Quick answer: pick any combination of levels or divisions below to compare what's typically permitted in stunts, tumbling, and jumps and motions - a quicker way to see how the level system progresses than reading each page in turn.

Category Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Novice Prep Elite Non-Tumble
Stunts Basic two-leg positions such as a prep. No single-leg, inversion or release skills. Single-leg positions such as a liberty, plus extensions. Inversions and release skills still excluded. More advanced stunt transitions and a wider range of single-leg positions. More advanced pyramid work, basic release moves and inversions in some systems, and a wider range of stunt transitions. More advanced release moves and inversions in stunts and pyramids. Wide range of advanced release moves, inversions and pyramid connections. Close to unrestricted release moves, inversions and pyramid connections. Similar restrictions to Level 1-2 - an eligibility category, not a skill-difficulty rung. Similar in spirit to Novice - a lower skill cap for developing teams. Not the 'prep' stunt position. Near the full range used in the sport - few or no restrictions. Same stunt expectations as other divisions at a similar level.
Tumbling Forward rolls, cartwheels and roundoffs. No back handsprings or airborne skills. Standing back tumbling, such as a standing back handspring, added to Level 1 skills. Running tumbling introduced - a run and roundoff building into a back handspring or similar pass. Basic airborne tumbling (tucks) extended with more advanced connecting skills and combination passes. Twisting tumbling introduced, building toward skills such as a full. Advanced twisting passes and connected tumbling skills. Most advanced twisting and connected tumbling skills in the numbered system. Capped near entry-level numbered skills. Capped near entry-level numbered skills, exact cap varies by governing body. Highest achievable difficulty in the governing body's system. No tumbling passes at all - this is the division's defining feature.
Jumps & Motions Basic single jumps; clean, fundamental motion positions. Cleaner technique expected; combination jumps may be introduced. Cleaner, more consistent jump combinations and sustained motion technique. More difficult, more consistent jump sequences. Rising jump difficulty and combination requirements. Highly consistent, clean technique expected throughout. Extremely consistent execution expected; little room for error. Emphasis on clean fundamentals over difficulty. Emphasis on team development over raw difficulty. Near-flawless technique expected alongside maximum difficulty. Same jump and motion expectations as tumbling divisions at a similar level.

Why the Exact Skills Aren't Listed Precisely

This tool summarises the general shape of each level, deliberately without listing specific skill names as a definitive legal/illegal list. Exact permitted skills vary between governing bodies and competition providers, and change between seasons - see each level's own page for more detail, and always confirm current rules with your team's governing body before assuming a skill is or isn't allowed.

Rules note: Levels, age grids, skill legality and scoring change between seasons and differ between governing bodies and competition providers. Always confirm current requirements against the official rules for your team's governing body and event.
Last checked: Thu Aug 20 2026 01:00:00 GMT+0100 (British Summer Time)