Multiple Recruiting Guide (CFB 27): Who to Recruit and Why
Multiple is a defense that changes its coverage shell by call. It leans even, four-down fronts at 51% of snaps.
The snap counts put two interior linemen, one edge, two off-ball linebackers, and four defensive backs on the field at starter share. The rest of the lineup rotates by package, which is why the board below runs deeper than eleven.
The strip below shows every formation the book calls, grouped the way the play-call screen groups them. Tap any bubble for the recruiting answer at that spot, then use the board for the full read.
The formations, grouped like the play-call screen
Tap a bubble for the recruiting answer at that spot. Snap shares under each formation are that call's slice of the book.
Under 5% of this book's snaps. It lives in the appendix line.
Under 5% of this book's snaps. It lives in the appendix line.
The sign plan
Counts cover positions at 5% of the book's snaps or more. Bodies per snap decides how many each group needs. Each card jumps to its group on the board.
The board, by position group
Edges Sign 5: 1 starter, 3 rotation, 1 package Speed Rusher 5 spots
LEDGE1Edge 55.6%Starter Speed Rusher Finesse MovesPower MovesAccelerationBlock Shedding
48% of snaps ask for the even_4down REDGE_LEDGE job, 38% ask for the odd_tite REDGE_LEDGE job. First job is winning the edge as a rusher. Aligned wide in 4-down spacing, he attacks upfield at the snap and turns speed into pressure. He sets the edge on the way to the quarterback, not instead of it. Sets the edge outside the tite front. With the interior trio eating blocks, he squeezes runs back inside and keeps contain against zone schemes, and his rush wins come off power and length more than pure burst. He carries more run responsibility than an even-front edge.
Physical 6'3 to 6'5, 240 to 265. First step over mass.
Archetype Speed Rusher
Physical 6'3 to 6'5, 240 to 265. First step over mass.
Attributes to scout Finesse MovesPower MovesAccelerationBlock Shedding
Archetype Power Rusher (alt: Pure Power)
Physical 6'3 to 6'6, 250 to 280. Length outranks timed speed.
Attributes to scout Block SheddingStrengthPower MovesFinesse Moves
REDGE1Edge 48.9%Rotation Speed Rusher Finesse MovesPower MovesAccelerationBlock Shedding
55% of snaps ask for the even_4down REDGE_LEDGE job, 30% ask for the odd_tite REDGE_LEDGE job. First job is winning the edge as a rusher. Aligned wide in 4-down spacing, he attacks upfield at the snap and turns speed into pressure. He sets the edge on the way to the quarterback, not instead of it. Sets the edge outside the tite front. With the interior trio eating blocks, he squeezes runs back inside and keeps contain against zone schemes, and his rush wins come off power and length more than pure burst. He carries more run responsibility than an even-front edge.
Physical 6'3 to 6'5, 240 to 265. First step over mass.
Archetype Speed Rusher
Physical 6'3 to 6'5, 240 to 265. First step over mass.
Attributes to scout Finesse MovesPower MovesAccelerationBlock Shedding
Archetype Power Rusher (alt: Pure Power)
Physical 6'3 to 6'6, 250 to 280. Length outranks timed speed.
Attributes to scout Block SheddingStrengthPower MovesFinesse Moves
RLE1Edge 37.8%Rotation Speed Rusher AccelerationFinesse MovesPower MovesBlock Shedding
62% of snaps ask for the even_4down RRE_RLE job, 38% ask for the odd_tite RRE_RLE job. Designated pass rushers in the sub-package fronts. The pair aligns outside in Nickel and Dime spacing and wins with get-off, because a four-man rush has to create pressure while everyone else covers. Contain duty against scrambling quarterbacks comes with the job. Rushes from width in the three-down sub fronts. Dime 3-2 and Nickel 3-3 Mint supply most of these snaps, so he attacks long edges with only one or two interior bodies beside him and has to win without much help. Twist games off his rush are part of the deal.
