Playbooks

Flood is a classic three-level stretch to one side out of Shotgun Y Off Trio Close, designed to overload a single zone and beat Cover 3 shells. The outside receiver runs a deep corner route to clear the top, the middle route breaks out to the flat at a shallow depth, and the TE releases vertically before working to the intermediate area, while the backside receiver runs a short out breaking away from the concept. The primary read progression works high to low: start with the deep corner to see if it holds the safety, then work down to the intermediate crosser, and finish with the flat route as the outlet against zone drops.
Key the flat defender first, since a Cover 3 sky or cloud corner will widen and expose either the deep corner throw or the shallow crosser depending on his depth. Watch the deep third safety to that side, if he stays home on the corner route the quarterback should work down to the intermediate and flat options quickly. Identify linebacker drops in Cover 3, since a hook or curl defender who sinks too far can open a throwing lane for the shallow crossing route underneath. Man coverage without safety help is vulnerable to the vertical release on the TE and the deep corner route, so look for a single high safety shell pre-snap. This concept struggles against a hard robber or lurk defender sitting in the flat to intermediate zone, since he can undercut both the crosser and the flat throw if the quarterback stares down the flood side.
Use this play when you diagnose Cover 3 or Cover 4 shells pre-snap, since the three-level flood overwhelms a single flat defender and forces the corner to choose between the deep and short routes.
Motion the backside receiver or check the flat defender's depth before the snap to confirm zone versus man coverage.
If you see man coverage with no safety help over the top, hot route the corner route to a fade or speed up the release to win outside leverage against the corner.
Pair this play with Mtn PA X Over or Mtn Mesh Rail in the same set to keep defenses honest, since both look similar out of the same personnel and formation but attack different levels.
Best called on second or third and medium to long, when defenses are more likely to sit in zone shells and give up the underneath flat throw for a manageable gain.