Program Six · Ages 9–12

Advanced Boys

Twelve skill cards covering the whole 10-week program. Read these before the season starts.

Card 01 · Foundation Under Pressure

Attack position under load

Holding form when tired, on chunky terrain, at race pace. The same position they've been building for years — but now it has to survive 20 minutes of hard riding without falling apart.

At Intermediate, the goal was "attack position becomes automatic." At Advanced, the goal is "attack position survives stress." Fatigue, fear, speed, and rough terrain all conspire to break form. The riders who hold attack position when their legs are burning and their hands are pumped — those are the riders who are still in control on the third lap of a race. Christopher Blevins doesn't lose form on the final climb. Riley Amos doesn't sit down on the descent when he's gassed. That's the standard.

Heavy feet, light hands, eyes up. Especially when you're tired.

  • 5 minutes of hard climbing or hard pump-track laps first. Get them genuinely tired.
  • Immediately into a 100-yard course in full attack position the entire length. No breaks, no sitting.
  • Watch for: butt back, chest forward, heavy on the feet, light on the hands, eyes scanning ahead.
  • Any break in form = restart from the climb.
  • Progress: longer courses, harder fatigue, then take it onto a real descent at the end of a real ride.
  • The point isn't to punish them. It's to teach the body that form holds even when the legs are screaming.

If a rider's form falls apart consistently when tired, the issue is almost always grip strength or grip pressure, not core fitness. Most boys this age grip the bars way harder than they need to — it's exhausting and counterproductive. Have them try a full course holding the bars with only 3 fingers, thumb and pinky touching but not gripping. Forces light hands. Once they ride the course like that, normal grip will feel relaxed by comparison.

Card 02 · Late Brakes, Faster Exits

Trail-braking & late-braking

Brakes stay on into the corner, not before it. Release at the apex. The single biggest cornering-speed unlock — and the technique that turns confident riders into actually-fast riders.

Beginner riders brake before the corner. Intermediate riders brake right up to the corner. Advanced riders brake through the corner — into the entrance, deep toward the apex, then release. This is called trail-braking, and it's how every fast XC rider in the world corners. It lets you carry more speed into the corner because you can scrub speed mid-turn. It also keeps the front tire weighted through the apex, which improves grip. Counterintuitive, hard to teach, and worth every minute spent on it.

Brakes on past the entrance. Release at the apex. Drive out.

  • Set up a marked corner with a clear entrance, apex, and exit.
  • Place a brake-release marker (cone or stick) at the apex — that's where the brakes come off.
  • Approach at moderate speed. Stay off the brakes longer than feels comfortable.
  • Brake hard and progressively starting at the entrance — feathering the front brake especially.
  • At the apex marker: release both brakes. Immediately drive the pedal stroke, accelerate.
  • Build over weeks: move the release marker progressively closer to the exit. Brakes come off later and later.
  • Demo it slow first. Then at speed. Then have them try it slow before adding speed.

If trail-braking isn't clicking, drop the speed in half. Trail-braking at 5 mph is the same skill as trail-braking at 15 mph, just less consequential. Have them do 10 corners at really slow speed, focused only on the brake-release timing. Once the timing feels natural, add speed gradually. The mistake almost everyone makes is trying to learn trail-braking at speed — speed makes it harder, not easier.

Card 03 · Real Speed Through Real Corners

Cornering at race pace

Full body separation, weighted bars, late braking, apex selection, exit drive. Every cornering skill from Beginner through Intermediate, integrated and at speed. The corners that make a fast rider fast.

Every other Advanced skill compounds in cornering. Attack position under load. Trail-braking. Bike-body separation. Vision. They all come together when a kid rails a corner at real speed. This is where the prep work from years of Cone Carves and Carve & Exits pays off. A rider who corners well will outride a stronger rider with bad corners every time — and that gap widens as the trails get harder.

Late brakes. Outside heavy. Inside elbow down. Eyes at the exit.

