Pass Routes#
The route tree and related receiver patterns. These can be standalone quick-game calls or building blocks inside larger pass concepts.
Go / Fly / Streak#
Family: Route
What it is: A vertical route straight upfield. It threatens the deepest part of the defense and can also clear space for underneath routes.
When to use it: When the receiver has speed leverage, the corner is squatting, or the offense needs an explosive shot.
Good against: Press-man without safety help, Cover 0, blown rotations, and soft corners who cannot carry vertical speed.
Bad against: Deep safety help, quarters technique with leverage, and pass rush that prevents a full downfield throw.
Pairs well with: Pairs with slants, digs, seams, and Hail Mary.
Seam#
Family: Route
What it is: A vertical route run between zones, often by a slot or tight end. The target is the space between linebackers and safeties.
When to use it: When the defense plays zone and leaves a vertical lane between underneath and deep defenders.
Good against: Cover 2 holes, Tampa 2 stress points, Cover 3 seams, and linebackers who do not carry verticals.
Bad against: Physical reroutes, robber safeties, and match coverages that carry the seam.
Pairs well with: Pairs with four verticals, stick, and pop pass.
Post#
Family: Route
What it is: A vertical stem with an inside break toward the goalposts. It attacks the middle of the field.
When to use it: When the offense wants to punish a single high safety or isolate a safety’s inside leverage.
Good against: Cover 1, Cover 3 if the post can cross the safety’s face, and safeties who overplay outside routes.
Bad against: Two-high shells, robber defenders, and inside leverage man coverage.
Pairs well with: Pairs with Mills, Yankee, and scissors.
Corner / Flag#
Family: Route
What it is: A vertical stem with a break toward the sideline and back pylon. It attacks the deep outside window.
When to use it: Red zone, third down, or against safeties held inside by seams/posts.
Good against: Cover 2 hole shots, inside leverage defenders, and linebackers widening late.
Bad against: Cloud corners, outside leverage man, and safeties sitting on the break.
Pairs well with: Pairs with smash, mesh, and scissors.
Out#
Family: Route
What it is: A route that breaks sharply toward the sideline. It creates timing throws and can stop the clock.
When to use it: Third down, two-minute situations, or when a corner is protecting deep leverage.
Good against: Off coverage, zone holes outside, and man defenders giving inside leverage.
Bad against: Hard flat defenders, squat corners, and pressure that disrupts timing.
Pairs well with: Pairs with stick, spacing, and smash.
In / Dig#
Family: Route
What it is: A route that stems vertically and breaks across the middle. The dig is usually deeper than a shallow drag.
When to use it: When linebackers widen or safeties are occupied by vertical routes.
Good against: Cover 3, Cover 4 underneath voids, and man coverage if the receiver can win across face.
Bad against: Robber defenders, collisioning linebackers, and Tampa middle runners.
Pairs well with: Pairs with dagger, drive, and Yankee.
Drag#
Family: Route
What it is: A shallow crossing route run near the line of scrimmage. It gives the quarterback a moving target.
When to use it: Against man coverage, blitz, or as a safe outlet in layered pass concepts.
Good against: Man coverage, linebackers with poor lateral speed, and defenses vacating the low middle.
Bad against: Zone droppers sitting low, defensive line collision, and traffic that disrupts the stem.
Pairs well with: Pairs with mesh, drive, and shallow cross.
Slant#
Family: Route
What it is: A quick inside-breaking route, often after three steps. It wins with leverage and timing.
When to use it: Quick game, RPOs, third-and-medium, and against off or outside leverage corners.
Good against: Off man, outside leverage, blitz, and linebackers stepping downhill.
Bad against: Inside leverage press, robber defenders, and zones clogging the hook/curl area.
Pairs well with: Pairs with glance RPO, slant-flat, and sluggo.
Hitch / Hook#
Family: Route
What it is: A short vertical stem with a stop and turn back to the quarterback.
When to use it: When corners are bailing or the offense wants a high-percentage perimeter completion.
Good against: Soft corners, Cover 3 cushion, and man defenders respecting vertical speed.
Bad against: Squat corners, trap coverage, and defenders with clean break angles.
Pairs well with: Pairs with hitch-and-go, spacing, and smash.
Curl#
Family: Route
What it is: A deeper stop route where the receiver works upfield, curls back, and settles in a void.
When to use it: When the quarterback needs a reliable intermediate target against zone.
Good against: Cover 3 hook/curl windows, off-man, and linebackers carrying vertical routes.
Bad against: Robber coverage, tight underneath zones, and corners sitting at the sticks.
Pairs well with: Pairs with flat routes, dagger, and flood.
Comeback#
Family: Route
What it is: A vertical stem that breaks back toward the sideline. It punishes defensive backs who turn and run.
When to use it: When a receiver has sold vertical speed and the quarterback can place the ball outside.
