Cheerleaders

Coach reference

Cheerleading Stunts: Cheer Stunts, Stunt Names, Levels 1 to 6 and Pyramids.

Every stunt name explained in plain English, and a level by level table of what your team may legally put on the floor this season. Pyramids, basket tosses, dismounts and the twist limits included.

Sourced from the USASF All Star Cheer Rules for the 2026 to 2027 season, updated 5.18.2026. Most stunt lists online are still quoting rules that have since changed.

Senior 4 · 2026 season
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17/18 confirmed

Last comp

Winter Regionals

Place

2nd

Score

87.35

Packing lists, music timing and day-of schedules attach to each event.

Short answer: cheerleading stunts are skills where one or more bases lift a top person off the floor, and in all star cheer they are sorted into six competitive levels (plus a Level 7 used at Worlds). The level is a rule about the team, not a label on the athlete. Level 1 keeps single leg stunts at waist height and bans tosses outright. Level 2 opens prep level single leg and extended two leg stunts. Level 3 is where above prep level single leg stunts become legal, which is the single biggest jump in the whole system. Levels 4 through 6 mostly add twist: 1 and one half, then 2, then 2 and one quarter rotations. Stunts, pyramids and tosses together are worth 90 of the 170 points on the USASF score sheet, or 52.94 percent, so this is where a routine is won. Every one of them is built by the same four cheerleading positions: two bases, a flyer and a backspot.

Who does what

The positions in a stunt group, as the rulebook treats them rather than as habit does.

Gyms use nicknames for these roles and the nicknames drift from gym to gym. The rules do not drift, and the distinctions below are the ones a judge and a safety official are working from. The one that catches teams out most often is what counts as a base: if only one person is under a foot, that person is a base no matter where their hands are, which decides whether a skill counts as single based and therefore what level it is.

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Position How the rules treat it What it means at practice
Base Anyone holding, lifting or tossing the top person while still standing on the floor. The detail that trips teams up: if just one person is under a foot, they count as a base no matter where their hands are, which is what makes a skill single based. Bases absorb the most load in the group: 2.8 to 3.5 times body weight through the lumbar joints, and 63 percent more landing impact force than flyers.
Top person (flyer) Whoever is being held above the floor in a stunt, pyramid or toss. The rulebook never uses the word flyer. Everything written about height, twisting and inversions is written about the top person.
Spotter (back spot) The athlete assigned to protect the top person's head, neck, back and shoulder area. Spotters have to come from your own team and be trained to spot. Not a helper. The spotter has one job written into the rules, and borrowing a spotter from another team is not legal.
Front spot Not a separate defined role. A front spot falls under the same spotter rules when they are performing that function. Useful for extra strength on loads and tosses, and for catching. Adding one does not change the level of the skill.
Bracer A top person holding onto another top person to steady them. Hair and uniform do not count as legal connection points, and a required bracer may not go inverted mid transition. Only relevant in pyramids. Bracing requirements are what make a skill legal a level earlier than it otherwise would be.

Worth knowing before you assign roles for the season: bases and spotters together account for 34 percent of cheerleading injuries. The person on the ground is getting hurt nearly as often as the person in the air, which is an argument for conditioning bases properly rather than treating them as the strong ones who do not need it. There is a position by position conditioning program that splits the work by base, flyer and backspot for exactly this reason.

Cheer stunt names

The stunt names, sorted by what the skill actually is.

Most cheerleading stunt names lists online are alphabetical piles that mix a body position, a dismount and a whole toss together as if they were the same kind of thing. Grouping them by family is more useful, because the family is what determines which rule applies. Every entry below is checked against the current USASF glossary, and the classification notes matter: whether something counts as a two leg stunt or a prep level stunt is exactly what decides its legality.

Swipe sideways to see the full table

Stunt name Family What it is
Shoulder sit Hold The top person sits on a base's shoulders. Counts as a prep level stunt, which is why it is legal so early.
Shoulder stand Hold The top person stands on a base's shoulders. Level 1 teams may walk up into one.
Flat back Hold The top person lies horizontal and face up across two or more bases. Classified as a two leg stunt, not a single leg one.
Liberty Single leg hold Bases hold one foot while the top person bends the other leg so that foot sits beside the knee. The reference single leg stunt.
Cupie (awesome) Two leg hold The top person stands upright with both feet together in the bases' hands. Awesome is the same skill under a different name.
Load in Entry The setup position: at least one foot in the bases' hands with those hands held at waist height, ready to go up.
Rewind Entry A backward free flip from the floor used to enter a stunt. Restricted to Level 6 and Level 7.
Log roll (barrel roll) Release Started at waist level, the top person spins roughly 360 degrees while staying parallel to the floor.
Helicopter Release A horizontal top person is tossed so they rotate flat, like helicopter blades, then caught by the same bases.
Basket toss Toss Two or three bases plus a spotter, with two of the bases interlocking wrists to form the basket that launches the top person.
Cradle Dismount The standard catch: the top person comes down face up in a pike or hollow shape, legs straight and together, caught below prep level with the bases' arms under the back and under the legs.
Straight cradle Dismount The same catch with nothing added on the way down. No turn, kick, twist or pretty girl, which is what makes it the entry level dismount.
Full Modifier One complete 360 degree twist. A full up is a load into a stunt through a single full twist.
Pyramid Structure Any two or more connected stunts. That is genuinely all it takes, which is looser than most people expect.
Single based stunt Classification One base supporting the whole stunt. Extended single based skills are off limits at Youth level and below.