Physical 6'2 to 6'5, 245 to 270. Get-off outranks everything else.
Archetype Speed Rusher
Physical 6'2 to 6'5, 245 to 270. Get-off outranks everything else.
Attributes to scout AccelerationFinesse MovesPower MovesBlock Shedding
Archetype Speed Rusher
Physical 6'2 to 6'5, 245 to 270. Get-off outranks everything else.
Attributes to scout AccelerationFinesse MovesPower Moves
RRE1Edge 31.1%Rotation Speed Rusher AccelerationFinesse MovesPower MovesBlock Shedding
75% of snaps ask for the even_4down RRE_RLE job, 25% ask for the odd_tite RRE_RLE job. Designated pass rushers in the sub-package fronts. The pair aligns outside in Nickel and Dime spacing and wins with get-off, because a four-man rush has to create pressure while everyone else covers. Contain duty against scrambling quarterbacks comes with the job. Rushes from width in the three-down sub fronts. Dime 3-2 and Nickel 3-3 Mint supply most of these snaps, so he attacks long edges with only one or two interior bodies beside him and has to win without much help. Twist games off his rush are part of the deal.
Physical 6'2 to 6'5, 245 to 270. Get-off outranks everything else.
Archetype Speed Rusher
Physical 6'2 to 6'5, 245 to 270. Get-off outranks everything else.
Attributes to scout AccelerationFinesse MovesPower MovesBlock Shedding
Archetype Speed Rusher
Physical 6'2 to 6'5, 245 to 270. Get-off outranks everything else.
Attributes to scout AccelerationFinesse MovesPower Moves
LEDGE2Edge 5.6%Package Speed Rusher Finesse MovesPower MovesAccelerationBlock Shedding
First job is winning the edge as a rusher. Aligned wide in 4-down spacing, he attacks upfield at the snap and turns speed into pressure. He sets the edge on the way to the quarterback, not instead of it.
Physical 6'3 to 6'5, 240 to 265. First step over mass.
Corners Sign 4: 2 starter, 1 rotation, 1 package Zone 4 spots
CB1Corner 96.7%Starter Zonealt: Field Corner Man CoverageZone CoverageTackle
Plays every coverage family week to week. Multiple books rotate through man and zone calls, so the boundary corner needs a balanced attribute sheet with no zero categories. Specialists struggle when the call sheet turns. One week he presses and the next he sits in a third, so recruit the trait pair that travels: speed and eyes.
Physical 5'11 to 6'2, 185 to 200. Versatility outranks any single tool.
CB1/CB2 are the outside pair; boundary vs field is alignment, the depth chart does not split them
CB2Corner 94.4%Starter Zonealt: Field Corner Man CoverageZone CoverageTackle
Plays every coverage family week to week. Multiple books rotate through man and zone calls, so the boundary corner needs a balanced attribute sheet with no zero categories. Specialists struggle when the call sheet turns. One week he presses and the next he sits in a third, so recruit the trait pair that travels: speed and eyes.
Physical 5'11 to 6'2, 185 to 200. Versatility outranks any single tool.
CB1/CB2 are the outside pair; boundary vs field is alignment, the depth chart does not split them
CB3Corner 37.8%Rotation Zone Man CoverageZone CoverageTackle
Takes the slot through every package these books carry. Dime sets put a second slot body on the field as CB4, which makes this a sign-two spot in 3-2-6 heavy books. Balanced coverage attributes with a tackling floor set the profile.
Physical 5'9 to 6'0, 180 to 200. Versatility outranks length.
first slot body; CB_slot rows cover CB3 and CB4
CB4Corner 7.8%Package Zone Man CoverageZone CoverageTackle
Takes the slot through every package these books carry. Dime sets put a second slot body on the field as CB4, which makes this a sign-two spot in 3-2-6 heavy books. Balanced coverage attributes with a tackling floor set the profile.
