5 Tips To Make Your Running Game UNSTOPPABLE!

allPlaybook TipsOffenseRun Game

Quick Recap:

Master the Hesi Move by releasing turbo and stick completely for a split second to break AI pursuit angles, ID the MIKE with LB + A/X to fix blocking assignments, and stick to Inside Zone and 01 Trap while avoiding RPOs and Pistol formations. Check blocking assignments pre-snap with L2 + right stick to avoid double teams that leave gaps open.

Want to make your running game unstoppable? Here's the quick answer — you need five specific moves that actually work online.

First, master the Hesi Move by letting go of turbo AND the stick completely for a split second. This messes up AI pursuit angles every time. Second, ID the MIKE on gap shooters by holding Left Bumper + tapping A/X — it changes your blocking assignments. Third, know that RPOs have slower handoffs than pure Inside Zones — use Inside Zone on 4th and short. Fourth, check your blocking assignments pre-snap with L2 + right stick left — avoid plays with too many double teams. Fifth, stick to good run calls like 01 Trap and Inside Zone — avoid Pistol formations and QB draws.

That's it. Five things. Do these and your run game gets way better. Now let me break down exactly HOW to do each one.

How Do You Do The Hesi Move To Beat Defenders?

The Hesi Move is one of my favorite ball carrier tactics. Works great on handoffs to running backs, but also after catching slants and drags.

Here's the exact button sequence:

  • Hold turbo (Right Trigger/R2)
  • Push left stick in whatever direction you're running
  • Let go of BOTH stick and trigger completely
  • Immediately go back to turbo

It's like — Hesi bang. Hesi bang. Think about a hesitation in basketball. Your point guard — Hesi bang.

What this does is mess up the pursuit of AI defenders. They have bad pursuit angles. They're really inside hip oriented — attacking the inside shoulder — and we're able to get outside them.

Works best when:

  • You have a more agile halfback — the more agile, the better
  • You're allowing blocks to setup in front of you
  • Making user defenders miss who are pursuing too hard

Sometimes it won't be a full stop. Sometimes we're just slowing down. You let up totally on the stick and trigger and then we're good.

What's ID The MIKE And How Does It Stop Gap Shoots?

Watch this — I can shoot the gap and blow up runs in the backfield. Bang. That run went nowhere. I'll do it again to prove it's not a fluke. Hut. Hut. Coming free. Bang. Blown up.

Here's the counter — IDing the MIC:

  1. Hold Left Bumper on offense
  2. Tap A or X
  3. Use left stick to ID the MIC on the user linebacker — the guy who's coming free

Now snap the ball. That linebacker just got picked up by number 77. Wide gaping hole for an easy big play.

Important: This won't work 100% of the time. I want to be transparent always. But it's a great tactic to help slow down gap shoots on a somewhat consistent basis.

What it does — changes the offensive line's blocking a little bit. Really, really effective.

You can also ID other players. That can be beneficial too.

The Note: IDing the MIC changes the blocking — which obviously could make it better. BUT — IDing the MIC could make it worse though. Just keep that in mind. Changing the blocking doesn't always mean changing it for the better.

Why Are RPOs Different From Inside Zone Runs?

Most people explain RPOs as "just an Inside Zone with a bubble screen attached." That's fairly accurate — but it doesn't tell the entire story.

Two BIG differences that actually matter:

Difference #1: The Handoff Timing

RPO Alert Screen — snap the ball, one Mississippi, two Mississippi — THEN we take the handoff.

Pure Inside Zone — one Mississippi and we're already handing it off.

The RPO handoff is slower. Makes sense because the QB needs time to make the read. But in fourth and inches? You might just want to call an actual Inside Zone. You don't want that slower handoff. You just want the pure get downhill type thing.

This is one free tip on running the ball. Members get the full offensive playbook with 25+ more run plays, updated weekly. → civil.gg/become-a-member

Difference #2: How They React to Pass Commits

When opponents are guessing pass — right bumper up on the right stick — they get way better sheds against pass plays. Really good for improving pass rush and avoiding play action.

But it's really bad against actual run plays.

If you pass commit against Inside Zones, your players will:

  • React really slow
  • Run slow as well
  • You'll get more broken tackles on offense

But if you call an RPO — nothing changes except your players play their zones a little better. They won't run slower, won't shed worse, won't get more broken tackles.

Point being — if your opponent is guessing pass a lot, getting a ton of sheds on you, try running a pure Inside Zone rather than an RPO Alert Screen.

How Do You Read Run Blocking Assignments Pre-Snap?

This is one of those tips every YouTuber has talked about, but people still overlook it. I use this on the majority of my run plays. Seriously.

How to view blocking assignments:

  • Get to line of scrimmage
  • Hold Left Trigger/L2
  • Push right stick to the left

This shows you where you're weak, where you're strong, if you should check out of the run.

What each assignment means:

Red Line = One-on-one block. Blocker is blocking defender in front of them straight up.

Tango = Double team working to second level. Two blockers start double teaming, then one works up to block a linebacker.

I actually prefer one-on-ones — the more the merrier. This game doesn't do a great job working to the second level always. We can do okay, just not always great.

When you see double teams, you just want to slow down. Takes time for them to engage and work next level.

If you see something you don't like — CHECK OUT OF IT. You can adjust by:

  • Motioning
  • Untargeting
  • ID the mic

A big part of our running game is knowing what we're going to get before we even snap the ball.

What Are The Best And Worst Run Plays To Call?

Part of calling good plays is really just avoiding bad plays. These are rules of thumb — obviously always exceptions.

Bad Run Calls:

Pistol — Most runs here aren't as good as Shotgun or under center like Single Back and I Form. Pistol Stretch? It's slow. You're starting further behind the line of scrimmage. Just isn't very good.

Full House, Split T — Usually not great. More running backs/fullbacks in the backfield doesn't always mean better blocking. These guys actually seem to struggle sometimes.

Shotgun Counter — Counters aren't awesome. They're slow. User defender can shoot the gap.

RPO Alert Bubble from Double Set — Especially Outside Zone. Slow handoff. Bubbles in doubles usually better from trips. Trips gets alignment issues from defense.

Shotgun Counter Speed Options — Not very good. Sometimes nice in short yardage, but wouldn't run too much.

Halfback Draws — Hit or miss.

QB Draws — Typically pretty bad.

QB Draw Bubble — Also not something we want.

Good Run Calls:

Stick in Single Back and Shotgun formation.

  • 01 Trap — Really good
  • Inside Zones — Really good
  • Halfback Dives or Halfback Duos — Both under center and shotgun, really good
  • Halfback Stretches from under center — Really good
  • Quick Bases — Can be good
  • QB Blast — Can be good
  • Halfback Directs — Can be good

Run bubble screens from trips formations, not from doubles.

With slow handoffs — leaves room for gap shoots, penetration. Stay away from that.

Really, make sure you're calling good runs. Big deal.

C

Civil (Kenny Cox)

Former Pro Madden Player & Founder of Civil.GG

$10,000+ in Winnings, Coached over 10,000 Plays, 100K YouTube Subscribers, Founder of Civil.GG

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