  • Find a real trail corner — bermed or flat, doesn't matter. Mark the apex with a stick or chalk.
  • Have them ride the corner three different ways:
  • Run 1 — Early apex: hit the inside of the corner early. Slower exit, easier line. Notice how you have to brake more to manage the exit.
  • Run 2 — Late apex: stay wide on entry, hit the inside late, drive straight out. Faster exit, harder to set up. This is the racing line.
  • Run 3 — Their choice: they pick, then explain why. Was the early apex right for that corner? Was the late apex worth the risk?
  • This drill teaches them that cornering is a choice, not a single technique.
  • Demo all three yourself. Especially the late apex — they need to see what it looks like done right.

If a rider can't connect the cornering pieces at speed, slow it down and isolate. Pick ONE thing per corner: just trail-braking for 5 corners, just apex selection for 5 corners, just separation for 5 corners. Then put two together. Then three. Then all four. Compound skills break down when learned all at once. Isolate, then integrate.

Card 04 · Both Directions, Real Trails

Switchback mastery

Both directions, climbing and descending, in real trail conditions. The skill that opens up every technical trail in Utah — and the skill kids brag about for years.

At Intermediate, switchbacks were a drill on cones. At Advanced, they're on real trails — at trail pace, with consequences. Tight uphill switchbacks demand ratcheting, weight forward, and patience. Tight downhill switchbacks demand body separation, eye discipline, and brake control. Most adult riders can't clean both directions cleanly. A 12-year-old who can ride switchbacks both ways is a real mountain biker. Period.

Eyes through the turn. Outside foot heavy. Slow is fast.

  • Find a section of real trail with 2-3 switchbacks in each direction. Bonham, Pipeline, or any Park City switchback trail works.
  • Climbing switchbacks: attack position with chest forward (weight on front wheel). Pre-shift before the turn. Ratchet through the apex if pedals would strike. Eyes already at the exit before the bike has finished turning.
  • Descending switchbacks: attack position with hard body separation. Brakes feathering on the entrance, releasing through the apex. Eyes way at the exit. Outside foot weighted hard.
  • Ride the section 3-4 times. Walk failed attempts and discuss what to try differently.
  • By the end of the session: each rider should clean at least one switchback in each direction. That's the bar.

If a rider can't clean their weak side, find a switchback in that direction that's easier — wider radius, less steep. Practice that one until it's clean. Then find a slightly harder one. Build over weeks. The weak side will always lag the strong side by 6 months or more. That's normal. The goal isn't to be equal — it's to keep both sides progressing.

Card 05 · Committed Two-Wheel Drops

Drop technique, refined

Push the bike forward, match the landing angle, land both wheels evenly. Building on Intermediate technique with bigger features — sized by coach judgment, never by a number in writing.

By Advanced, riders are encountering drops on every trail they ride. The technique needs to be repeatable, reliable, and reflexive. The skill itself isn't harder than at Intermediate — it's the same push-forward, match-the-landing technique. What changes is the consequence. A botched drop at this size hurts more. Which means form has to be solid before size goes up. The progression matters more than the feature.

Push the bars forward. Match the landing. Both wheels together.

  • Find a drop appropriate for this rider — the coach decides. Bigger than Intermediate, but the size decision belongs to you, not a number.
  • Coach's judgment is the rule, not a height number. Every rider, every bike, every day is different. Smaller is always the right call when in doubt.
  • Phase 1: rolling drops — both wheels stay on the ground. 5-10 reps. This is the warm-up, not optional.
  • Phase 2: committed drops with the push-forward technique. Brief airtime, both wheels match the landing.
  • Land both wheels at the same time. A nose-heavy landing on this size feature hurts.
  • If you're confident on the feature, demo it. If you're not, don't fake it — walk it with them and discuss the technique instead. A coach who fakes a demo and crashes is worse than no demo.
  • One rider at a time. Rest watch. No racing.

If a rider isn't dialed in on the technique at Intermediate-size drops, don't go bigger. Run more reps at the same size. Or go smaller. The number of reps matters more than the size of the feature. A rider who can do 20 clean reps at small size is way more ready for the next size than a rider who's done 3 reps at the next size and gotten lucky. Repetition builds the motor pattern that makes bigger drops safe.

Card 06 · The Real Bunny Hop

J-hop bunny hop

The pro bunny hop. Bike pulls up at an angle, not straight. Higher, longer, smoother than the American hop they learned at Intermediate. The skill that clears real obstacles at trail speed.