For a teaching order rather than a dictionary, the cheerleading stunts list with prerequisites walks 25 stunts in progression order and names the skill a group has to own before attempting the next one.

Cheerleading levels

What each level actually allows, 2026 to 2027 season.

This is the table that decides what goes in your routine. Two things to hold onto before reading it. First, a level describes what a team may compete, not what an individual athlete has mastered: a Level 3 athlete on a Level 2 team competes Level 2 skills. Second, the rules are re-released every season, so a stunt that was legal two years ago may not be now. The numbers below come from the current rulebook, and cover the stunt side only. For the levels themselves, including the Novice, Prep and Elite tiers and what the decimal levels like 2.1 and 4.2 mean, see cheerleading levels explained.

Swipe sideways to see the full table

Level Highest stunt allowed Twisting cap Tosses
Level 1 Waist level single leg. Prep level two leg (may pass through extended). Prep level single leg only with an additional base connected by hand or arm before the skill starts. Walk up shoulder stands. One quarter twist Not allowed at all, including waist level cradles and sponge tosses.
Level 2 Prep level single leg (may pass through extended). Above prep level two leg. One half twist Straight ride only. No tosses at all in the Mini division.
Level 3 Above prep level single leg. This is the biggest single jump in the system. One half to extended single leg, 1 twist to prep or extended two leg 1 and one quarter twists, maximum 1 trick. Ball X is an exception and an arch does not count as a trick.
Level 4 Above prep level single leg. 1 and one half to prep or extended two leg, 1 twist to extended single leg 2 and one quarter twists, maximum 2 tricks.
Level 5 Above prep level single leg. 2 twists to prep or extended two leg, 1 and one half to extended single leg 2 and one half twists, maximum 3 tricks. Past 1 and one half twists, no skill other than the twist.
Level 6 Above prep level single leg, plus free flipping transitions and rewinds. 2 and one quarter twists 2 and one half twists.
Level 7 International and Worlds divisions. Above prep level single leg, with rewinds up to 1 and one quarter flipping and 1 and one quarter twisting rotations from ground level. 2 and one quarter twists Follows the elite release move and inversion rules rather than the Level 1 to 6 grid.

The spotter requirement, which changes by level

Level 1 requires a spotter for prep level and above and for floor stunts, with an exception for shoulder sits, T-lifts and stunts supported only at the waist. Level 2 requires one for above prep level and for floor stunts. From Level 3 up, a spotter is required above prep level, and single based stunts with multiple top persons need a separate spotter for each top person. Across every level, no single based or assisted single based extended stunts are permitted for Youth and below.

On dismounts the rule is short and frequently broken in practice: a dismount to the performance surface requires assistance from the original base or spotter, unless it is a straight drop or small hop off with no additional skills from waist level or below. Dismounts must return to the original bases. Release moves need 3 catchers for a multi based stunt and 2 for a single based stunt landing horizontal, may not land inverted, and may not intentionally travel.

Cheer pyramids

A pyramid is just two or more connected stunts, and the height cap is lower than people think.

The three cards below are the headline rules. The twist caps for pyramid transitions, the structure restrictions on what may connect to what, and the arithmetic that turns a roster into a number of stunt groups are all set out on the cheerleading pyramids page.

Height

2 high, levels 1 to 6

Every level from 1 through 6 caps pyramids at 2 high. Only Level 7 goes to 2 and one half high, with tower pyramids allowed as a named exception. The photos of enormous pyramids people picture are almost always Worlds level teams.

Support

Weight stays on the bottom

The top person must receive primary support from a base unless the skill is legal as a release transition, and primary weight may not be borne at the second level. Transitions have to be continuous, so a middle layer cannot pause and hold the load.

Spotting

Stationary and watching

Required catchers and spotters must be stationary, must maintain visual contact with the top person throughout the entire transition, and may not be involved in any other skill or choreography when the transition starts. That last clause quietly rules out a lot of choreography.

