast, and the kick seems to skip between your counts. That skipping sensation is the thing you are trying to recreate.
The basic two-step: your first drum and bass drum pattern
The grids below use one bar of 16 steps, so each step is a sixteenth note. Steps 1, 5, 9 and 13 are the four main beats. Read them like this:
x= a normal hito= a ghost note (quiet, roughly a third to half the velocity of a normal hit)-= no hit
Pattern 1: Basic two-step
Step: 1 . . . 5 . . . 9 . . . 13. . .
Kick: x---------x-----
Snare: ----x-------x---
Hats: x-x-x-x-x-x-x-x-
The kick lands on step 1 and step 11. The snare lands on steps 5 and 13, which are beats two and four. Notice that the second kick arrives just before the second snare. That “kick, snare, kick-snare” shape is the heartbeat of the genre, and it is why people call it the two-step.
Program this first and loop it for a minute before changing anything. If it already sounds like DnB, your tempo and samples are in the right area. If it sounds sluggish, check the BPM; if it sounds thin, your snare probably needs more body or a brighter top end.

Eight drum and bass drum patterns to copy and adapt
The remaining grids build on the two-step. Each one changes a single idea so you can hear exactly what that change does. These are starting points rather than official templates: subgenres overlap and producers break these shapes constantly.
Pattern 2: Two-step with ghost snares
Kick: x---------x-----
Snare: ----x--o-o--x--o
Hats: x-x-x-x-x-x-x-x-
The quiet snare hits on steps 8, 10 and 16 fill the space between backbeats. Keep them low in volume or the groove turns into a cluttered march.
Pattern 3: Offbeat hats with a shaker
Kick: x---------x-----
Snare: ----x-------x---
Hats: --x---x---x---x-
Shaker: oxoxoxoxoxoxoxox
Moving the main hats to the offbeats and adding a 16th-note shaker gives a smoother, more continuous drive. This works well for liquid and soulful tracks.
Pattern 4: Rolling kick (roller)
Kick: x------x--x-----
Snare: ----x-------x---
Hats: xoxoxoxoxoxoxoxo
An extra kick on step 8 makes the groove tumble forward. Rollers repeat this kind of loop for long stretches, so subtle hat and percussion variation matters more than big changes.
Pattern 5: Sparse, punchy loop for bass-led tracks
Bar 1 Kick: x---------x-----
Bar 1 Snare: ----x-------x---
Bar 2 Kick: x-x-------x-----
Bar 2 Snare: ----x-------x--x
Hats: --x---x---x---x-
Jump up and other bass-heavy styles often keep the drums simple so the bass riff can take the spotlight. The two-bar variation adds a quick double kick and a pickup snare at the end of bar 2 without crowding the low end.
Pattern 6: Halftime
Kick: x-------------x-
Snare: --------x-------
Hats: x---x---x---x---
The tempo stays the same, but the snare moves to beat three (step 9), so there is only one per bar. The result feels half as fast, heavier and more spacious. Halftime sections are handy for breakdowns and darker intros.
Pattern 7: Syncopated kick variation
Kick: x-----x---x-----
Snare: ----x-------x---
Hats: x-x-x-x-x-x-x-x-
A kick on step 7, right after the first snare, adds a bounce that answers the backbeat. Try it on every second or fourth bar rather than every bar.
Pattern 8: Break-style programmed loop
Kick: x-x-------xx----
Snare: ----x--o-o--x--o
Hats: x-xxx-x-x-xxx-x-
This imitates the busy, slightly chaotic feel of a chopped breakbeat using single hits. It is inspired by classic breaks, not a transcription of any particular one. Layer it quietly under Pattern 1 to add texture without losing the clear two-step.
Bonus: an end-of-phrase fill
Snare (last bar of 8): ----x-------xxxx
A snare roll across steps 13 to 16 signals that a new section is coming. Rising velocity across the four hits makes it sound intentional.
Drum and bass drum patterns in FL Studio and other DAWs
Any DAW can program these grids. If you are still choosing one, our explainer on what a DAW is covers the basics, and CyberDJ’s own free DAW, Siren, is worth keeping an eye on as its installers have not been published yet. The steps below use FL Studio terms because many beginners start there, but the workflow carries over.
- Set the tempo. Start at 174 BPM. You can adjust later, but changing tempo mid-project can shift how fills and bass lines feel.
- Load three sounds. In the Channel Rack, add a kick, a snare and a closed hi-hat. Name each channel so you do not lose track as the pattern grows.
- Click in Pattern 1. The Channel Rack’s step sequencer shows 16 steps per bar by default, matching the grids above. Kick on steps 1 and 11, snare on 5 and 13, hats on every odd step.
- Open the Piano Roll for detail. The step sequencer is quick, but the Piano Roll lets you set individual velocities. Drop ghost notes well below the main snares.
- Add a little swing. The Channel Rack has a swing control. A small amount loosens the hats; too much makes a fast DnB groove wobble.
- Build variations as separate patterns. Make Pattern 1, then clone it for the ghost-note, roller and fill versions. Arrange them in the Playlist so the main loop repeats and variations appear every four or eight bars.
Keep the groove on its own mixer channels so you can compress the full kit together later. For a broader picture of how drums fit into a finished arrangement, see our first-track plan for electronic music.

Groove, ghost notes and velocity
Two people can program identical drum and bass drum patterns and get completely different results. The difference is almost always in velocity, timing and sample choice, not note placement.
