Football library
Receiver route templates — the named patterns coaches call by shorthand. Each route includes a focused example and links to the play concepts that use it.
RB or slot releases on a CLEAN DIAGONAL toward the flat at a shallow angle (~25° from horizontal). Mostly lateral with a small upfield component — in tackle football it finishes ~2-3 yds deep and ~10 yds out. No break, no settle. Outlet for the QB and a natural high-low partner with a sit/curl over the top.
Receiver releases BACKWARD and outside in a ROUNDED banana arc — apex is 2-3 yds behind the LOS — then arcs toward the sideline for the catch. This is a forward screen when the receiver is ahead of the passer, even though both are behind the line. Use only where forward catches behind the line are allowed. Supporting receivers block only when the league permits blocking; otherwise they run legitimate routes without screening. Common RPO tag and quick-perimeter answer.
Vertical 12-13 yards then a ROUNDED break back at ~45° toward the sideline, settling at ~10 yds depth (route tree #5). 'Comeback' refers to coming back DOWN in depth, not toward the QB — it's a sideline route. Stops the clock. Defender must drive forward — comeback wins on the cushion.
Vertical 11-12 yards then a SHARP 45°-above-horizontal break outside toward the back pylon (route tree #7). Beats Cover 2 (corner sits flat) and Cover 4 (corner stays inside on outside #1). Often the high in a smash concept.
Deep crossing (over) route — receiver releases vertically for roughly 3 yards, then bends smoothly inside and keeps gaining depth while running across the formation, typically arriving 12-18 yards downfield on the opposite side. Unlike a Dig, the Cross has no hard 90-degree square-in break; its base path keeps climbing instead of immediately becoming a horizontal line. Unlike a Drag, it is an intermediate-to-deep cross rather than a shallow one. The landmark is coverage-aware rather than a rigid rail: stair-step more vertically over underneath leverage, snap flatter beneath top-down coverage, or settle in an open zone window while preserving the route's cross-field intent. It is the defining route in Y-Cross and the intermediate crosser in boot/Waggle concepts; its moving target is a strong answer to man coverage and pursuit flowing away from it.
Vertical stem then a ROUNDED ~180° turn back toward the QB, settling in a soft spot in the zone (route tree #6). Depth varies by use: a traditional pro-style Curl runs 10-12 yds vertical and settles at ~9 yds; SHORT Curls (5-7 yds vertical, settling at ~5 yds) work underneath in Curl-Flat / Flood concepts. Any depth from 4 to 13 yards can fit the route, so a 7-yard curl is the short variant rather than a deviation. The break is a smooth turn-back, NOT a sharp corner — receiver decelerates, faces the QB, and finishes with a slight inside lean toward the middle. Reliable vs zone — find the window between defenders.
Vertical 12-15 yards then a SHARP 90° break to the inside (toward the QB / middle), finishing across the middle (route tree #4). Beats man and zone — sits in the window between LB depth and safety depth. Foundation of dig-post and levels concepts.
Shallow crossing route — receiver takes a 1-yard inside release then crosses the formation on a SMOOTH NEARLY-HORIZONTAL ARC at 2-4 yds depth (usually ~3 yds; in a mesh the OVER-drag rides slightly deeper, to ~5-6 yds, to clear the under-drag with ~1 yd of vertical separation). The cross itself is at a very shallow angle (~2-3° from horizontal) — the receiver gains essentially no depth as he travels laterally; he is NOT climbing diagonally and the path is NOT a rigid straight line. Keep the cross horizontal and visibly clear of the LOS rather than crowding it against the line. Foundation of mesh, drive, and shallow-cross concepts. Beats man coverage — the defender has to fight through traffic that the offense's other routes generate underneath.
Vertical release with a ROUNDED outside arc toward the sideline (no hard break). Ball thrown back-shoulder or up-and-away. Red-zone staple — defender can't recover when the throw is placed up-and-away. Usually a tall WR vs a short DB.
Receiver releases on a NEARLY HORIZONTAL path directly to the sideline at 0-2 yds depth — gains very little depth as he travels laterally (the route is FLAT — that's literally the name). Common RB or slot route paired with a curl/corner/sit over the top to high-low the flat defender. The path may arc slightly as the receiver flattens out from the snap angle, but it should NEVER read as a steep climbing diagonal.
Straight vertical sprint downfield (route tree #9). No break — full-speed release, accelerate upfield, ball thrown over the top. Stretches the defense vertically. Best vs single-high coverage with no deep help.
5-yard vertical release then a ROUNDED quick turn back toward the QB, settling at 4-5 yds with a slight inside lean (route tree #1). The turn-back is a smooth settle, not a sharp corner. Beats off-coverage instantly. Quick-game staple.
