Tight End ~ Jordan Leggett ~ Clemson Tigers
The Prototype would be about 6050/260 or so.
The "Tight Ends" whose Frames are better suited to be deployed in running Routes from all over the Formation, and who aren't especially renowned for their Blocking ~ though many are adept Chippers ~ I refer to as Flex Ends.
The Prototype would be about 6030/245 or so.
Those of either type who present legitimate Dual Threats ~ who can make a genuine Impact either as a Blocker or as a Receiver ~ are impossible to predict from Snap to Snap, and this renders them extraordinarily dangerous.
Conceivably even more dangerous and dynamic than either of these two types is one of my pet Positions: The WingBacks. I employ this ancient FootBall Term, one still in active use in many High Schools and Colleges, to refer to a Role so ethereal as to be almost imaginary: an Hybrid FullBack & Flex End ~ a Super Hybrid, if you will.
The Prototype would be about 6000/240 or so.
The WingBack, optimally, would be a guy capable of Lead Blocking in the Run Game, Pass Blocking in the Passing Game, or splitting out and running Pass Patterns from SlotBack, Slot End, Split End, or Flanker. He could line up at any of those spots, or on either Wing, on the Line, or in the BackField. He could even go In Motion or run the Ball!!
Such a versatile, dynamic Player could have an explosive Impact on the Competitive LandScape.
The Game has reached a point in its Tactical History that is perfect for such a Player.
It awaits only for the NFL to realize the Opportunity.
Because Tight Ends, in the particular categorical sense in which I employ the term, are optimally genuine 50/50 Hybrids, I focus equal attention on Attributes both of Blocking and of Catching in evaluating their Skill Sets:
Power: Above all: Core Power. Torso Power is important, but Core Power, from the Knees to the Ribs, is absolutely crucial. All the upper body Strength in the world will still fail if you simply can't dig in your Heels. But Core Power enables an Offensive Lineman to project Power in the Running Game and to reject Power in the Passing Game.
Agility: Launch Velocity, Acceleration, and above all: Fluidity or Core Agility. Core Agility is even more essential to sustained good Health ~ and to sustained good FootBall ~ than Core Power. The ability to react with Serpentine smoothness is a tremendous Asset in all Aspects of the Game, and certainly in the Hand to Hand Combat that characterizes Trench Warfare. All the Power in the World goes only so far if you're lurching around like FrankenStein.
Frame: Vertical Leverage, Hands, Arm Length, and WingSpan.
Combat Skills: Lateral Leverage, Paw Positioning, Paw Persistence, and FootWork.
Processing Speed: How quickly and effectively one Reads & Reacts to the Rapidly Roiling Tactical LandScape!!
Motor: Endurance and Drive: How much Work has been put into Conditioning, and how it manifests itself.
Run Blocking: Applying it all: Power, Agility, Frame, Combat Skills, Processing Speed, and Motor.
Pass Blocking: Power, Agility, Frame, Combat Skills, Processing Speed, and Motor.
Separation: Getting Open. This encompasses Combat Skills & Fluidity to beat Press, Acceleration or Short Speed, Fluidity and Ricochet in navigating Traffic, Route Running Precision, Deception of Defenders, and Processing Speed and Field Vision for Timing Seams and Open Zones. The way I see it, Separation dwarfs All other Aspects of a WideOut's Job Description in Importance. In fact, I consider Separation more important that all the other Aspects combined.
Catch Point Capacity: In Transition or Contested: Hands, WingSpan, Vertical Agility, Combat Skills, and Timing. Timing is of course derivative of Processing Speed and Field Vision, and affects both Transitional Catches and Contested Catches, the latter both in terms of timing one's Jumps and in employing Combat Skills to work free at the right Moment.
Chunk Yardage: An highly overrated Aspect of the Game, I believe, so much so that in fact I didn't even include it in 2016. It is not a negligible Aspect of the Game, so I'm bringing it back, but getting open, catching the Ball, and Moving the Chains are far more crucial to a Team's Success, I believe, than making Splash Plays and getting on ESPN HighLights Reels. Power, Fluidity, Ricochet, Speed, Combat Skills, and Processing Speed/Field Vision all play into Chunk Yardage.
Broken down into SubCategories, it'd go something like this:
* Core Power ~ lower body Power. Core Power trumps Torso Power. Tyrannosaurus Rex had exceptional Core Power.
* Torso Power ~ upper Body Power. Important, but not crucial. T Rex had lousy Torso Power...yet was King.
* Anchoring Strength in the Passing Game. The capacity to Stand One's Ground.
* Drive Power in the Running Game. The capacity to drive your man back.
* Fluidity, above all things: Core Agility & Flexibility makes everything possible.
* Launch Velocity ~ Speed into Contact off the Snap.
* Acceleration ~ Short Speed or Quickness.
* Vertical Leverage. Height is crucial, but it's actually better, I believe, to be an Inch shorter than an Inch Taller.
* Hands. The larger the better, generally, but compact is never a bad Attribute in The Trenches.
* Arm Length. Absolutely crucial. He who boasts the longer Arms initiates Combat.
* WingSpan. Arm Length + Torso Width. A more complete Measurement.
* Lateral Leverage. Angles. Getting Square or better with the Target.
* Paw Positioning ~ It's all about Angles & Leverage.
* Paw Persistence ~ RPMs: Activity & Persistence.
