TLDR
A slant route is a quick inside break. The receiver takes a few steps straight upfield and cuts sharply inside at about 45 degrees, and the ball comes out as they break.
The slant, the route list, and the numbered tree
Three pages cover routes, and they answer different questions.
The 5 essential routes page is the overview: Go, Slant, Curl, Out, and Post, with one diagram and one cue each. The flag football route tree is the numbered 1–9 chart, and the printable route tree is the one-page sheet for practice. This page is the full answer for a single route, the slant. More routes: the hitch, the short stop back to the quarterback, and the flag, the deep break toward the sideline.
Quick game
Slant#2
Quick inside break. A few steps upfield, then a sharp cut at about 45 degrees.
Coaching cue: Three hard steps, plant the outside foot, and cut across the face.
A slant sells a step of vertical speed, then knifes inside. The quarterback gets a target running across the defender's face, and the throw is gone before a rusher closes. On FlagSketch's route tree that cut is route 2. Many leagues use a rush clock of about seven seconds, and some hold the rusher for a count. The slant is open on the third step, before either of those windows closes.
How to run a slant
Stem steps by age and format
Count steps, then check them with a cone. Flag fields do not share one set of hashes, so the landmark has to be a number of steps your players can feel.
- First-year players and roughly ages 7–8: two or three hard steps, and break at about 3–4 yards. The cone is the lesson. A landmark that is too far away turns into a rounded jog toward the middle.
- Most youth teams, including 5v5: three hard steps, breaking at about 4–5 yards, on the same spot every rep. The catch comes a step or two after the break.
- Teens, adults, 6v6, and 7v7: still three steps. A wider field does not make the slant deeper. Push the stem to 10–12 yards and cut flat and you are running a dig. The throw arrives later, and the rusher is usually already there.
Use the same steps on the left and the right. A slant that breaks at three steps on one side and six on the other is two routes.
The break
Stem on a straight line. Drifting inside on the way up tells the defender the break is coming, and it moves the landmark the quarterback is throwing to.
At the cone, plant the outside foot. That is the foot away from the cut. A receiver breaking inside plants the foot nearest the sideline, sinks the hips, and drives across the defender's face at about 45 degrees. A square cut after a deep stem is a dig. A soft banana misses the landmark.
The cue that holds up at practice: "Three steps, plant the outside foot, cut across the face."
Eyes stay up the field on the stem. On the plant, the eyes snap to the quarterback and the hands come up at the chest, thumbs together, away from the body. Catch the ball in stride and stay on the 45-degree line for two more steps before turning upfield.
"Aim for the opposite goal post" is a direction cue for a young player. It points the angle. The route ends at the catch, a few yards inside the alignment, not at the far sideline.
Walk the route once so everyone sees the cone. After that, run it at full speed. A break that only looks sharp in a walk-through will round off once the game speeds up.
Coach's Tip
Throw to the cone, not to the receiver's hands. If the receiver is late, the ball still hits the landmark, and the next rep has a reason to be on time.
The route running drills are where the plant gets rehearsed. The slant is a break-point route. Full-speed reps at a cone teach it faster than another whiteboard drawing.
Quarterback timing and where to throw
The ball leaves as the outside foot hits. Waiting until the receiver is already across the defender spends the window the route just created.
- Catch the snap and peek the slant side. Staring the receiver down tells the defender to jump the break.
- Keep the feet quick. From shotgun, one short set and throw. A three-step drop fits the same rhythm when your quarterback drops back: the third step and the receiver's plant happen together. A long drop eats a three-step route.
- Some youth leagues hold the rusher until a count finishes. Others use a rush clock of about seven seconds, and some use a shorter one. The slant fits both. It is the first throw, not a throw you save until the count is almost up. When the count gives extra time, the slant is the alert and the go or the post is the shot.
- Aim for the chest, on a line that leads the receiver inside. Throw it firm. A floater gives the trailing defender time to recover and pull the flag at the catch.
- If that defender is already inside the receiver before the snap and sitting in the slant lane, throw the partner route. The slant is the answer when the defender has outside leverage or is still running with the stem.
Footwork for the rest of the dropback is in the flag football QB development guide.
How the slant beats man, zone, and a flag pull
Man coverage
The slant wins when the defender is even or to the outside. The receiver's third step crosses that defender's face, and the ball is already in the air. The defender has to turn and chase.
Inside leverage is the other look. The defender is between the receiver and the middle before the snap, so the break runs into them. Throw the flat, or the hitch if they are backed off.
A no-contact flag game has no jam. In tackle, a jam can wreck the three-step timing. In flag, those three steps are free. That is why the slant is a base route for youth and rec teams: the defender cannot legally knock the receiver off the stem, and the tackle is a flag pull after the catch.
Why the flag pull favors the slant
A hitch stops in front of the defender, and the flag is right there. A slant catches the ball in stride, moving across the field. The defender is trailing, and the pull has to come from the side while the receiver is already running. Teach the receiver to keep the angle for two steps after the catch, then turn upfield. A player who stops to look at the ball hands the flag back.
Zone
The slant attacks the window between the flat defender and whoever owns the middle. It is a poor throw when a hook defender is already sitting in that window. Pair it so that defender has two places to be.
5v5
Five defenders. One rusher leaves four in coverage. The offense has four routes once the center releases: three skill players plus the center.
On a small field there is often no linebacker in the middle. A three-step slant into that space is the throw when the corners widen. Pair it. An inside slant with an outside flat, or a slant under a go from the same side, puts one defender in conflict. The center's short release is the checkdown when both are covered. Each slant aims a few yards inside its own alignment, so two slants do not finish on the same spot.
