Playbooks

Trey

Specialists3DRBGadgetSLWR

At a Glance

FormationShotgun
Plays12

In 1 playbook

Overview

Shotgun Trey is a 3x1 look out of 11 personnel. The tight end and two receivers stack to the strong side, forming a three-man surface, while a lone X receiver sits isolated on the backside. The running back aligns next to the quarterback. Trips-style sets usually push all three eligibles wide. Trey keeps the tight end closer to the core, so you get trips passing concepts without giving up the extra gap control that a detached tight end costs you in the run game. That hybrid spacing sets Trey apart from sets like Doubles or Empty in the same formation. Defenses have to respect Inside Zone and the HB Delay while also rotating coverage toward the three-man side.

The personnel alignment creates two clean matchup problems. On the backside, the X receiver is isolated against single coverage whenever the defense rolls safety help toward the trey side. That makes Fade Smash and the PA Post Shot legitimate one-on-one calls. On the strong side, the slot receiver (the SLWR tag) works against nickel corners and linebackers on China Smash, Stick, and Levels Sail. The tight end draws linebackers and safeties on the Verticals Y Drag, where his underneath crosser punishes defenders who bail too deep.

The Gadget and 3DRB tags describe how the back gets used. Fake Screen Wheel, the HB Slip Screen, and the HB Delay all turn a do-everything running back into a receiving threat who can beat linebackers in space. Add the RPO Alert WR Screen and 45 Quick Base, and Trey gives you a full answer to light boxes, heavy boxes, man, and zone from one pre-snap picture.

Strengths

  • The 3x1 alignment forces the defense to declare its rotation pre-snap, and the isolated X receiver gets true one-on-one looks on Fade Smash and PA Post Shot against Cover 1 and Cover 3 cloud rotations.
  • China Smash and Levels Sail give you layered zone beaters to the trey side: the corner route and sail concepts high-low the flat defender against Cover 2 and Cover 3 Buzz.
  • Stick and Verticals Y Drag are reliable man beaters, especially with a quick slot receiver on the stick route and the tight end's drag running away from linebackers who carry the seams.
  • The backfield Gadget package (Fake Screen Wheel, HB Slip Screen, HB Delay) punishes aggressive linebackers and nano blitzes by getting a 3DRB into space behind the rush.
  • The RPO Alert WR Screen and Inside Zone keep a balanced run threat in a spread look, so defenses cannot sit in dime without paying for it on the ground.

Weaknesses

  • With only five blockers and the back often running a route, overload and nano blitzes off the backside edge can reach the quarterback before the longer developing concepts like PA Post Shot and Levels Sail open up.
  • A user-controlled middle linebacker or hook defender who reads the trey side can undercut the Y Drag and the stick route, since both concepts funnel throws into the short middle.
  • Defenses can bracket the isolated X receiver with a cloud corner and a shaded safety, which takes away the backside fade and forces you into the trey side against extra numbers.
  • The formation has a strong tendency to throw toward the three-man surface, so smart opponents rotate their Cover 3 or Cover 4 toward trips and leave the backside to a single corner without much risk.
  • Running out of Trey is limited to a light box concept set, and against base or bear fronts Inside Zone and 45 Quick Base struggle to move a loaded interior.

Usage Tips

Pre-snap, read the backside safety: if he rotates toward the trey side, audible to Fade Smash or PA Post Shot and throw to the isolated X, but if he stays home, work China Smash or Levels Sail to the three-man surface.

On 3rd and short, Stick is your go-to, and you can hot route the running back to a quick flat to create a second option if the defense sits a flat defender over the slot.

Against man blitz looks, audible to the HB Slip Screen or Fake Screen Wheel, or hot route the tight end to a quick slant, so your hot throw is ready before the free rusher arrives.

Use the RPO Alert WR Screen early in drives to test how quickly the nickel corner fills, then attack that same defender later with Fake Screen Wheel when he starts crashing on the screen look.

In the red zone, Fade Smash to the isolated X and Verticals Y Drag are strong calls. Motion the slot across to check for man coverage before the snap: a defender who follows him means man, so take the fade or the drag.

Plays (12)

Plays in Trey
PlaySaveOpen
45 Quick BaseDive, Run Play
China SmashSmash, Pass Play, Cover 2 Beater +4
Fade SmashFade, Smash, Pass Play +5
Fake Screen WheelPlay Action, Screen Pass, Wheel +3
HB DelayRun Play
HB Slip ScreenScreen Pass, Hb Screen, Pass Play +3
Inside ZoneInside Zone, Run Play, Zone Run
Levels SailLevels, Sail, Pass Play +6
PA Post ShotPlay Action, Post, Pass Play +2
RPO Alert WR ScreenScreen Pass, Wr Screen, RPO +3
StickStick, Stick Concept, Pass Play +3
Verticals Y DragDrag, Four Verts, Pass Play +7

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Box Y Split

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See all 237 sets in Shotgun