The American hop they learned at Intermediate works — front up, push bars, scoop feet. But the J-hop is the technique pros actually use. It's called a J-hop because the bike traces a J-shape: front wheel up, then the whole bike rotates forward over a high point. Higher hops. Longer hops. Clearing 12+ inches becomes possible. This is the bunny hop that clears a log mid-trail at speed, that hops onto a curb, that pops over a root that surprised you. Flat pedals only. Always.

Front wheel up at an angle. Push forward. Rear follows.

  • Solid American hops from Intermediate are the prerequisite. If they're not clean, go back.
  • Phase 1 — The J-shape: instead of pulling the front wheel straight up, pull it up and forward. Like you're launching the front wheel over a small wall. The bike's trajectory traces a J.
  • Phase 2 — Forward push: as the front wheel reaches its peak, push the bars forward and down. This rotates the rear wheel up over the high point. The bike pivots around the rider's hips.
  • Phase 3 — Landing: both wheels match the landing angle. Push forward to level out if needed.
  • Drill it over a stick on flat ground. Then a 4-inch obstacle. Then a real obstacle on the trail.
  • Demo it slow. The J-shape is hard to see at speed. Slow demos teach the body what to do.

The J-hop is genuinely hard. Some riders take a full season to dial it in. If a kid can't get it, don't sweat it — solid American hops will clear most obstacles they encounter. Use the time to drill higher American hops instead. Get them hopping 8 inches with the American technique before pushing into J-hop territory. The J-hop is an unlock, not a requirement. Patience.

Card 07 · The Skill They Beg For

Manuals

Front wheel up, rolling on the rear wheel only — no pedaling. The skill every boy this age has been begging to learn since he was 8. Real balance, not a pop. The hardest skill in this deck.

A manual is balancing the bike on the rear wheel while rolling — no pedaling. It's different from a wheelie (which uses pedals) and different from a front-wheel lift (which is a pop, not sustained). Done right, a manual flows through rollers, pumps for speed, and looks effortless. Done wrong, the rider loops out backward — which is why this skill takes months to learn and why we teach it carefully. This is also the skill that makes pumping advanced terrain possible. Lee McCormack treats manuals as foundational for pump-track racing.

Push the bike forward away from you. Use your hips, not your arms.

  • Phase 1 — The push: rolling at slow-to-moderate speed in attack position. Drop into a deep crouch (load the bike), then explode UP and BACK — pushing the bike forward away from you. Front wheel lifts. Try to hold it for 1 second, then 2, then more.
  • Phase 2 — Finding balance: the balance point is way further back than feels safe. The rear wheel is the pivot. Practice finding it — go past it on purpose so you learn what too-far feels like. Cover the rear brake. Tapping the rear brake brings the front wheel down instantly. Use it whenever you start to loop out.
  • Phase 3 — Sustained manual: hold the manual for 10+ feet. Use small body adjustments — push hips forward to lower the front, pull hips back to raise it.
  • This takes weeks. Sometimes months. Be patient.
  • Practice on grass first. Loop-outs to grass are nothing. Loop-outs to gravel are bad.

If a kid isn't making progress on manuals, it's almost always one of two issues: they're using arms instead of hips, or they're scared of looping out. For the arms problem, have them ride alongside you with one hand on the bars. They literally can't pull. They have to use their body. For the loop-out fear, set up the manual drill on grass with a clear understanding: "Loop-out today is the goal. Tap the rear brake. Front comes back down. We do this 10 times until you trust it." Once they trust the brake, they'll commit to the balance point.

Card 08 · Real Jumping

Tabletops & small jumps

Building on Intermediate tabletops with bigger features, better technique, and the beginning of jumping as a discipline. Match the landing angle. Both wheels together. Coach decides size.

Tabletops at Advanced are the same skill as at Intermediate — takeoff, flat top, landing — just on bigger features. The key technique additions are: matching the landing angle (bike rotates in the air to come down nose-first onto a downward-sloping landing), preloading the takeoff (compressing the suspension just before the lip to gain more pop), and airborne body adjustments (pull the bike up under you, push it down on landing). This is the foundation for every jumping skill that comes after.

Compress before the lip. Stay centered. Match the landing.