6v6
Six defenders. One rusher leaves five in coverage for five routes: four skill players plus the center.
The extra underneath player can sit in the slant lane. A slant with no route beside it is an easy camp. Give that defender two places: the slant at the three-step break, and a flat that gets width immediately. If the flat defender widens, throw the slant behind them. If they stay inside, throw the flat.
Against man with one rusher, five defenders can match all five eligible receivers, including the center. The center is uncovered only if the defense leaves them unassigned. The slant is the quick throw to the receiver whose defender has outside leverage.
7v7
Seven defenders. One rusher leaves six in coverage for six routes: five skill players plus the center.
More bodies live in the middle, so a slant aimed at the middle of the field runs into traffic. Run slant-flat toward the boundary, where one defender has to choose width or the inside break. The same high-low idea works with a post or a corner behind the slant: if the defender bails deep, throw the slant; if they squat, throw the route behind them. Install one side before you run it to both.
Against man with one rusher, six defenders can match all six eligible receivers, including the center. The center is uncovered only if the defense leaves them unassigned. Covering every eligible receiver one-on-one leaves no free safety; keeping one requires dropping the rush or leaving a receiver without a dedicated man defender.
Routes that make the slant a play
Slant-flat
A horizontal stretch that a young quarterback can learn in one practice. The flat gets width immediately. The slant breaks inside at three steps. One defender. If they widen with the flat, throw the slant. If they sit inside, throw the flat. It teaches two routes and one defender before you add a deep ball.
Draw that pair in the play creator. It works without signup. The 5v5, 6v6, and 7v7 template libraries are the other place to start: open a play and change one route to a three-step slant.
Double slants
Both outside receivers run the same three-step break. Against man, with the defenders outside, the quarterback throws the side with more grass, usually away from the rusher. Against zone, two slants at the same depth meet in the middle and become one target. Stagger the jobs: one slant, and a flat or a hitch on the other side.
Some leagues allow receivers to cross and create a natural rub. Many youth leagues call that a pick. If your league bans picks, keep the two slants from meeting. Opposite sides, each breaking only a few yards inside, never have to cross.
Slant or hitch
They answer different defenders. The hitch is the stop when the corner is backed off, protecting the go. The slant is the cut when that defender is tight, or lined up outside and ready to run with a vertical. Off coverage, hitch. Tight coverage or outside leverage, slant.
Common mistakes
The break is rounded
The receiver banana-cuts and leaks toward the middle with no plant. The quarterback throws to the 45-degree landmark and the ball sails past the upfield shoulder. Plant the outside foot and snap the angle. The route leaves the cone on a straight line.
The stem drifts inside
Leaning inside before the third step tells the defender the route and moves the landmark. Three steps straight up the field, then the cut.
The stem gets too deep
Push the stem to 10–12 yards and cut flat and you are running a dig. The rusher is in the quarterback's lap when the ball comes out. Cone the three-step mark until every receiver, including the fast one, breaks at the same spot.
The receiver stops to catch
Stopping at the break turns the slant into a settled target and hands the defender the flag. Eyes to the quarterback, hands up, catch in stride, and keep running the angle.
The quarterback waits to see someone open
The window is the plant. Throw to the landmark on time. If the defender is sitting in that window before the snap, check to the flat or the hitch.
Two slants, one window
Both receivers aim at the same spot in the middle. One defender, two players, and a collision. Give each slant its own landmark a few yards inside the alignment, or change one of them to a flat.
Frequently Asked Questions
What is a slant route in flag football?
A slant route in flag football is a quick inside-breaking route. The receiver takes a few steps straight upfield, plants the outside foot, and cuts sharply inside at about 45 degrees. The quarterback throws as the receiver breaks, so the ball comes out before the rusher arrives.
How deep is a slant route?
A slant route breaks after about three steps, usually 4–5 yards upfield, then continues inside at about 45 degrees. First-year players and roughly ages 7–8 can break after two or three steps, closer to 3–4 yards. In 6v6 and 7v7 the break stays at three steps. A stem of 10–12 yards with a flat cut is a dig, not a slant.
What is the difference between a slant and a hitch?
A slant keeps running. After a short stem the receiver cuts inside at about 45 degrees and catches the ball in stride. A hitch stops: the receiver runs 5–6 yards, plants, and turns back to the quarterback. Throw the slant when the defender is tight or lined up with outside leverage. Throw the hitch when that defender is backed off and protecting the go.
What number is a slant in the route tree?
In FlagSketch's 1–9 route tree, the slant is route 2. Even numbers break inside toward the middle of the field, so 2 is the quick inside cut. Teach slant and 2 as the same three-step break so the practice sheet and the sideline call match.
Draw the Slant
Sketch the three-step break, then pair it with a flat or a hitch. The play creator works without signup.
Open the Play CreatorPrint the Route Tree
Route 2 is this cut on the one-page tree. Print it so the practice sheet and the sideline call use the same number.
Open the Printable Route TreeRelated Guides
Hitch Route in Flag Football
The 5–6 yard stop to throw when the defender is backed off
Flag Route in Football
The corner route: stem, then break toward the sideline
The 5 Essential Routes
Go, Slant, Curl, Out, and Post, with one cue for each
Flag Football Route Tree
The numbered 1–9 chart this slant sits on
Route Running Drills
Full-speed breaks so the slant cuts at the cone