7-yd vertical release then a ROUNDED U-turn hooking back inside (toward the QB/middle), settling at 3-4 yds depth with the receiver facing inside. The receiver reverses direction — unlike a Curl which turns back to the QB, the Hook In finishes with momentum toward the inside. Beats off-man coverage and zone defenders who widen with the stem.
7-yd vertical release then a ROUNDED U-turn hooking back outside (toward the sideline), settling at 3-4 yds depth. The receiver reverses direction back toward the sideline. Beats off-coverage corners who stop retreating — the receiver comes back to them. Strong boundary route and clock-stopper.
Vertical 8 yards then a SHARP 90° break to the inside (toward the QB / middle of the field). Shallower than a Dig — sits in front of the LBs / under the safeties. Common quick-game intermediate vs zone.
Vertical 10 yards then a SHARP 90° break toward the sideline (route tree #3). Stops the clock — common late-game call. Vulnerable to a jumping cornerback if undisguised.
Sell the quick out at 5 yds, then SHARPLY break vertical up the sideline. Beats corners who jump outs. Effective on the boundary.
Vertical 8 yards (stem) then a SHARP 45°-above-horizontal break inside toward the goalpost / middle of the field, ball arriving around 11 yards (route tree #8). Beats single-high (Cover 1, Cover 3) when the safety bites, and beats Cover 2 between the safeties. Pair with a deep crosser to clear the safety. **Lowered 2026-05-25 from a 11-yd-break / 15-yd-catch default** so the route fits flag football's shorter field horizons; concepts that need a true deep post (Levels, Y-Cross, etc.) still get the longer shape by setting `depthYds` explicitly (14-18).
4-yd vertical stem then a SHARP inside cut across the middle at roughly 45° — catches at 4-5 yds depth. Inside mirror of the Quick Out. Beats off-man coverage with a quick inside release. Gets the ball out fast vs pressure. Common quick-game slot route.
5-yard out — vertical then SHARP 90° break to the sideline at full speed (no break-down). Catches at 4-5 yds. Beats off-man, stops the clock, gets the ball out fast vs pressure.
Vertical sprint from a slot or TE alignment, splitting the deep safeties. No hard break — slight inside release, then sustained vertical. Beats Cover 2 (gap between safeties) and Cover 4 (vertical the safety can't carry). Foundation route in 4 verts.
Vertical stem to 5-6 yards, then a small ROUNDED settle facing the QB (the receiver stops and turns back). Foundation of the stick concept (with a flat underneath and a clear over the top). Quick-game staple, 3rd-and-medium reliable.
Vertical 10 yards then a SHALLOW inside break (~70° above horizontal — much closer to vertical than a true 45° post). Beats Cover 3 between the corner and the deep middle safety. Common as the pass option in inside-zone RPOs.
3-yard vertical stem then a SHARP 25°-above-horizontal cut across the middle (angle measured from horizontal — mostly lateral with a shallow upfield lean, NOT a steep vertical-leaning break). Catches at 5-6 yds depth, having gained 5-7 yds laterally (route tree #2). Beats press man (inside leverage fast) and Cover 2 (slant fits between underneath defenders).
Receiver releases inside on a slight angle, then SETTLES with a small ROUNDED turn-back facing the QB at 5-6 yds depth in a soft spot in the zone. The settle is what defines this route — it is NOT a clean diagonal that ends; the receiver finishes by stopping and squaring up to the QB so he's a ready target. More deliberate than a hitch (longer angled release, deeper sit). Often the inside route in a snag concept (with corner over and flat under).
Stem 5 yds, fake the hitch (small ROUNDED settle), then release vertical at full speed. Beats off-coverage corners who break aggressively on the hitch. Same family as sluggo (slant-and-go).
RB or slot releases flat to the sideline (~3 yds depth, ~6 yds out), then ROUNDS UP and runs vertical along the sideline (the rounded turnup is the wheel). Beats LBs in man coverage who can't run with a back. Common pair with a deep crosser to clear the safety.
Receiver fakes outward (like a quick out) for 3-5 yards, then SHARPLY whips back inside on a slant angle. Misdirection — beats man when defender bites on the out fake. The 'whip' refers to the inside snap-back, finishing toward the QB.
5-yd vertical stem, then a SHARP break to the outside (~3-4 yds lateral), then a SECOND SHARP break continuing upfield and back inside toward the QB. Creates a Z-shape — the receiver crosses toward the sideline before breaking back to the middle. Beats man coverage (double-move forces the defender to change direction twice). Finishes ~12-13 yds deep inside.
5-yd vertical stem, then a SHARP break to the inside (~3-4 yds lateral), then a SECOND SHARP break continuing upfield and back outside. Creates a Z-shape — the receiver crosses toward the middle before breaking back toward the sideline. Beats man coverage (double-move forces the defender to change direction twice). Finishes ~12-13 yds deep outside.
30 routes.