Playbooks

Wide Y Trips WK

Shotgun·Personnel not specified

At a Glance

FormationShotgun
Personnel
Not specified
Plays16

Overview

Wide Y Trips WK is a Shotgun set that detaches the tight end (the Y) from the formation and aligns him as part of a three-man trips surface, with a lone receiver backside and the running back offset next to the quarterback. Most Shotgun sets keep the tight end attached at the line for protection or run fits. This one puts him in space, where he forces the defense to declare whether a linebacker, safety, or nickel corner is responsible for him. That pre-snap declaration is the foundation of the set: the play caller learns the coverage before the ball is snapped and chooses between the trips side and the isolated backside receiver.

The trips alignment floods one side of the field with three eligible receivers, which stresses both flat defenders and deep thirds in zone and creates natural rubs and stacks against man. The backside single receiver becomes an isolation target, ideal for your best WR when the defense rotates coverage toward the trips side. With the Y detached, you can find mismatches by moving a big-bodied tight end against a smaller nickel or a slower linebacker, especially on the Mtn TE concepts (Mtn TE Angle, Mtn TE Mid Screen) that are built around him.

The playbook balances spread passing and option run game. Read Option, Inside Zone, Buck Sweep, and RPO Power Peek keep the box honest, while Four Verticals, Y Corner, Curls, Stick, and Shock H Option attack every level of zone coverage. PA Deep Choice and PA Read use the credible run game to hold second level defenders before throwing behind them, which makes the set a legitimate base look rather than a pass-only package.

Strengths

  • The detached Y forces a coverage tell pre-snap: a linebacker walking out over the tight end signals man or a matchup zone, while a nickel sliding over signals the defense is trying to take away the TE mismatch, letting you audible to the right concept before the snap.
  • Four Verticals and Y Corner from trips overload deep thirds against Cover 3 and split the safeties in Cover 2, with the inside seam from the #3 receiver creating a mismatch against a linebacker or nickel in a hook drop.
  • Stick, Curls, and Shock H Option give reliable quick-game zone beaters that attack the flat and hook defenders, and the trips spacing puts natural stress on the curl to flat defender in Cover 3 and Cover 4.
  • Against man coverage the trips bunch creates rubs and traffic for the inside receivers, and the Mtn TE Angle lets a strong tight end win leverage on a linebacker with an easy two-way go at the break.
  • The run game (Inside Zone, Read Option, Buck Sweep, RPO Power Peek) punishes defenses that overload the trips side with lighter personnel, leaving a numbers advantage in the box and quarterback keep lanes on the backside.

Weaknesses

  • With the tight end detached, pass protection is limited to five linemen and the running back, so overload and nano blitz packages from the boundary or the trips side can get a free rusher home before deep concepts like Four Verticals develop.
  • A user-controlled safety or linebacker sitting in the middle hook can erase the Y seam and the Mtn TE Angle, since many of the set's intermediate concepts funnel targets into the same inside window.
  • Defenses can check to trips-specific coverage adjustments (sky or buzz rotation toward trips, or a Cover 3 Match look) that bracket the #3 receiver and leave only the backside isolation receiver open, which is predictable if you lack a true WR1 on that side.
  • The running game loses a lead blocker because the Y is in space, so defenses stacking the box with a spy or crashing the edge can blow up Inside Zone and Buck Sweep without paying a coverage price.
  • Repeatedly lining up in trips with the TE detached creates a readable tendency, and savvy opponents will shade coverage to the trips side on every snap and dare you to beat them backside.

Usage Tips

Before the snap, identify who aligns over the detached Y: a linebacker means attack him with Mtn TE Angle or the seam, a nickel or safety means the box is lighter and you should check to Inside Zone or RPO Power Peek.

On 1st and 10 use Read Option or RPO Power Peek to establish the box count, then come back to PA Read or PA Deep Choice on 2nd and short when the second level starts triggering downhill on run action.

Against heavy blitz looks, hot route the running back to a block or quick flat and lean on Stick, Curls, or Mtn TE Mid Screen to get the ball out before the pressure arrives; the screen specifically punishes aggressive edge rushers.

On 3rd and medium, Shock H Option and Y Corner are strong calls: read the flat defender, and if he widens with the outside receiver, the inside option route is open underneath the hook.

When the safety rotates toward trips, audible to a backside isolation concept or hot route the lone receiver to a slant or go, since the defense has effectively left that receiver in single coverage with no help over the top.

Plays (16)

Plays in Wide Y Trips WK
PlaySaveOpen
Buck SweepSweep, Run Play
CurlsCurl, Pass Play, Flat +2
Four VerticalsFour Verts, Pass Play, Cover 2 Beater +6
HB BaseDive, Run Play
Inside ZoneInside Zone, Run Play, Zone Run
Mtn HB SwingSwing, Motion, Pass Play +1
Mtn TE AngleAngle, Motion, Pass Play +3
Mtn TE Mid ScreenScreen Pass, Te Screen, Motion +4
PA Deep ChoicePlay Action, Option Route, Pass Play +3
PA ReadPlay Action, Pass Play, Deep Cross +5
Read OptionRead Option, Run Play
RPO Power PeekRPO, Pass Play, Run Play +1
Shock H OptionOption Route, Motion, Pass Play +4
StickStick, Stick Concept, Pass Play +4
Wide Y Trips WK—
Y CornerPass Play, Post, Flat +1

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