Playbooks

Breakdown

Mtn Z Spot is a Spot concept run from Shotgun Trips TE with pre-snap motion, built as a Cover 3 beater. Off the trips side the outside receiver runs a corner route while the slot receiver runs an inside curl or hitch to sit in the flat area, and the innermost receiver runs a quick flat/hitch route underneath, forming the classic spot combination that attacks zone drops. The backside X runs a vertical or go route as a one-on-one shot, while the RB releases into a checkdown flat route away from the trips look, giving the QB a full-field progression from the corner route down to the underneath flat.

Defensive Reads

Pre-snap, check the safety alignment: two deep safeties signal Cover 2 or Cover 4, which forces you to work the underneath flat and curl routes since the corner route will be capped. Watch the cornerback over the trips receivers: if he sits low and outside, he is likely playing zone and will be vulnerable to the corner route sitting behind him. Post-snap, key the flat defender or nickel defender who has to choose between the underneath flat route and the curl, since spot concepts are designed to put him in a bind. User-controlled defenders sitting in the passing lanes or lurking underneath the corner route can jump the throw, so if you see a user drop into that window, look off and work the backside go or checkdown to the RB. A single high safety rotating late to the trips side signals Cover 3, which is exactly the shell this play beats, so trust the spot progression and let it develop.

Usage Tips

Use the pre-snap motion to identify if the defense is playing zone or man, since a defender following the motion man across the formation confirms man coverage and tells you to lean on the backside go route instead of the spot side.

Against Cover 3 or Cover 4 zone shells, work the spot concept quickly: read the flat defender first, and if he sits on the underneath route, throw the corner route behind him for an explosive gain.

This play pairs well with Mtn Bench and Mtn Return Levels in the same set since all three attack zone drops differently, so mixing them keeps linebackers and safeties guessing on your trips-side concept.

Best called on second or third and medium when you expect zone coverage, since the spot concept needs a defense that is dropping into zones rather than blitzing.

If you see man coverage or blitz pressure, hot route the RB to a quick release or check the backside go route immediately since the trips side concept takes longer to develop against man.

Other Plays in Trips TE

Other plays in Trips TE
PlayDiagramOpen
45 Quick Base
All Curl
Cheat Clearout Seam
Cheat Flood Divide
Cheat Inside Zone
China Y Post
Curl Flat
Curls X Go
Deep In
Deep ln
Double In Sail
Drive Post
Flood
Flood Y-Delay
HB Angle
HB Counter
HB Mid Draw
HB Slip Screen
Inside Cross
Inside Zone
Mtn Bench
Mtn Return Levels
Orbit Cross Screen
Orbit PA HB Wheel
Orbit RPO Zone Alert
Orbit TE Middle Screen
PA Boot Shot
PA Counter Go
PA Shot Wheel
PA Slot Corner
QB Strong Power
QB Zone
Read Option
Read Option Bubble
Read Option Dummy
RPO Alert Bubble
RPO Alert Mtn Screen
RPO Zone Alert Bubble
Shuffle Mtn Fk Screen Wheel
Shuffle Mtn HB Swing
Shuffle Mtn Levels
Slants
Slot Quick Flat
Slot Swing
Speed Option
Switch Y In
TE Corner
TE Middle Screen
TE Screen
TE Swirl
Texan Deep In
Texas
Verticals
Verts Y Delay
WR Screen
WR Short Post
X Spot
Z Cross