Physical 5'9 to 6'0, 180 to 200. Versatility outranks length.
second slot body, on the field in dime sets
Interior DL Sign 3: 2 starter, 1 rotation Speed Rusher, Gap Specialist, Pure Power 3 spots
DT1Interior DL 98.9%Starter Speed Rusheralt: Power Rusher Finesse MovesPower MovesAccelerationBlock Shedding
51% of snaps ask for the even_4down DT job, 42% ask for the odd_tite DT job. Penetrates as the 3-technique. He lines up on the guard's outside shoulder and wins the B-gap with his first step, turning run downs into losses behind the line. On passing downs he supplies the interior rush that keeps quarterbacks off their spot. Plays the long end spots of the odd fronts, from a 4i on the tackle's inside shoulder in tite spacing to a head-up or outside 5-technique in base 3-4 looks. He two-gaps with length and keeps the B-gap closed so runs spill to the edge players. Rush production comes from push and hands rather than speed. 10% of his snaps come from mugged formations. Protections point extra attention at the mugged threats, which leaves the nose and tackle in more one-on-one blocks they are expected to win.
Physical 6'2 to 6'5, 285 to 310. First-step quickness outranks bulk.
Archetype Speed Rusher (alt: Power Rusher)
Physical 6'2 to 6'5, 285 to 310. First-step quickness outranks bulk.
Attributes to scout Finesse MovesPower MovesAccelerationBlock Shedding
Archetype Pure Power (alt: Power Rusher)
Physical 6'3 to 6'6, 285 to 315. Arm length outranks burst.
Attributes to scout Block SheddingStrengthPower MovesFinesse Moves
NT1Interior DL 91.1%Starter Gap Specialistalt: Pure Power Block SheddingStrength
55% of snaps ask for the even_4down NT job, 37% ask for the odd_tite NT job. Anchors the front as the shade nose. He controls the A-gap against interior runs and holds his ground against double teams so the MIKE can flow. Pocket push on late downs is a bonus on top of the run-down anchor. Two-gaps the center in tite spacing. He absorbs double teams without giving ground and closes both A-gaps so the linebackers can run. There is no help coming, so mass and leverage are the job. 11% of his snaps come from mugged formations. Protections point extra attention at the mugged threats, which leaves the nose and tackle in more one-on-one blocks they are expected to win.
Physical 6'1 to 6'4, 300 to 330. Anchor strength outranks height.
Archetype Gap Specialist (alt: Pure Power)
Physical 6'1 to 6'4, 300 to 330. Anchor strength outranks height.
Attributes to scout Block SheddingStrength
Archetype Pure Power
Physical 6'1 to 6'4, 320 to 350. Anchor against doubles outranks every measurable.
Attributes to scout StrengthBlock Shedding
DT2Interior DL 41.1%Rotation Pure Poweralt: Power Rusher Block SheddingStrengthPower MovesFinesse Moves
Plays the long end spots of the odd fronts, from a 4i on the tackle's inside shoulder in tite spacing to a head-up or outside 5-technique in base 3-4 looks. He two-gaps with length and keeps the B-gap closed so runs spill to the edge players. Rush production comes from push and hands rather than speed.
Physical 6'3 to 6'6, 285 to 315. Arm length outranks burst.
Safeties Sign 3: 2 starter, 1 package Hybrid, Coverage Specialist 3 spots
FS1Safety 98.9%Starter Hybrid Zone CoverageSpeedAwareness
Anchors shells that change by call, single high one snap and split field the next, so range and communication both make the cut.
Physical 6'0 to 6'2, 190 to 205. Football IQ outranks any measurable.
SS1Safety 98.9%Starter Coverage Specialistalt: Hybrid Man CoverageZone CoverageTackle
Swings between box and deep jobs as the front changes. These books keep base personnel on the field nearly half the time, the most of any style, so his run responsibilities are real and weekly. Balanced attributes with a run-support lean fit best.
Physical 6'0 to 6'3, 200 to 215. Two-way usefulness outranks a single elite trait.