Good against: Off-man, deep third corners, and defenders afraid of the go route.
Bad against: Cloud coverage, squat corners, and weak sideline arm strength.
Pairs well with: Pairs with go routes and fade-stop concepts.
Flat / Arrow#
Family: Route
What it is: A short route into the flat, often by a back, tight end, or slot. It gives the offense an immediate outlet.
When to use it: When the defense vacates the flat or the quarterback needs a quick answer to pressure.
Good against: Blitz, inside leverage, and zone structures that widen late.
Bad against: Hard flats, rolled-down corners, and linebackers with a free path to tackle.
Pairs well with: Pairs with stick, mesh, spacing, and play-action.
Swing#
Family: Route
What it is: A back releases wide on a rounded path, giving the quarterback a short throw with room near the sideline.
When to use it: Against interior pressure or when the offense wants a running back isolated on a linebacker.
Good against: Blitz, man coverage with slow linebackers, and defenses packed inside.
Bad against: Fast apex defenders, cloud corners, and safeties triggering downhill.
Pairs well with: Pairs with screen, angle, and mesh.
Wheel#
Family: Route
What it is: A receiver or back starts toward the flat, then turns vertically up the sideline.
When to use it: When defenders jump the flat or a linebacker is matched on a back.
Good against: Cover 2 flat defenders, man linebackers, and defenses overplaying bubble/swing action.
Bad against: Deep outside leverage, safeties carrying the wheel, and pressure that prevents the double move.
Pairs well with: Pairs with post-wheel, mesh rail, and flood.
Angle / Texas#
Family: Route
What it is: A back releases outside, then cuts sharply back inside over the ball.
When to use it: When linebackers widen with swing action or the offense wants a back attacking the middle.
Good against: Man linebackers, empty/choice spacing, and blitz looks that open the low middle.
Bad against: Robber defenders, linebackers with inside leverage, and zones clogging the hook area.
Pairs well with: Pairs with choice, mesh, and quick game.
Choice / Option Route#
Family: Route
What it is: A receiver reads leverage and chooses the best break, commonly in, out, or sit.
When to use it: When the offense trusts the receiver and quarterback to make the same coverage read.
Good against: Man coverage, soft zone voids, and match coverages that declare leverage post-snap.
Bad against: Disguised coverage, bracket coverage, and inexperienced receivers who read late.
Pairs well with: Pairs with empty, spacing, and third-down packages.
Stop-and-Go#
Family: Double move
What it is: The receiver sells a hitch or stop, then accelerates vertically.
When to use it: When defenders are jumping quick game or trying to undercut short routes.
Good against: Aggressive corners, Cover 0, and teams that squat at the sticks.
Bad against: Deep safety help, patient corners, and pass rush that prevents the second phase.
Pairs well with: Pairs with hitch, curl, and smoke screens.
Sluggo#
Family: Double move
What it is: A slant-and-go route. The receiver sells the slant before turning vertical.
When to use it: When defenders are overplaying quick slants or RPO glance routes.
Good against: Inside-leverage defenders who bite on slants, Cover 0, and aggressive safeties.
Bad against: Two-high help, patient corners, and pressure before the go phase develops.
Pairs well with: Pairs with slant RPO and quick slants.
Chair / Out-and-Up#
Family: Double move
What it is: The receiver runs an out route, then turns vertical up the sideline.
When to use it: When the defense is jumping outs in two-minute or third-down situations.
Good against: Flat defenders, squat corners, and safeties held inside by other routes.
Bad against: Deep outside leverage, Cover 2 safety over the top, and poor spacing near the sideline.
Pairs well with: Pairs with out routes, smash, and flood.
Fade#
Family: Route
What it is: A vertical route that widens toward the sideline or back pylon, creating a jump-ball or leverage throw.
When to use it: Red zone, goal line, or when a receiver has size/speed leverage.
Good against: Press-man, small corners, and no safety help.
Bad against: Two-high help, cloud corners, and receivers who cannot stack the defender.
Pairs well with: Pairs with slant, back-shoulder, and fade-stop.
Jerk#
Family: Option route
What it is: A shallow route with a stutter or change of direction, designed to isolate a receiver on a linebacker.
When to use it: When the offense wants a quick man-beater for a slot, tight end, or back.
Good against: Man linebackers, low-hole defenders, and aggressive second-level players.
Bad against: Zone defenders who sit low and athletic linebackers who can mirror.
Pairs well with: Pairs with mesh and spacing.
Hot Route#
Family: Pressure answer
What it is: A built-in adjustment where a receiver or back becomes an immediate outlet when pressure is coming.
When to use it: Any time the protection cannot account for every rusher.
Good against: Blitz, Cover 0, and overloaded pressure looks.
Bad against: Disguised simulated pressures, trap coverage behind blitz, and poor quarterback-receiver communication.
Pairs well with: Pairs with every passing concept as a protection answer.