Spike vs timeout in a 2 minute drill
Both stop the clock. A spike costs you a down; a timeout costs you one of your three timeouts. Picking the right one is one of the most common decisions in a 2 minute drill.
In the 289 real late-game drives in our archive, coaches spiked the ball about 69 times and called 391 timeouts, so timeouts were used far more often.
When to spike it
- Early downs with time to spare. On 1st or 2nd down, a spike keeps your timeouts for later, when you may need one to stop the clock after a run or to set up a field goal.
- After a completion in bounds with no timeouts left. It's the only way to stop the clock.
- When the offense needs to line up anyway. A spike takes roughly 8–10 seconds from the end of the play: players sprint to the line and the quarterback throws it into the ground.
When to burn a timeout
- 3rd down. Spiking on 3rd down leaves you with one play to convert; the lost down usually costs more than the timeout.
- Inside about 15 seconds. A spike's own runoff can eat a whole play. A timeout stops the clock instantly.
- Before a field goal. With the clock running and the kicking unit coming on, a timeout guarantees the kick gets off.
- To keep a play available. If you need two shots at the end zone, the down is worth more than the timeout.
Quick rules of thumb
| Situation | Usually better |
|---|---|
| 1st/2nd down, 30+ seconds, timeouts left | Spike (save the timeout) |
| 1st/2nd down, no timeouts | Spike |
| 3rd down | Timeout |
| Under ~15 seconds | Timeout |
| Field goal team coming on, clock running | Timeout |
These are rules of thumb, not laws: score, field position and how many timeouts the defense has all change the answer. In 2 Minute Drill every spike or timeout you choose is graded against the alternatives by win probability, so you can test your instincts on real drives.
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