Playbooks

Monster

SpecialistsGadget

Overview

The Monster set is a gadget look within the Shotgun formation that uses 11 personnel (1 RB, 1 TE, 3 WR) but aligns it very differently from standard sets like Gun Trips or Gun Doubles. Its unconventional alignment forces defenses to declare their strength and leverage pre-snap. Where most Shotgun sets present familiar spacing that defensive AI and experienced users can key on, Monster is built around misdirection. Every play in the set is designed to show one thing and do another.

The play list shows how the set is meant to be used: Fk WR Screen, RPO Zone Alert, and PA Wheels. Each play attacks a defense that reacts too quickly. Fk WR Screen sells the quick perimeter throw to pull flat defenders and eager users downhill, then attacks the space they vacate. RPO Zone Alert pairs an inside zone read with a built in alert throw, so you can punish a light box on the ground or hit the quick pass when defenders crash on the mesh. PA Wheels uses the run fake to freeze linebackers and sends wheel routes up the sideline against defenders who have already committed to the run or screen.

The matchup advantage comes from how the personnel package isolates defenders. With a single TE and one back, defenses usually stay in base nickel. That often leaves a linebacker responsible for the RB out of the backfield or the TE on a vertical release. The wheel concept in particular creates a speed mismatch against a linebacker or slow safety trailing from the inside. The screen and RPO looks, meanwhile, stress cornerbacks who have to decide between pressing, squatting on the flat, or bailing.

Strengths

  • PA Wheels is a strong man beater: the run fake holds linebackers, and the wheel route stretches a trailing defender vertically up the sideline before safety help can rotate over.
  • RPO Zone Alert gives you a built in answer to both light boxes and aggressive run fits, letting you read the box count pre snap and either hand off or fire the alert throw against Cover 1 and Cover 3 buzz looks.
  • Fk WR Screen punishes flat defenders and users who jump screens, especially against Cover 2 and Cover 4 cloud corners who squat on the flat and vacate the intermediate window.
  • The gadget alignment forces the defense to show its shell and leverage pre snap, making motion and coverage reads easier before you commit to a concept.
  • The three plays complement each other: screen, run, and play action all start with similar early looks, so opponents who guess wrong get punished and cannot key on a single tendency.

Weaknesses

  • The play list is very thin with only three plays, so a patient opponent can identify your options after a few snaps and sit on the counter to each.
  • Play action and screen timing make the set vulnerable to nano blitzes and edge pressure. Long mesh points and slow developing wheels give pass rushers time to get home before the concept opens up.
  • A user controlled linebacker or robber safety who reads the mesh and drops into the RPO throwing lane can take away the alert throw and force a low percentage handoff into a loaded box.
  • Cover 2 man and Cover 6 with over the top help neutralize the wheel route. Deep halves defenders sit on the sideline, taking away the only true vertical shot in the set.
  • With just one TE and one back, pass protection options are limited, and max protect adjustments leave very few viable receivers against heavy blitz looks.

Usage Tips

Use RPO Zone Alert on first and 10 or second and medium. Count the box pre snap: six or fewer defenders means hand it off, and a crashing linebacker or single high safety rotating down means throw the alert.

Call PA Wheels after you have established the run or hit Fk WR Screen a couple of times. The run fake and screen memory freeze linebackers and create the trailing defender the wheel is built to beat against man coverage.

If you see edge pressure or a nano blitz look pre snap, hot route the RB to a block or audible out of PA Wheels. The wheel needs time to develop and will get you sacked against six man pressure.

Attack aggressive users with Fk WR Screen. If your opponent keeps jumping the flat or crashing screens with a user linebacker, the fake punishes that habit. Motion a receiver first to confirm man or zone before the snap.

Treat Monster as a change up set, not a base package. Mix in two or three snaps per drive to break tendencies, then return to your core sets so opponents cannot build a counter to the limited play list.

Other Sets in Shotgun

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31 Plays · 1 RB, 1 TE, 3 WR

Box HB Strong

6 Plays · 1 RB, 1 TE, 3 WR

Box Offset Wk

19 Plays · 1 RB, 1 TE, 3 WR

Box Y Off

12 Plays · 1 RB, 1 TE, 3 WR

Box Y Split

24 Plays · 1 RB, 1 TE, 3 WR

Bunch

54 Plays · 1 RB, 1 TE, 3 WR

Bunch HB Str

12 Plays · 1 RB, 1 TE, 3 WR

Bunch Offset

31 Plays · 1 RB, 1 TE, 3 WR

Bunch Offset Close

11 Plays · 1 RB, 1 TE, 3 WR

Bunch Open Offset

19 Plays · 1 RB, 1 TE, 3 WR

Bunch Open TE

16 Plays · 1 RB, 1 TE, 3 WR

Bunch Quads

9 Plays · 1 RB, 1 TE, 3 WR

See all 237 sets in Shotgun