Velocity
Think in three levels: main snares and kicks at full strength, hats in the middle, ghost notes low. If everything sits at the same velocity, the loop sounds like a machine gun. Vary the hats slightly too, for example louder on the offbeats and softer on the in-between sixteenths.
Timing
Nudging a ghost snare a few milliseconds late gives a lazier, laid-back feel. Pushing hats slightly early adds urgency. Make small moves and compare against the dry loop; if you can clearly hear the shift, it is probably too much.
Sample choice
- Kick: short and punchy, so it does not smear into the bass. Long, boomy kicks suit four-on-the-floor genres better.
- Snare: needs both a body (the thump in the low mids) and a crack (the bright top). Many producers layer two snares to get both.
- Hats and shakers: tight and crisp. Open hats with long tails can wash out the groove at this speed.
Leave room for the bass
The kick and the bass share the low end. If your bass hits on the same steps as the kick, shorten one of them or sidechain the bass to the kick so they take turns. Sparse patterns like Pattern 5 exist precisely to give a loud bass line space.
Learning DnB drum patterns from real tracks
Grids show you where hits go, but your ears learn feel from records. Pick two or three tracks at a similar tempo and listen with a specific goal each time: once for the snare, once for the kick, once for the hats and ghost notes.
A practical routine:
- Browse the genre directory and open the drum and bass section, or use Browse to filter tracks. CyberDJ tracks are tagged with BPM and key, so you can pick references that match your project tempo.
- Download the MP3s you want to study. They are free to stream and download, and you are allowed to listen and play them in live DJ sets. Redistribution, resale and re-uploading are not allowed, and a free download should not be treated as permission to sample. Our page on CyberDJ and licensing explains what is permitted, and the guide to royalty free music for DJs covers the wider picture.
- Drop a reference into your DAW on a separate track, set your project to its tagged BPM, and loop eight bars of the drop.
- Play your own loop and the reference back to back at matched volume. Ask: is my snare as present? Is my kick shorter or longer? Are there quiet hits I am missing?
If you also DJ, this habit pays off twice. Knowing where the kicks and snares fall makes it easier to hear when two DnB tracks drift apart, which helps when you beatmatch at fast tempos. It also helps you spot which tracks have halftime sections or long rolling intros that suit a mix-in.
Common mistakes with drum and bass drum patterns
- Putting a kick on every beat. Four-on-the-floor at 174 BPM sounds frantic and blocks the bass. Keep the broken two-step kick as your base.
- Ghost notes that are too loud. If they compete with the main snare, the backbeat disappears. Turn them down until you only notice them when they are muted.
- Too many layers at once. Stacking three breaks, two snares and a shaker on top of the core loop usually creates mud. Add one element at a time and keep it only if the loop improves.
- No variation across the arrangement. A single bar repeated for three minutes gets tiring. Change the hats, drop a kick or add a fill every four to eight bars.
- Ignoring the bass when programming drums. Drums that sound great alone can clash once the bass arrives. Write a rough bass line early and adjust the kick around it.
- Copying grids without listening. Cheat sheets and pattern lists are a starting point. The quickest progress comes from comparing your loop with real tracks and fixing one difference at a time.
Start with Pattern 1, add ghost notes, then try halftime and a roller in the same project. Within an evening you will have a small library of drum and bass drum patterns you understand well enough to bend into something of your own. When you want more ideas for practice and production, the DJ guides section collects our other genre and technique articles.
Frequently asked questions
What is the basic drum and bass drum pattern?
The basic pattern is the two-step. In a 16-step bar, place the kick on step 1 and step 11 and the snare on steps 5 and 13. That puts the snare on beats two and four, with the second kick landing just before the second snare. Add eighth-note hi-hats and you have a working DnB groove at around 170-176 BPM.
What BPM should I use for drum and bass drums?
Most drum and bass sits somewhere around 170 to 176 BPM, with 174 a common starting point. That is a habit, not a rule. Some liquid and older tracks run slower, and some styles push faster. Pick a tempo that suits the mood, then keep it consistent so your loops, fills and bass all line up.
How do I make drum and bass drum patterns in FL Studio?
Set the project tempo to about 174 BPM, load a kick, snare and hi-hat into the Channel Rack, and click in the two-step pattern on the 16-step sequencer: kick on steps 1 and 11, snare on 5 and 13. Then open the pattern in the Piano Roll to lower velocities on ghost notes and nudge hats slightly off the grid for groove.
Is a drum pattern PDF enough to learn DnB drums?
A cheat sheet helps you see where hits go, but it cannot show velocity, sample choice, swing or how the drums sit with the bass. Use grids as a starting point, then compare your loop against full tracks at the same tempo. Listening closely to the snare and ghost notes in real records teaches more than any diagram alone.
What is the difference between halftime and two-step drum patterns?
Two-step places snares on beats two and four, giving the familiar fast, rolling DnB feel. Halftime moves the main snare to beat three, so there is one snare per bar instead of two. The tempo stays around 170-plus BPM, but the groove feels half as fast, heavier and more spacious, which suits darker or bass-led sections.
Can I sample free DJ tracks for my drum patterns?
Do not assume so. A free download is not unrestricted permission. CyberDJ tracks are free to stream and download for listening and live DJ performance, but redistribution, resale and re-uploading are not allowed. Use them as listening references for groove and arrangement, and build your own drums from samples whose licence clearly permits use in productions.


