Pass ConceptDifficulty: 2/5

Stick

The Ultimate High-Percentage Pass Concept

Originated byBill WalshSan Francisco 49ers~1979

Stick is a quick-game pass concept that creates a simple high-low read on the flat defender. It's one of football's most reliable concepts, offering a consistent completion with yards-after-catch potential.

Overview

Stick is a three-level concept that attacks underneath coverage by putting the flat defender in conflict. The #1 receiver runs a quick out or flat route, the #2 receiver runs a "stick" route (a quick hitch at 5-6 yards that settles in the void), and the #3 receiver runs a vertical.

The quarterback reads the flat defender. If he widens with the flat route, throw the stick. If he sits on the stick, throw the flat. It's a simple, reliable concept that consistently produces completions.

Stick is particularly effective against zone coverage, where the flat defender cannot cover both routes. It's a bread-and-butter concept in Air Raid and West Coast offenses, and remains one of the NFL's most-called pass plays.

History & Origin

Stick evolved from Bill Walsh's West Coast Offense concepts, which emphasized high-percentage, timing-based throws. The concept was refined over decades and became a staple of both West Coast and Air Raid systems.

Key Principles

  • 1#1 receiver runs flat/out route
  • 2#2 receiver runs stick (5-6 yard hitch in the void)
  • 3#3 receiver (optional) runs vertical to clear out
  • 4Read the flat defender: wide = throw stick, sitting = throw flat
  • 5Quick rhythm throw - get the ball out fast
  • 6Stick must find the void in zone coverage
  • 7Works best against Cover 2, Cover 3, Cover 4

When to Use

Stick is effective against virtually any zone coverage. Use it when you need a reliable completion, on third-and-medium, or to get the ball to playmakers in space. It's particularly effective against Cover 2 and Cover 3.

Pros & Cons

Advantages

  • +High-percentage completion
  • +Simple read for quarterback
  • +Creates yards after catch opportunities
  • +Effective against zone coverage
  • +Quick release protects quarterback

Disadvantages

  • Limited big-play potential
  • Can be jumped by aggressive corners
  • Less effective against man coverage
  • Requires good route runners

What Coaches Call It

Different coaches use different terminology for the same concepts.

CoachTeamTheir TermNotes
Sean McVayRamsStickyHis variation of stick
Mike LeachStickAir Raid staple
Kyle Shanahan49ersStickStandard terminology
Lincoln RileyUSCStickCore Air Raid concept

What You Need

Skills and jobs required to run this scheme effectively.

Critical

OPT-RTWide Receiver who can Run Option Route

Stick receiver finds void in zone at 6 yards

Find void in zone coverage and settle. Read coverage and communicate with QB.

PHY
COG

High

QUICKQuarterback who can Quick Release

Rhythm throw on the break

Get ball out fast on rhythm throws. Compact motion and timing.

PHY
COG

Medium

DEF-READQuarterback who can Read the Defense

Read flat defender to throw or check

Pre-snap identification and post-snap adjustment. Film study and pattern recognition.

PHY
COG
TRAFFICWide Receiver who can Catch in Traffic

Stick receiver may face contact

Secure ball with contact coming. Concentration and toughness.

PHY
COG
PHY = Physical DifficultyCOG = Cognitive Difficulty

Matchups

Good Against

  • +Cover 2
  • +Cover 3
  • +Cover 4
  • +Soft zone coverage
  • +Off coverage

Avoid Against

  • Press man coverage
  • Pattern-matching defenses
  • Aggressive corners who jump routes

Installation

Install CostLOW
Ideal Personnel11 personnel with receivers who can find space

What You Need

Prerequisites for running this scheme effectively.

  • WR who can find voids in zone
  • QB with quick release
  • Simple protection

When NOT to Use This

  • !Don't force against man coverage
  • !Limited YAC if defense is physical
  • !Predictable if overused

Technical Variations

2 concepts in the Eyes Up playbook use this scheme.

Stick Left

LEFTPASS

3-receiver quick game concept with stick route - Left

Position Assignments

RECEIVING

#1 Receiver - Flat Route1-Flat

#1 receiver runs flat/shoot route

IMP
PHY
COG
#2 Receiver - Stick Route2-Stick

#2 receiver runs stick route (concept route)

IMP
PHY
COG
#3 Receiver - Corner Route3-Corner

#3 receiver runs corner route in stick concept

IMP
PHY
COG

PASSING

Quarterback - Pass Protection ReadQB-PassPro

QB reads coverage and makes protection calls

IMP
PHY
COG
IMP = ImportancePHY = Physical DifficultyCOG = Cognitive Difficulty
Showing 1 of 2 variations
#pass#quick-game#high-percentage#flat-defender#west-coast

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Added to Eyes Up by John Hashem

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