SS2Safety 18.9%Package Hybridalt: Box Specialist Man CoverageZone CoverageAccelerationTackle
Applies when the third safety is on the field, which covers nearly a quarter of multiple-book snaps, the biggest SS2 footprint of any style. The job floats with the call, overhang run force one snap and slot coverage the next. Recruit the hybrid on purpose rather than converting a spare body later.
Physical 5'11 to 6'2, 195 to 215. Versatility outranks any single trait.
third safety; on the field in 3-3-5 Mint, 3-3-5 Odd Ghost, 3-3-5 Over Flex
Sub LBs Sign 2: 2 rotation Lurker 2 spots
SUBLB1Sub LB 37.8%Rotation Lurker Man CoverageZone CoverageAccelerationHit Power
62% of snaps ask for the even_4down SUBLB job, 38% ask for the odd_tite SUBLB job. Holds the second level of the sub packages that carry most snaps. The job is coverage first, matching backs and tight ends underneath, with a late rush added when the assignment stays in to block. Sub fronts field both SUBLB tokens together, so this is a sign-two position. Covers from the middle of light boxes. Dime 3-2 alone supplies over half of these snaps, so he protects the middle hole and carries verticals from #3 with little help around him. Space tackling is the floor requirement. Demand splits nearly even between sub and base personnel, so the SUBLB pair has to cover like nickel bodies without a specialist's usage pattern. 26% of his snaps come from mugged formations. Walked into an A-gap before the snap, he either arrives with the rush or bails into coverage after showing it, and the bail is the hard part. Short-area burst plus coverage recovery is the trait pair that survives the assignment.
Physical 6'0 to 6'3, 220 to 240. Coverage movement outranks bulk.
Archetype Lurker
Physical 6'0 to 6'3, 220 to 240. Coverage movement outranks bulk.
Attributes to scout Man CoverageZone CoverageAccelerationHit Power
Archetype Lurker
Physical 6'0 to 6'3, 220 to 240. Coverage movement outranks bulk.
Attributes to scout Man CoverageZone CoverageTackle
No blitz attribute exists on the scouting panel. Blitz maps to Acceleration and Hit Power here.
SUBLB2Sub LB 37.8%Rotation Lurker Man CoverageZone CoverageAccelerationHit Power
62% of snaps ask for the even_4down SUBLB job, 38% ask for the odd_tite SUBLB job. Holds the second level of the sub packages that carry most snaps. The job is coverage first, matching backs and tight ends underneath, with a late rush added when the assignment stays in to block. Sub fronts field both SUBLB tokens together, so this is a sign-two position. Covers from the middle of light boxes. Dime 3-2 alone supplies over half of these snaps, so he protects the middle hole and carries verticals from #3 with little help around him. Space tackling is the floor requirement. Demand splits nearly even between sub and base personnel, so the SUBLB pair has to cover like nickel bodies without a specialist's usage pattern. 26% of his snaps come from mugged formations. Walked into an A-gap before the snap, he either arrives with the rush or bails into coverage after showing it, and the bail is the hard part. Short-area burst plus coverage recovery is the trait pair that survives the assignment.
Physical 6'0 to 6'3, 220 to 240. Coverage movement outranks bulk.
Archetype Lurker
Physical 6'0 to 6'3, 220 to 240. Coverage movement outranks bulk.
Attributes to scout Man CoverageZone CoverageAccelerationHit Power
Archetype Lurker
Physical 6'0 to 6'3, 220 to 240. Coverage movement outranks bulk.
Attributes to scout Man CoverageZone CoverageTackle
No blitz attribute exists on the scouting panel. Blitz maps to Acceleration and Hit Power here.
Off-ball LBs Sign 3: 2 starter, 1 rotation Signal Caller 3 spots
MIKE1Off-ball LB 61.1%Starter Signal Calleralt: Thumper TacklePursuitZone CoveragePlay RecognitionMan Coverage
44% of snaps ask for the odd_tite MIKE job, 44% ask for the even_4down MIKE job. Runs free behind the trio. The front's job is to keep him unblocked, and his job is to make that matter, flowing tackle to tackle and finishing in the open field. On pass downs he owns the middle hook and carries #3 up the seam when the call asks. Runs the middle of the base defense. He triggers downhill between the tackles against the run and drops to the hook zones on pass downs. They inherit every demand in rotation, run fits one week and hook drops the next, so the Table A linebacker rows deserve extra weight when the book is multiple.