Bracing is what lets a lower level team build something that looks advanced. At Level 1 a two leg extended stunt may connect to a prep level or lower bracer with a hand or arm connection, and a prep level single leg may do the same. Prep level bracers must have both feet in the bases' hands unless they are in a shoulder sit, flat back, straddle lift or shoulder stand. At Levels 1 and 2 no extended stunt may connect to another extended stunt. Required bracers must be connected by the time the skill starts and stay connected all the way through.

Basket toss

The basket toss rules, and the rule change that measurably saved athletes.

A basket toss uses 2 or 3 bases plus a spotter, with 2 of those bases interlocking wrists to make the basket. The general toss rules then sit on top of that and they are strict. A toss needs a minimum of 3 and a maximum of 4 tossing bases, one of whom must be behind the top person. It must be caught in a cradle by at least 3 of the original bases, one positioned at the head and shoulder area. There may never be more than one top person. No flipping, inverted or intentionally traveling tosses are permitted at any level, and nothing may move over or under a toss.

The reason those rules read like that is worth telling parents. When basket tosses on hard surfaces were banned for the 2006 to 2007 season, the catastrophic injury rate fell from 1.55 to 0.40 per million, a 74 percent reduction. It is one of the clearest cases in youth sport of a single rule change producing a measurable drop in serious injury, and it is why the toss section has stayed conservative since.

The wider injury picture points the same way. Stunts cause 52 to 60 percent of all cheerleading injuries, and 89 percent of severe fall related injuries involve stunts or pyramids, with falls from 4 to 11 feet responsible for 87 percent of severe injuries. Ankles are the most injured site at 24.4 to 44.9 percent, followed by wrists and hands at 15.6 to 19.3 percent. The encouraging half of that research: stunt related injury rates fell 36 percent between 2010 and 2019, qualified coaching staff cut injury risk by half (relative risk 0.5), and the literature recommends at least one qualified spotter per five athletes.

What it is worth

Stunts, pyramids and tosses are 52.94 percent of your score.

On the USASF master score sheet, stunts are worth 20 for technique plus 20 for difficulty, pyramids the same, and tosses 5 plus 5. That is 90 points out of a 170 point sheet. Building is more than half of everything a judge scores, which is why a level appropriate, cleanly executed stunt section beats an ambitious one that draws deductions. For reference, a building fall is a 3.0 deduction, a major building fall 4.0, a bobble 2.0 and a legality infraction 4.0. A legality infraction costing the same as dropping the structure is the reason the pyramid rules by level are worth checking before choreography rather than after.

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Score sheet category Points Share of 170
Stunts (technique + difficulty)4023.53%
Pyramids (technique + difficulty)4023.53%
Tosses (technique + difficulty)105.88%
Building total9052.94%

One change worth planning for: USASF has published an updated rubric for The Cheerleading Worlds 2027 that converts club divisions from the 170 point format to a 100 point format to align with IASF. USASF describes it as primarily a scale conversion rather than a change in scoring philosophy, with category weights staying within less than one percentage point, and the notable difference is that jumps become a capped category. The full breakdown sits on the cheerleading competition score sheet page.

Running it as a program

Knowing the rules is half of it. Knowing who can hold what is the other half.

The practical problem for a coach is not the rulebook, it is memory. Which flyer has hit a heel stretch consistently, which base can load a full up, which back spot has never caught a kick full, and what happens to three stunt groups when one athlete is out sick on a Tuesday. Most programs answer that from a notebook or from nothing at all, and then build a routine around a skill one group hit once in June.

Cheerleaders keeps a skill record per athlete by position, so you can filter the roster to everyone who has a given stunt signed off before you choreograph around it, and see instantly which groups are one skill away from the next level. It is the same account that holds your rosters, tryout scores, practice plans and competition calendar, at $29 a month for a single team, $79 for a multi team program and $199 for an all star gym, with unlimited athletes. The demo at the top of this page is running the real skill grid with sample athletes.

Questions people ask

Cheerleading stunt questions, answered.

What are the 4 positions in a cheerleading stunt?

A stunt group is built from bases, a top person (the flyer), a back spot and often a front spot. The Under USASF rules a base is anyone lifting or tossing the top person while still standing on the floor, and a spotter is the athlete assigned to protect the head, neck, back and shoulder area. Most groups run four or five athletes.

What are the levels of cheer stunts?

All star cheerleading stunts are governed by USASF levels 1 through 6, with a Level 7 used in the International and Worlds divisions. The level does not describe an athlete, it describes what a team may legally compete. Level 1 caps single leg stunts at waist height, Level 3 opens above prep level single leg stunts, and Level 6 allows up to 2 and one quarter twists.

What stunts can a Level 1 cheer team do?

