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Ghost Hammer

A late-game ATO built around layered deception: pin-down into ghost action, baseline cross-screen, middle ball screen, and a hammer screen on the weak side. The sequencing forces multiple defensive decisions in rapid succession, producing o

OFFENSE

ATO

FORMATION

4-Out 1-In

CORE ACTIONS

Flare Screen, Ball Screen / PnR, Ghost Screen

PLAY DESCRIPTION

The set overloads the defense with three simultaneous threats: a ghost-screen fake, a baseline exchange, and a middle ball screen that flows directly into a hammer action. Because the defense must navigate fake contacts, switches, and multiple screens in different areas of the floor, help rotations break down—creating clean shots or uncontested finishes.

Why It Works

The combination of ghost action + baseline cross-screen + hammer screening overwhelms defensive communication. The ghost denies the defense a clean hedge or switch, the cross-screen forces a long chase, and the hammer action punishes any nail or low-tag help. Since the ball enters a middle ball screen as all this happens, weak-side help becomes impossible to coordinate.

Key Teaching Points

  • The ghost must look like a real ball screen before slipping. Commit to the fake.

  • Timing is critical: the baseline cross-screen and ghost must happen as the ball is changing sides.

  • 1 must attack the middle ball screen downhill with pace to trigger help rotations.

  • 5 must sprint into the hammer screen angle—not too wide, not too shallow.

  • 3 and 2 must exchange corners cleanly to avoid defensive switches.

  • 4 must pop into space immediately after screening to force the defense to guard the pick-and-pop.

PRIMARY ACTIONS

  • Alignment: 1 left slot with the ball, 4 right slot, 2 ball-side corner, 3 opposite corner, 5 in the right dunker spot.

  • The action begins with 4 setting a pin-down for 3.

  • 3 comes off the pin-down and flows directly into a ghost screen for 1—faking contact, then sprinting through to the left wing area.

  • Simultaneously, 5 shifts to the left lane line and sets a baseline cross-screen for 2, who sprints to the right corner (replacing 3).

  • Immediately after screening, 4 turns and sets a middle ball screen for 1.

  • 1 attacks downhill off the middle ball screen.

  • While 1 drives, 5 sets a hammer screen at the left elbow extended for 3 to drift into the left baseline corner. % has the option to slip the Hammer screen if the D over commits.

  • 4 pops to the left slot after screening, creating spacing for a kickback.

  • Options:

    • 1 scores downhill.

    • 5 slips the hammer action for a lob or dump-off.

    • 3 receives the hammer pass for a corner three.

    • 2 is spaced in the opposite corner for a skip if his defender helps.

    • 4 is available on the pick-and-pop for a three.

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