Cover 0
No deep safety — all-out man pressure.
No safety help anywhere: 6+ rushers, man coverage across the board. The defense is betting the pressure gets home before anyone gets open deep.
How each scheme beats it
Air Raid
Sight-adjust everything. Slant/flat and mesh vs. the blitz — the ball must come out on time, because there's no safety to bail out a late throw. If they keep bringing it, screens make them pay.
West Coast
Quick game is king — 3-step slants and quick outs beat the rush. Slant-flat vs. a blitzing nickel, and keep a back in to block if they're sending more than you can pick up.
Power Run (Gap)
Run right at it — with no safety, one broken tackle is a house call. Gap schemes love a light second level; then hit play-action shots when the safeties start creeping down.
Wide Zone
Stretch them horizontally and throw the bootleg — the backside is empty. Screens and the outside run game punish an over-aggressive front.
Spread Option
The QB run game feasts — there's no extra defender. Zone read, draw, and RPO slants into the blitz; man coverage means defenders turn their backs.
Vertical
Max protect and take the shot. Four verticals vs. Cover 0 is a touchdown if the QB gets a beat — outside fades and back-shoulders vs. corners on islands.