Under the 2026-2027 USASF rules a Level 1 team may perform waist level single leg stunts, prep level two leg stunts, prep level single leg stunts when an additional base has a hand or arm connection made before the skill starts, and walk up shoulder stands. Twisting is capped at one quarter turn and tosses are not allowed at all, including sponge tosses.

What is the hardest stunt in cheerleading?

There is no official ranking, but the skills that sit at the top of the rulebook are rewinds and free flipping transitions, which only Level 6 and Level 7 teams may perform. A Level 7 rewind from ground level allows 1 and one quarter flipping plus 1 and one quarter twisting rotations and must return to the original bases, which is the most demanding combination the rules permit.

What is a basket toss in cheerleading?

A basket toss uses 2 or 3 bases plus a spotter, with 2 of the bases interlocking wrists to form the basket. USASF toss rules then require a minimum of 3 and a maximum of 4 tossing bases, one of them behind the top person, and the catch must be a cradle taken by at least 3 of the original bases with one of them at the head and shoulder area.

How many people do you need for a cheer stunt?

Four is the usual working number: two bases, a top person and a back spot, with a front spot added for extended or single leg skills. Some stunts need fewer, since a single based stunt uses one base, and tosses need more, because the rules require a minimum of 3 tossing bases plus at least 3 catchers on the cradle.

How long does it take to learn cheerleading stunts?

Basic Level 1 stunts such as a thigh stand, shoulder sit and prep usually take a few weeks to a few months of consistent practice for a new group. The limiting factor is rarely the flyer. It is the bases and back spot learning to load, lift and catch in time with each other, which is why groups are kept together rather than reshuffled every practice.

Are cheerleading stunts dangerous?

Stunts are the highest risk part of the sport and they account for 52 to 60 percent of all cheerleading injuries, with 89 percent of severe fall related injuries linked to stunts and pyramids. The risk is manageable rather than fixed. Qualified coaching cut injury risk by half in the published research, and stunt related injury rates fell 36 percent between 2010 and 2019 as rules tightened.

School programs

High school stunts run on a different rulebook, and it changed for 2026-27.

Everything above is USASF, which governs all star cheer. A school squad is governed by its state association, and the state associations use the NFHS spirit rules written jointly with USA Cheer. The two books are not interchangeable, and a coach who moves from a gym to a school program is working from the wrong document until they notice. USA Cheer and the NFHS announced nine updates on March 17, 2026, all effective for the 2026-27 school year: two definition changes, three clarifications and four rule changes.

Tumbling was redefined

Tumbling now means a hip over head skill that is not supported by a base and that begins and ends on the performing surface. The point of the change is to separate genuine tumbling from side rolls and seat rolls, which had been counted as tumbling in some programs. If your skill sheets or tryout rubric list a tumbling category, check what athletes have been filling it with.

Loading position was redefined

A loading position now means the top person is supported under the foot or feet, below the shoulder level of the bases. This separates any ordinary dip into a stunt from the specific sponge or step in position the original definition was written for, which had been read more broadly than intended.

New catchers cannot be doing something else

For non release transitions from a vertical to a horizontal position, new catchers may not be involved in another skill. It brings these transitions in line with inversions that transition to new catchers, and the reason is simply that a catcher who is also basing something is not a catcher.

A top person may not pass over another top person

New language codifies that a top person is prohibited from passing over another top person or a bracer during stunts. A leapfrog or a vault over a thigh stand is the shape being ruled out. This reinforces existing intent rather than introducing a new restriction.

Two catchers for vertical to horizontal releases

Two catchers are now explicitly required for any release from a vertical to a horizontal position, including from single based stunts. The expectation existed already; what changed is that it is now written down for every case rather than assumed.

Braced flips gained a hand to foot option

For a braced flip, bracers may take a hand to foot connection with conditions: no twisting by the top, bracers in a double base prep with a spotter, and the top caught by the original bases. Where the top goes horizontal at prep level or to the surface, the bracer may drop to a load or release the foot once the top is descending.

High to high releases capped at one twist

Vertical releases from an extended position to an extended position may not exceed a single twist. In practice this permits high to high tick tock half and full twists, and rules out anything beyond.

No skills on a dismount to new bases

On a dismount to new bases the top person may not execute any skill after the release, so no toe touch, straddle or full twist. A quarter twist is the single exception.

Two of these land on paperwork rather than on the mat. The tumbling definition changes what a tumbling category on a cheerleading tryout score sheet should be counting, and if your rubric goes out before you fix the wording you will be scoring against a definition the rulebook no longer uses. The full tryout process, including where the skill list belongs in the packet, is on the cheerleading tryouts page.

Source: USA Cheer and NFHS joint rules announcement dated March 17, 2026, read August 31, 2026. The full 2026-27 NFHS and USA Cheer Spirit Rules Book is the authority; this is a summary of the announced changes, not a substitute for it.

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