  • Find a tabletop appropriate for this rider — coach decides. Smaller is better when in doubt.
  • Phase 1 — Roll it. 5 reps minimum, even at this level. Warm up the motor pattern.
  • Phase 2 — Add preload. Right before the takeoff, compress the suspension by pushing down through the legs. As the lip releases, the bike pops up naturally. Don't pull the bars — the lip does the work.
  • Phase 3 — Match the landing. The landing is sloped downward. The bike should land with both wheels at the same time on that slope. If the takeoff sends you nose-up, push the bars forward in the air to level out. If nose-down, pull back gently.
  • Phase 4 — Both wheels together. Both wheels touch down at the same instant. This is the standard.
  • If you're confident on the tabletop, demo every phase. If you're not, don't fake it — walk it with them and discuss the technique instead.

If a rider's tabletops look the same as they did at Intermediate, the issue is usually preload. He's just rolling through the takeoff, getting some air from the lip's shape, but not actively jumping. Have him watch a video of a pro hitting a small tabletop — Christopher Blevins on Instagram has good slow-mo content. The compression before the lip is the key technique to see. Then drill ONLY the preload — even on flat ground, practicing the compress-and-release motion before integrating with the jump.

Card 09 · Real Trails, Real Pace

Technical descending at trail pace

Chunky terrain. Line choice on the fly. Brake control through rocks. Eyes way ahead. Real consequences. The skill that turns hard descents from white-knuckle survival into something a rider actually enjoys.

At this level, the riders should be cleaning descents that would terrify their parents. The skill set is locked in — attack position under load, trail-braking, line choice, body separation. What changes at Advanced is the terrain. Bigger rocks. Steeper sections. Looser dirt. Roots after rain. The skill is the same; the consequences are real. Which means coaching has to be more deliberate, not less. This is the card where most preventable crashes happen. Take it seriously.

Light hands, heavy feet, eyes way ahead. Let the bike work.

  • Find a descent with real technical features — chunk, drops, off-camber sections.
  • Walk it first. Every time. Identify the features. Discuss the lines. Discuss the brake points. Discuss the eye targets. Boys this age skip this step and pay for it.
  • Ride it: full attack position from before the descent starts.
  • At chunky sections: let off the brakes. Brakes lock suspension, suspension can't work, bike bounces around. Counterintuitive but right.
  • Eyes 20+ feet ahead. Scan for lines, pick early.
  • Run it 3-4 times. Each lap, push the line choice harder if appropriate. Stop them if a line is beyond their current skill — there's a difference between progression and recklessness.

If a rider's descents look sketchy — bouncing around, getting bucked, looking out of control — the issue is almost always brake management. He's grabbing brakes through chunk, which locks the suspension and turns every rock into a hit. Force the lesson: have him ride a chunky section with his brakes covered but not squeezed at all. Bike rolls through. He feels what the suspension is supposed to do. Then re-introduce light braking on the smooth parts. Most "I crash on chunk" is actually "I brake on chunk."

Card 10 · Going Up Hard

Climbing power & efficiency

Out-of-saddle climbing. Race-pace climbing. Recovery on climbs. The climbing skills that matter on real trails and at race pace — when staying seated isn't an option.

Beginner and Intermediate climbing was about staying seated and smooth — the right approach for technique-building. Advanced climbing adds the rest of the toolkit: standing climbs for short power efforts, pace management for long climbs, recovery breathing, and pre-shifting for stuff a rider has to ride through. Most kids this age have decent climbing strength. What they lack is technique under pressure — and that's what this card builds.

Smooth circles, even when standing. Breathe through it.

  • Find a climb with 3-4 distinct sections — gentle, steep punch, gentle, steep punch.
  • Drill 1 — Seated power: ride the whole climb seated. Smooth, steady cadence. This is the baseline.
  • Drill 2 — Standing on the punches: seated through gentle sections, stand for short punches. Use the standing for power, sit back down for recovery. The transitions matter — they should be smooth, not abrupt.
  • Drill 3 — Recovery breathing: on the gentle sections between hard efforts, focus on slow exhales — not gasping, not shallow. 4-second exhale through pursed lips. Calms heart rate, lets them go harder on the next punch.
  • Run the climb 3-4 times. Each rider compares which drill let them finish strongest.