* FootWork ~ RPMs: Activity & Persistence.
* Reading & Reacting to Defensive Schemes & Stunts quickly and effectively.
* Field Vision: Finding Targets & approaching them effectively.
* Power ~ Drive Power to project Power in the Running Game.
* Agility ~ especially Acceleration DownField or to the Flank.
* Frame ~ especially Vertical Leverage.
* Combat Skills.
* Processing Speed.
* Power ~ Anchoring Strength to reject Power in the Passing Game.
* Agility ~ especially Fluidity to Mirror the Pass Rusher.
* Frame ~ especially WingSpan.
* Combat Skills.
* Processing Speed.
* Combat Skills
* Field Vision
Catch Point Capacity
Catch Point Capacity
* Combat Skills
* Vertical Agility
* Combat Skills
* Field Vision
Power: Extinct. Leggett can neither project Power in the Running Game nor thwart it in Pass Protection. At all.
Agility: Impressive. Leggett exhibits mediocre Fluidity to Mirror in Pass Protection or redirect in the Open Field, but tremendous Acceleration to the Flanks and DownField in the Running Game.
Frame: Excellent. At 6050, he's got the Right Height for optimal Vertical Leverage, and has an exceptional WingSpan.
Combat Skills: Horrific. Leggett exhibits sufficient Command of Lateral Leverage, initially taking good Angles to get'mself square or better with'is Foe...but his Paw Positioning is poor, as he routinely attacks the Perimeter, not the Core, of his Opponent's Frame, and both his Paw Persistence and his FootWork are absolutely atrocious.
Processing Speed: Marginal. Leggett's Speed & Efficacy both in Reading and Reacting to Defensive Deception in Pass Protection and in Locating & Approaching Targets in the Running Game are consistently awful, especially in his Run Blocking, where he routinely whiffs in the Open Field and then looks on helplessly as another Run dies.
Motor: Dead. If I may paraphrase one'f my most beloved Roll Models ~ The Ghost of Christmas Present ~ I must admit: I found it hard to believe that Leggett's Effort and Intensity as a Blocker would be as horrible as other Sites had described them to be...But now that I've actually looked at some GameTape, I can see that they were understating the Truth!!
Run Blocking: Horrific.
Pass Blocking: Horrible.
Separation: Competitive, though with tremendous Potential.
Leggett's deficient Power and lousy Combat Skills render'm acutely ineffective against Press Coverage. The Tigers wisely moved'm around the Formation, usually lining'm up at FullBack or WingBack, and sometimes flexing'm out to Slot End or SlotBack, with only the occasional Appearance at Tight End, so there were rarely shots of him trying to beat Press Coverage, but when he did...it wasn't pretty. Indeed, I believe he'd have difficulties even with CornerBacks.
His Agility, on the other hand, is excellent. His Fluidity is mediocre from what I've seen, but his Ricochet out'f'is Breaks is impressive, his Acceleration DownField is tremendous, and his Long Speed is outstanding.
His Route Running, I'd call competitive, with adequate Processing Speed and Field Vision to Read & React with sufficient Speed & Efficacy to Defensive Coverages, and find Seems and Open Zones with precise Timing.
Catch Point Capacity: Effective, though with extraordinary Potential.
Legget's Timing, his Combat Skills on Contested Catches, and his Hands are all decidedly mediocre, but any Tight End who can get DownField where he'll going up against Rovers, CenterFielders, and CornerBacks ~ and Legett's got Speed to Burn ~ has an enormous WingSpan Advantage. He's also got the Potential to develop an equally huge Frame Advantage, should he ever decide to develop some Core Power and maybe some Combat Skills.
Chunk Yardage: Impressive.
Leggett doesn't exhibit much Power to beat Tackles, and I'd call'is Field Vision no more than adequate, but his Acceleration and Long Speed are Top Shelf to these eyes, rendering'm a persistent Home Run Threat.
This is how I see it: Leggett has the Speed and the Frame to fly down the Field on any Snap and create an enormous MisMatch. Prospects that big who can run that fast are very, very rare. We're talking Top 10 Talent, here.
But my God, is this Kid loaded with Danger to the Team that picks'm.
You can send'm flying DownField and throw the Ball to'm ~ and pray that he'll actually catch it ~ but that's about all that you can do with'm, 'cause he's an enormous Liability as a Run Blocker, and as a Pass Blocker he'll flat out get your QuarterBack killed...and you better deploy'm off the Line, 'cause he can't beat Press Coverage.
Basically, you have to deploy'm as you would a Flex End ~ mostly Passing Patterns, with a minimum of Blocking called for, and deployed usually at SlotBack or WingBack...and in that context, he could be extraordinary.
Indeed, I strongly suspect that his Weight will come in as that of a Flex End at The Combine, at which point I would change my categorization of'm accordingly. A blistering 40 Time would prompt me to change his NomenClature as well, as it would've with Jimmy Graham, who's got a Tight End's Frame, but a Flex End's Speed.
My Take is that Leggett offers tremendous "Run Like Hell and I'll Throw You The Ball" Potential, but not much else, and while his Talent is truly dazzling, I get the strong sense that he could very well flame right out.
Grateful Thanks, as always, for the crucial Work done by the folks at Draft BreakDown!!
None of this is even remotely a Complaint, mind you, but rather a Warning!! Caveat Emptor!!