Playbooks

Empty Chips Nasty

Specialists3DRBGadgetPower HBSLWR

Overview

Empty Chips Nasty is one of the most unique looks in the Shotgun formation because it empties the backfield without sacrificing protection help. Instead of splitting the RB out wide like a traditional Empty set, the 11 personnel package (1 RB, 1 TE) tucks the running back and tight end into reduced, nasty alignments just outside the tackles. From there they chip the edge rushers before releasing into their routes, while the three wide receivers handle the vertical and intermediate stems. The result is an Empty look that still buys the QB an extra half second against speed rushers off the edge.

This alignment is what separates Empty Chips Nasty from standard Empty Trey or Empty Bunch looks. The compressed chip players force defenses to decide who is responsible for them after the release, and because they start so close to the box, linebackers often get caught in no man's land between rushing and dropping. Meanwhile, the X receiver is frequently isolated on the backside, giving you a clean one-on-one read on concepts like Out X Dig, X Cross, and X Whip In. The tags for 3DRB, Gadget, Power HB, and SLWR tell you exactly who belongs here: a pass-catching back who can win late off the chip, a gadget player or slot receiver who creates separation underneath, and a power back who can absorb contact on the chip before leaking out.

The play list leans heavily into the passing game, with Dagger, Dagger Deep Curl, Dig Stick, Post Cross, and Double Swirl giving you answers to both single-high and two-high shells. QB Zone is the lone run, which keeps the defense honest against light boxes and lets a mobile QB punish defenses that drop seven or eight into coverage. This is a dropback set built for quick reads, full-field progressions, and late-releasing checkdowns that attack the voids left by blitzing linebackers.

Strengths

  • Chip releases give Empty-style spacing while still slowing edge pressure, so you can run deep-developing concepts like Dagger Deep Curl and Deep Post Out without instantly getting sacked by a speed rusher.
  • The isolated X receiver on Out X Dig, X Cross, and X Whip In creates a pure one-on-one read against Cover 1 and Cover 0, making this set a premium man beater when your X has elite route running.
  • Dagger and Dig Stick flood the intermediate middle against Cover 3 and Cover 4, putting hook defenders in conflict between the seam clear-out and the dig underneath.
  • Late-releasing chip players act as built-in hot routes, leaking into the flats and hook zones right after linebackers commit to a blitz or drop, which punishes nano blitzes and simulated pressures.
  • QB Zone against light boxes keeps defenses from sitting in dime and quarters on every snap, and it gives mobile QBs an easy counterpunch when the defense drops eight.

Weaknesses

  • Only one true run play means savvy opponents quickly recognize this as a pass set and can load up on coverage, dropping extra defenders into hook zones and shading safeties over the top.
  • The chip delay makes the RB and TE slow to get into routes, so a quick Cover 0 blitz that sends interior pressure can hit home before your checkdown options are open.
  • User-controlled linebackers or robbers sitting in the middle hole can undercut Dig Stick, Post Cross, and Dagger digs since so many concepts funnel throws between the hashes.
  • Cover 2 Man with a user over the top can take away the isolated X while trailing man coverage smothers slot routes, forcing you into low-percentage throws or checkdowns.
  • If your TE and RB are poor pass blockers, the chip barely slows elite edge rushers, and you end up with the downside of Empty (no dedicated protector) without the benefit of five immediate route runners.

Usage Tips

Pre-snap, identify the shell: against single-high Cover 1 or Cover 3, go to Out X Dig or X Cross and read the isolated X first, but against two-high looks, check to Dagger or Dagger Deep Curl to attack the void between the corners and safeties.

On 3rd and medium, Dig Stick and Double 7 Stop are your bread and butter because they give quick, high-percentage throws past the sticks with a built-in chip checkdown if pressure comes.

If you read a heavy blitz look with six or more defenders showing pressure, hot route one chip player to a quick slant or flat so you have an immediate outlet before the chip even finishes.

When the defense shows a dime or quarter package with only five or six in the box, audible to QB Zone to punish the light front and keep the defense from teeing off in coverage on every down.

Use Slot Sail and Double Swirl in the red zone and near the boundary against Cover 3 to flood one side with levels, and consider streaking the backside receiver to hold the deep safety before you throw.

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