Playbooks

Empty Ace

Specialists3DRBGadgetSLWR

Overview

Shotgun Empty Ace is a five-wide empty look built from 12 personnel. Instead of three or four wideouts, it empties the backfield by splitting the running back and both tight ends into receiving alignments alongside two receivers. That is the key difference from standard Shotgun sets like Trips TE or Doubles, which keep a back beside the QB for protection and run threat. Empty Ace forces the defense to declare its coverage before the snap, because every eligible is already outside the box and the QB is alone in the gun.

The personnel package is where the matchup value comes from. Defenses that match 12 personnel with base 4-3 or 3-4 personnel are left with linebackers and safeties aligned over a split running back and flexed tight ends. That isolates your 3DRB on a linebacker in space and puts a big-bodied TE on a nickel or safety. Your SLWR types work the interior against whatever defender draws them. If the defense subs into dime to cover the spread alignment, you have a light box against QB Zone, Jet QB Counter and Jet QB Zone Wk.

The play list mixes quick game (Stick, Curl Flats, U Cross), full field concepts (Flood, All Go, Post Wheel Shallow, Return Trail Go) and a Gadget package built around jet motion. Jet Touch Pass, PA Jet Sweep and Fake Jet Pass Power use motion to briefly put a runner back in the backfield. That gives an empty set real run and play-action answers, which most empty formations lack. The QB run game punishes defenses that drop seven or eight into coverage against five eligibles.

Strengths

  • Pre-snap coverage reads are nearly automatic: with no back in the backfield, a linebacker or safety following your split RB in motion confirms man, while defenders staying home and passing off motion signal zone.
  • Stick and Curl Flats give you fast, high percentage zone beaters that attack Cover 3 and Cover 4 flats defenders with a TE or RB. They are ideal for moving the chains against soft shells.
  • U Cross, Post Wheel Shallow and Return Trail Go are strong man beaters. Crossers and wheel routes from the split RB create natural rubs and speed mismatches against linebackers in Cover 1 and Cover 0.
  • The Gadget jet package (Jet QB Counter, Jet QB Zone, Jet QB Zone Wk, PA Jet Sweep) gives you a legit run threat from empty. Light boxes and edge defenders crashing on the jet motion can be punished by a mobile QB.
  • Flood and All Go stress Cover 2 and Cover 3 vertically and horizontally. Hot routing a TE to a seam or the RB to a wheel lets you overload a single deep defender.

Weaknesses

  • Five-man protection only: with no back to chip or pick up blitzers, any six-man pressure or a well-timed nano blitz off the edge can get home before deeper concepts like All Go or Flood develop.
  • User-controlled linebackers or safeties sitting in the middle hook zone can erase Stick, U Cross and shallow routes. Those routes are your primary quick throws against pressure, which leaves you few safe outlets.
  • The standard run game is thin and QB dependent. Outside of QB Zone and the jet runs, there is no traditional handoff threat, so defenses can sell out to pass coverage against pocket passers.
  • Opponents who read the jet motion tendency can spy the QB or set contain on the edges. That neutralizes the Gadget plays and turns Jet QB Counter into a negative play.
  • A split RB and flexed tight ends facing press man with a quality corner or athletic safety can lose the matchup battle. The formation's advantage disappears if your 12 personnel lacks real receiving skill.

Usage Tips

Motion the split RB across the formation before every snap you are unsure about. If a defender follows, check to U Cross or Post Wheel Shallow. If coverage rotates without following, stay in Stick or Curl Flats against zone.

Use Empty Ace on 3rd and 4 to 3rd and 7 when the defense shows a two-high shell. The quick game and Flood put the ball on the sticks before pressure arrives, and your 3DRB is a reliable flat or angle option.

When you see a double A gap or overload nano blitz, audible to Stick or Curl Flats and hot route your best TE to a slant or quick out. The ball must come out in under two seconds because there is no back to block.

Against dime and quarter packages that bring six or seven defensive backs, call Jet QB Zone or Jet QB Counter. The light box and defenders chasing the jet motion leave running lanes for a mobile QB.

Set up PA Jet Sweep and Fake Jet Pass Power by running actual jet plays early. Once the defense flows hard to the motion, the fake pulls linebackers and safeties and opens the intermediate middle and backside seams.

Other Sets in Shotgun

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Ace Offset

17 Plays · 1 RB, 2 TE, 2 WR

Ace Slot

16 Plays · 1 RB, 2 TE, 2 WR

Ace Slot Offset

22 Plays · 1 RB, 2 TE, 2 WR

Deuce

26 Plays · 1 RB, 2 TE, 2 WR

Deuce Close

53 Plays · 1 RB, 2 TE, 2 WR

U Off Stack

13 Plays · 1 RB, 2 TE, 2 WR

U Off Trips

30 Plays · 1 RB, 2 TE, 2 WR

U Off Trips Flex

15 Plays · 1 RB, 2 TE, 2 WR

U Off Trips Wk

23 Plays · 1 RB, 2 TE, 2 WR

Wing

15 Plays · 1 RB, 2 TE, 2 WR

Wing Flex Offset

27 Plays · 1 RB, 2 TE, 2 WR

See all 237 sets in Shotgun