After the pull, the receiving team begins offensive activities. The first part is the handler. He's usually the one who received the disc on the pull, and at this point he should be looking for an open receiver.
The handler's responsibility is to recognize the coverage and make a pass. In TF, we don't have a stall count, so marks are really only there to make a pass harder (or block the pass). This gives the handler plenty of time to hold on to the disc, which can be great – allowing receivers to break open – or BAD – letting the defense lock down the field.
TF, however, doesn't emphasize stacks or actual offensive plays (the general idea is "just get open"), so receivers often can clog other receivers’ routes with cuts or even just by standing still. This can be frustrating for the handler. (Some inexperienced handlers have grown desperate and just throw the disc up for grabs, in a Hail Mary-esque play. This is not recommended.) That's why it's a good idea for the handler to throw BEFORE he receives a mark - marks definitely make any pass attempt harder.
There are three skills that are specific to handlers.
The first is the dump. Basically making super-short passes to other receivers, to get the defense off guard. Beware of handlers that dump all the time, though, it means that he's not confident in his deep-throw skills, or in "threading the needle" accuracy.
The second is accuracy. (Concepts like leading the receiver and avoiding interceptions are key here.) Easily firing a pass off where only the receiver can make the play. Handlers who display relatively high accuracy are extremely valuable. It's easy for them to dump, and while they may or may not have deep-throw power, they're the ones that cause the most headaches as they consistently beat defenders.
The final skill is the deep throw, or huck. One of the most important things to keep in mind with this skill is the deep safety. (This is the guy on the team that says "I'll stay back on D...") The deep safety is really the only thing that prevents a long scoring huck. So as the handler, watch that safety. If he bites on a fake and comes flying in your direction (which you can get him to do - I'll do a post on fakes later), it's almost guaranteed that you'll have a scoring huck. It's IMPORTANT to know your advantage, though - there really is only a gap of a few seconds where the safety pulls himself out of position before realizing it. A receiver needs to be able to recognize that and go deep, but the handler needs to be able to see that and deliver the pass. Everyone is watching you as the handler, so be prepared to make a quick dump, work the disc upfield, or fire it deep. A good handler should be able to do any of these things within five seconds of becoming the handler.
DRAFTING. A good puller makes for a good deep handler, so look for that. Any player that demonstrates great accuracy and precision in delivering passes can qualify as a handler. Think quarterback here. Draft accuracy and deep-throw handlers early (they go fast!!), but you can find a lot of decent dump handlers in the later rounds. (They can get the disc to your deep handlers, or at least keep the disc moving and the defense confused.)