If a rider climbs well in drills but blows up on real rides, the issue is almost always pacing. He's surging on the first climb of the ride and paying for it the rest of the day. Have him ride a real loop with a heart rate or breathing target — keep it manageable on the first climb. He'll finish stronger and notice the difference. Pacing is a skill that takes years to dial in. Start now.

Card 11 · Pacing, Starts, Passing

Race-day fundamentals

Pacing strategy. Race starts. Passing etiquette. Lap planning. Even riders who don't race competitively benefit from these skills on every group ride.

Some Advanced riders will be racing in the Utah League's Junior Devo program. Some won't. Either way, race-day skills translate. Pacing is just pacing — useful on any ride. Starting position management, passing on singletrack, lap strategy — all of it shows up in any group ride context. This card teaches the framework without requiring competition. Riders who race will lean on it harder; riders who don't will still benefit.

First lap is for position. Second lap is for pace. Third lap is for everything.

  • Set up a loop course — could be on a pump track, a section of trail, or a marked dirt loop.
  • Practice the start: standing start, pre-load on the pedals, hard first 30 seconds, settle into pace. Run 3-4 starts. The goal isn't to win the start — it's to learn to control the first effort without redlining.
  • Practice pacing: 3-lap effort. Compare lap times. Best result: lap times within 5% of each other (consistent pacing). Worst result: lap 1 way faster than lap 3 (blew up).
  • Practice passing: in pairs, slower rider ahead. Faster rider calls "passing on your left!" or similar. Slower rider holds line, doesn't swerve. Faster rider goes around at a safe point. Switch roles.
  • Talk through race etiquette: no passing on dangerous terrain, calling clearly, holding lines, no contact.

If a rider can't get pacing right, have him try the opposite of his instinct. Most boys this age go out way too hard on lap 1. Have him deliberately go too SLOW on lap 1 — like, embarrassingly slow. Then natural pace on lap 2. Then push lap 3. He'll usually be faster overall than going out hot. Counterintuitive lessons stick. Pacing is a skill that takes years. Start now.

Card 12 · The Skill Behind All Skills

Mental skills & risk assessment

Fear management. Knowing when to ride and when to walk. The difference between sending and surviving. The skills that keep a rider riding for 50 years instead of 5.

Every technique skill in this deck assumes the rider can think clearly about risk. Boys this age cannot, by default. The prefrontal cortex (the part of the brain that does risk assessment) isn't fully developed until the mid-20s. Which means part of coaching at this age is being the external prefrontal cortex — providing the judgment the kid doesn't have yet. Teaching them to develop that judgment themselves. Showing them what good risk assessment looks like. This is also the card that protects them — and protects your program from liability.

Send it cleanly first. Send it big later. Walk it if you're not sure.

  • Before every technical feature, the rider answers three questions out loud:
  • 1. "Can I roll it?" — If yes, ride. If no, walk.
  • 2. "If I crash here, what's the consequence?" — Bruise? Broken bone? Worse? Match risk tolerance to consequence.
  • 3. "Have I done this size before?" — If no, smaller version first. If yes, proceed.
  • This is a habit, not a one-time exercise. Repeat it before every feature for the first 3 weeks. By week 5, the riders should be doing it silently in their heads.
  • Talk about "sending" vs "surviving": sending is committing to a feature you've prepared for; surviving is barely making it through a feature you weren't ready for. Sending is the goal. Surviving means you got lucky.
  • Talk about walking: walking a feature is not failure. The best riders in the world walk features. Walking and coming back when you're ready is how you become a rider who lasts.

If risk assessment isn't sticking for a particular rider, it's almost always one of two issues: peer pressure or internal pressure. Peer pressure is solvable — separate the kid from the group dynamic for a session, ride with him at the back, build confidence privately. Internal pressure is harder — it's usually about identity ("I'm the kid who sends it"). For those, real conversation, not coaching cues. "Sending it isn't your identity. Riding well is. The fastest rider in the group is the one who's still riding when everyone else is hurt." Sometimes that lands. Sometimes you have to wait for life to teach the lesson. Either way, your job is to keep the floor underneath him.