Basketball
Set Play
intermediate
under 16

Horns Flare: Baseline Out-of-Bounds Buzzer Beater

A high-percentage baseline out-of-bounds (BLOB) play designed to get your best shooter a clean look from the corner with less than 3 seconds remaining.

Jul 4, 20265 min read15 min drill5 players
Horns Flare: Baseline Out-of-Bounds Buzzer Beater

Equipment Needed

Basketball
Half-court

1. Overview

The Horns Flare is a quick-hitting Baseline Out-of-Bounds (BLOB) set designed specifically for end-of-game or end-of-quarter situations where you have between 1.5 and 3.0 seconds left on the clock. This play utilizes a deceptive initial setup that looks like a standard Horns alignment, but quickly transitions into a double-screening action to free up your best shooter for a corner three-pointer. It is highly effective against man-to-man defense, particularly when the opposing team is aggressively switching or denying the inbound pass.

2. Setup

Tactical diagram

  • Equipment Needed: 1 Basketball, full court (28m x 15m FIBA dimensions), minimum 5 players.
  • Court Setup: Baseline out-of-bounds underneath your own basket.
  • Player Positions:
    • Player 1 (PG): The inbounder. Needs to be a smart passer with excellent timing and vision.
    • Player 2 (SG): Decoy cutter. Positioned on the left wing near the three-point line.
    • Player 3 (SF): Primary shooter. Positioned on the right wing near the three-point line.
    • Player 4 (PF): Screener/Secondary option. Positioned at the left elbow of the free-throw line.
    • Player 5 (C): Screener. Positioned at the right elbow of the free-throw line.

Tactical diagram 1

3. Step-by-Step Instructions

  1. The Trigger: The play begins when the referee hands the ball to Player 1 (PG) on the baseline.
  2. The Decoy Cut: Immediately upon Player 1 receiving the ball, Player 2 (SG) makes a hard, aggressive curl cut around a screen set by Player 5 (C) at the right elbow. Player 2 sprints toward the top of the key. This action is designed to draw the defense's attention away from the primary action and potentially open up a quick catch-and-shoot opportunity at the top of the arc if their defender trails.
  3. The Primary Action (The Flare): As Player 2 is clearing the area, Player 4 (PF) sets a hard back screen on Player 3's (SF) defender.
  4. The Cut: Player 3 (SF) uses the screen from Player 4 to execute a sharp flare cut toward the deep right corner.
  5. The Pass: Player 1 (PG) reads the defense. If the flare cut is successful, Player 1 delivers a crisp, on-target pass to Player 3 in the right corner.
  6. The Shot: Player 3 catches the ball in rhythm, turns, and shoots the corner three-pointer before the buzzer sounds.

Tactical diagram 2

4. Secondary Options

If the primary option (Player 3 in the corner) is heavily contested or denied, the play has built-in secondary reads:

  1. Option 2 (Top of Key): If Player 2's defender gets caught on the initial screen by Player 5, Player 2 may be open at the top of the key for a quick catch-and-shoot.
  2. Option 3 (Roll to Basket): After setting the back screen for Player 3, Player 4 (PF) should immediately slip the screen and roll hard to the basket. If the defense switches out onto Player 3, Player 4 will often have a clear path to the rim for a quick layup or dunk.

Tactical diagram 3

5. Key Coaching Points

  • Timing is Everything: The screens must be set at the exact right moment. If Player 4 sets the screen too early, the defense will recover. If too late, the pass will be intercepted.
  • Sell the Decoy: Player 2 must sprint hard and call for the ball on the initial curl cut. The more convincing the decoy, the more the defense will shift, opening up the flare screen.
  • Screening Angle: Player 4 must set a wide, solid base on the back screen. The angle should force the defender to go under the screen, giving Player 3 the necessary separation for the shot.
  • Pass Placement: Player 1 must deliver the pass exactly where Player 3 is going to be, not where they are. The pass should be thrown to the outside shoulder, leading the shooter directly into their shooting motion.
  • Footwork: Player 3 must have their feet prepared to shoot before catching the ball. In a buzzer-beater scenario, there is no time to gather; it must be a fluid catch-and-shoot motion.

6. Common Mistakes

  • Weak Screens: Setting "ghost screens" where the screener avoids contact. The screens must be solid to create separation.
  • Telegraphing the Pass: Player 1 staring down Player 3 the entire time. Player 1 needs to look at the decoy cut first to manipulate the defense.
  • Fading on the Shot: Player 3 catching the ball and fading out of bounds. The shooter must catch and go straight up with their momentum carrying them slightly forward, not backward.

7. Variations & Progressions

  • The "Slip" Variation: If the defense anticipates the flare screen and tries to jump it, have Player 4 fake the screen and immediately slip to the basket for a quick layup.
  • The "Elevator" Progression: Instead of a single back screen, have Player 4 and Player 5 set an "elevator doors" screen for Player 3 at the top of the key, closing the gap right after Player 3 runs through.

8. Age Adaptations

  • Under 12s: Focus on the basic mechanics of setting a screen and making a clean pass. The play can be simplified by removing the decoy cut and just focusing on the single flare screen.
  • Under 14s/16s: Emphasize the timing of the cuts and the importance of reading the defense. Introduce the secondary options (the slip to the basket).
  • Open/Advanced: Execute the play at full game speed with aggressive defensive pressure. Focus on the nuances of pass placement and footwork on the catch-and-shoot.

Grow Your Club

Streamline registrations, payments, and communications across all your teams.

Download on the App StoreGet it on Google Play
Explore Club Features

Built for Coaches

Manage your team, take attendance, and run better sessions - all built into the Club app.

Download on the App StoreGet it on Google Play
Explore Coach Features