Physical 6'0 to 6'3, 235 to 255. Diagnose-and-go outranks size.
Archetype Signal Caller (alt: Thumper)
Physical 6'0 to 6'3, 235 to 255. Diagnose-and-go outranks size.
Attributes to scout TacklePursuitZone CoveragePlay Recognition
Archetype Signal Caller (alt: Thumper)
Physical 6'0 to 6'3, 230 to 250. Instincts outrank straight-line speed.
Attributes to scout TacklePlay RecognitionAwarenessZone Coverage
WILL1Off-ball LB 61.1%Starter Signal Calleralt: Lurker SpeedPursuitTacklePlay RecognitionZone CoverageMan Coverage
44% of snaps ask for the odd_tite WILL job, 44% ask for the even_4down WILL job. Scrapes behind a front built to keep him clean. He presses the line when the trio holds and falls back over the top when it slants, and his tackles come at full speed in pursuit. Flat and hook drops fill the pass downs. Chases from the weak side. Protected from most direct blocks, he flows fast to the ball and cleans up what the front spills. In coverage he carries backs to the flat and closes on checkdowns. They inherit every demand in rotation, run fits one week and hook drops the next, so the Table A linebacker rows deserve extra weight when the book is multiple.
Physical 6'0 to 6'2, 225 to 245. Closing speed outranks size.
Archetype Signal Caller (alt: Lurker)
Physical 6'0 to 6'2, 225 to 245. Closing speed outranks size.
Attributes to scout SpeedPursuit
Archetype Signal Caller (alt: Lurker)
Physical 6'0 to 6'2, 225 to 240. Closing speed outranks size.
Attributes to scout SpeedPursuit
SAM1Off-ball LB 20.0%Rotation Signal Caller Hit PowerStrengthTackleMan CoveragePlay RecognitionZone Coverage
72% of snaps ask for the even_4down SAM job, 28% ask for the odd_tite SAM job. Plays the strong side over tight ends. He sets the edge against the run when the play comes at him and walls the tight end in coverage when it does not. Most of his snaps in this cluster come from the 4-3 family, so he lives near the line and in traffic. Plays overhang in the stack fronts. Aligned off the edge in 3-3-5 looks, he splits the difference between box and slot, and he forces runs from width while handling flat coverage or edge blitz duty by call. They inherit every demand in rotation, run fits one week and hook drops the next, so the Table A linebacker rows deserve extra weight when the book is multiple.
Physical 6'2 to 6'4, 235 to 255. Play strength at the point outranks range.
Archetype Signal Caller
Physical 6'2 to 6'4, 235 to 255. Play strength at the point outranks range.
Attributes to scout Hit PowerStrengthTackleMan Coverage
Archetype Lurker (alt: Signal Caller)
Physical 6'1 to 6'3, 225 to 245. Space tackling outranks bulk.
Attributes to scout SpeedMan CoverageZone CoverageAccelerationHit Power
Open a row for the full job and the notes behind it. The text is on the page either way, so find-in-page still works.
Below the cutoff
DT3, 12 snaps (4.44%), ignore tier per schema thresholds.
RDT1, 6 snaps (2.22%), ignore tier per schema thresholds.
Prevent 3 Deep: 3 plays could not be mapped to a formation, so they sit outside the counts.
Built from 267 charted plays of 270 in the book. The football is verified against named coaching sources, and the attribute targets are verified against the in-game scouting screens.
Keep reading
See where Multiple ranks for the concepts you actually call in the CFB 27 Playbook Finder.
Coverage chalk talk that matches this style: every match coverage term and how match and man coverage work.