Playbooks

22

20 Sets6 Formations

Overview

22 personnel puts two running backs, two tight ends, and a single receiver on the field, making it the heaviest true offensive grouping most Madden playbooks carry outside of goal line. It creates a downhill, gap scheme identity built around double teams, lead blockers, and play action off heavy run looks from I Form, Strong I, Weak I, Pistol, and Wildcat formations. Defenses almost always answer with base 3-4 or 4-3 personnel and stack the box, which means your opponent is committing linebackers and run stopping safeties to the field, leaving single high or man coverage matchups your lone receiver and athletic tight ends can attack.

Strengths

  • Forces base defensive personnel onto the field, so your tight ends and fullback are running routes against linebackers and box safeties instead of nickel corners.
  • Maximum blocking surface with a fullback plus two tight ends, which lets you win the point of attack on Iso, Power O, and toss concepts and gives you free chip help against edge blitzers.
  • Play action and boot concepts out of I Form and Strong I are brutally effective once you establish the run, because aggressive users bite hard on run animations and vacate the intermediate hook and curl windows.
  • Formation diversity inside one grouping: Wing, H Wing, Tight, and Unbalanced sets let you flip strength and create unbalanced overload looks without substituting, so you keep the defense in the wrong personnel.
  • Wildcat Unbalanced and Trips Over out of this grouping add direct snap and jet motion threats, which stresses gap integrity and gives you an easy answer to heavy interior pressure.

Weaknesses

  • Only one true receiver on the field, so you cannot generate real vertical spacing and any four verticals or flood concept is running through tight ends and backs with limited route trees.
  • Speed mismatch cuts both ways: a user controlled linebacker or safety can sit on your slower targets underneath and pick off drag, flat, and seam routes.
  • Extremely tendency heavy grouping. Once opponents log that you run 70 percent of the time from 22, they will press the single receiver, sit in Cover 1 Robber or Cover 3 Buzz, and crowd every gap.
  • Poor answer to obvious pressure on third down and in two minute situations, since you lack the width to spread a blitz out and your backs are often blocking instead of releasing.
  • Substitution risk when you go to a Shotgun or Pistol set out of 22, because the defense already has base personnel loaded and you are now asking non receivers to beat man coverage in space.

Sets (20)

Set· I Form

H Tight

14 Plays
Set· I Form

Hulk

6 Plays
Set· I Form

H Wing

6 Plays
Set· I Form

Tight

28 Plays
Set· I Form

Wing

45 Plays
Set· I Form

Wing Over

6 Plays
Set· Pistol

Full House TE

10 Plays
Set· Pistol

Weak I Wing

9 Plays
Set· Shotgun

Split U Off Close

9 Plays
Set· Shotgun

Split Wing Nasty

6 Plays
Set· Strong I

H Tight Close

15 Plays
Set· Strong I

H Wing

12 Plays
Set· Strong I

Tight

13 Plays
Set· Strong I

Wing

20 Plays
Set· Strong I

Wing Close

9 Plays
Set· Weak I

H U Off

9 Plays
Set· Weak I

H Wing

10 Plays
Set· Weak I

Wing

12 Plays
Set· Wildcat

Trips Over

6 Plays
Set· Wildcat

Unbalanced

3 Plays