Playbooks

Wing Trips WK

Specialists3DRBGadget

Overview

Wing Trips WK is a Shotgun set built around 11 personnel (1 RB 1 TE). All three wide receivers stack to the trips side, while the tight end aligns in a wing position off the weak side tackle and the running back sits offset in the backfield. Most Shotgun trips sets pair a lone X receiver with the three-receiver surface. This one replaces the backside wideout with a wing TE, so the weak side reads like a condensed run formation and the strong side stretches the field horizontally. That split identity is the whole point. Defenses must honor a spread passing surface to one side and a gap-scheme run game with an extra blocker to the other.

The wing TE drives the run menu. He can kick out, arc, or wrap as a lead blocker on Counter Bash, GT Counter Bash, Counter Y, Buck Sweep, Wide Trap, and Y Lead Read Option. That gives you true pulling and bash-style concepts without leaving Shotgun. The 3DRB and Gadget tags reflect this: the set rewards a versatile back who can run between the tackles, catch the HB Slip Screen or Mtn HB Slip Screen, and threaten on PA Y Wheel. Read-option tags like Power Read, PA Inverted Veer, and PA Read let the QB put the backside end in conflict, and the wing TE seals that edge.

The passing game uses trips spacing to isolate the inside slot and the running back against linebackers. Stick, Z Spot, and Quads Sprint Spot create high-low reads on flat defenders. Slot Cross, Mtn Cross Z Poco, and 619 Sail flood zones and beat man with crossers. The Quads package (Quads Cross Y Delay, Quads Drive, Quads Sprint Spot) motions the wing TE across the formation to form a four-receiver side. That motion forces checks and often leaves a linebacker or safety matched on the TE. Four Verticals, Switch Comeback, and Switch Z Curl round out the vertical and stem-based answers.

Strengths

  • The wing TE lets you run true gap schemes like Counter Bash, GT Counter Bash, Counter Y, and Buck Sweep from Shotgun, so defenses in light nickel boxes get outnumbered at the point of attack.
  • Trips spacing to the strong side stresses Cover 3 and Cover 4 flat defenders. Stick, Z Spot, and Quads Sprint Spot deliver clean high-low reads on the curl-flat defender, and Switch Z Curl punishes soft squat corners.
  • Quads motion on Quads Cross Y Delay and Quads Drive shifts the wing TE into a four-receiver surface pre-snap. Weak defensive checks leave a linebacker in man on the TE or pull a safety out of the middle.
  • Crossers on Slot Cross, Mtn Cross Z Poco, and 619 Sail are strong man beaters because trips stacking creates natural rubs and traffic for defenders trailing across the field.
  • RPO Alert Out, Power Read, PA Inverted Veer, and PA Read give easy conflict reads on the backside end or overhang defender. PA Y Wheel and PA Power Y Pop punish linebackers who trigger hard on the run fakes.

Weaknesses

  • There is no backside wide receiver, so defenses can roll coverage to trips and play the wing TE with a linebacker or safety. That makes weak side passing predictable and easy to bracket.
  • Weak side overload blitzes and edge pressure off the wing hit the QB fast on dropback concepts like Four Verticals and Switch Comeback, especially if the TE releases into a route.
  • A user-controlled middle linebacker or robber safety can sit in the crossing lane on Slot Cross, Mtn Cross Z Poco, and Quads Cross Y Delay and take away the primary read in the middle of the field.
  • The formation tips its run tendencies. The wing TE alignment and the offset back telegraph counter and bash direction, and savvy opponents shift linebackers toward the wing or slant the line to blow up pullers.
  • Cover 0 and Cover 1 pressure looks with press coverage on the trips side can jam the timing of Stick and Z Spot, and there is no built-in max protect option to help the QB survive.

Usage Tips

Before the snap, read the box count against the trips side. If the defense shows six or fewer in the box with a safety rotated to trips, go to Counter Bash, GT Counter Bash, or Buck Sweep toward the wing TE.

Against Cover 3 Sky or Buzz on early downs, call Stick or Z Spot and read the curl-flat defender. Hot route the running back to a flat or wheel to add another stretch if the flat defender widens.

Use the Quads plays as a pre-snap diagnostic. Motion the TE across on Quads Drive or Quads Sprint Spot, and if a linebacker follows him, you have man coverage and a mismatch. If the defense bumps and rotates, work the zone voids.

On 3rd and medium against man or blitz, call Slot Cross or 619 Sail. Hot route the wing TE to a block or slant if you see edge pressure, and target the rubs created by the trips stack.

Pair the read game with play action. Once Power Read, PA Inverted Veer, or RPO Alert Out gets the linebackers flowing downhill, come back with PA Y Wheel or PA Power Y Pop to hit the vacated second level.

Plays (30)

Plays in Wing Trips WK
PlaySaveOpen
619 SailCorner, Curl, Dig +3
Buck SweepRun Play
Counter BashRun Play
Counter YRun Play
Four VerticalsDeep Cross, Crosser, Fade +3
GT Counter BashRun Play
HB BaseRun Play
HB Slip ScreenScreen Pass, Deep Cross, Crosser +4
Inside Zone SplitRun Play
Mtn Cross Z PocoCrosser, Post Corner, Deep Cross +4
Mtn Dash Hitch OverHitch, Deep Cross, Crosser +3
Mtn HB Off TackleRun Play
Mtn HB Slip ScreenScreen Pass, Deep Cross, Crosser +3
Mtn Inside Zone SplitRun Play
PA Inverted VeerBlock and Release, Deep Cross, Crosser +5
PA Power Y PopFade, Speed Out, Streak +2
PA ReadComeback, Deep Cross, Crosser +5
PA Y WheelWheel, Curl, Deep Cross +5
Power ReadRun Play
Quads Cross Y DelayCrosser, Delay, Deep Cross +4
Quads DriveDrag, Crosser, Fade +4
Quads Sprint SpotCorner, Deep Cross, Crosser +2
RPO Alert OutOut, Pass Play, Run Play
Slot CrossCrosser, Block and Release, Corner +4
StickStick, Flat, Out +3
Switch ComebackComeback, Block and Release, Fade +2
Switch Z CurlCurl, Hook, Post +3
Wide TrapRun Play
Y Lead Read OptionRun Play
Z SpotCorner, Curl, Flat +1

Other Sets in Shotgun

5WR Trio

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