Your gym's own steps and modifiers
Your gym's own skill steps in Gym TeamHub in place of Learning, Achieved and Mastered, and an apparatus's own heading and modifiers.
A gym can mark skills on steps of its own in place of Learning, Achieved and Mastered. Each apparatus in a skill list can also have its own heading and its own modifiers. Both are set up on the website, from the Manage menu on the Skills tab.
Note
The phone app shows your steps, modifiers and headings from its next update. Until then, if your gym has set up its own, coaches should mark skills on the website.
Your own steps
Manage → Edit Scale holds one scale for the whole gym: 2 to 7 steps, each with a name, a color, and what it means for parents. Coaches then pick from your steps in place of Learning, Achieved and Mastered. Not Started and Injured stay in every gym.
Edit Scale is for the owner or director.
- Open Manage → Edit Scale and tap Set up your own steps. You start with steps numbered 1 to 5.
- Name each step, lowest first. The arrows reorder them, the trash icon removes one, and Add a step adds another.
- Tap a step's name chip to change its color.
- Fill in What it means, for parents for each step. It's the only explanation a family gets, in the legend on their gymnast's Skills tab and in Progress Reports.
- Pick the step in A skill counts as done from.
- Tap Save. The first save asks you to confirm before coaches start picking from your steps.
Marks already made keep Learning, Achieved or Mastered until a coach marks them again. When a coach opens one of those, the picker says what the skill is marked now, so they can pick a step to replace it.
Where a skill counts as done
A skill counts as done from is the one setting here that changes marks. At that step or higher, a skill counts as done: it fills the gymnast's progress bar, counts toward move-up readiness, and gets an achieved date. Below it, the skill is still in progress. In the picker, a line labeled Counts as done sits above that step.
When a later change affects marks, Save says how many and asks first:
- Moving it up — marks that stop counting as done lose their achieved date. Moving it back down won't bring the old dates back.
- Moving it down — marks that start counting as done get today as their achieved date.
- Removing a step that has marks on it sends those marks back to Learning or Achieved.
Go back to the standard statuses, at the bottom of Edit Scale, removes your steps. Coaches mark Learning, Achieved and Mastered again, and a mark on one of your steps shows Learning or Achieved instead.
An apparatus's heading and modifiers
Manage → Edit Skills has a Heading and modifiers section below the skills. It covers one apparatus, at one level, in one skill list. The line under its title says which. Owners, directors and coaches can edit it.
- Heading is a line shown above these skills, for coaches and parents, such as the vault's name. Type it and tap Save.
- Modifiers are what a coach can add to a mark on these skills. Every apparatus starts on the standard modifiers. Give these skills their own modifiers copies the standard set in, ready to rename, reorder, remove or add to. A list holds up to 30 modifiers, each name up to 64 characters, with an optional meaning for parents.
Each modifier change saves as you make it. A few things to know:
- Removing a modifier that marks use asks first. The marks stay and stop showing it.
- Renaming a standard modifier drops its standard meaning, so give it a meaning of your own if parents should see one.
- Copy these modifiers to … everywhere puts this list on the same apparatus in every skill list and level that has skills on it, in place of their own. Headings aren't copied, and it can't be undone.
- Back to the standard set returns these skills to the standard modifiers.
A mark carries one modifier, on the standard statuses and on your own steps alike, so a coach can say why a skill sits where it does.
Templates
A template saved from Save as template takes the apparatus's heading and modifiers along with its skills. Applying it with Replace puts them in place of the ones the skills have; any other apply fills them in only where the skills have none. Edit Templates shows what a template comes with, and Remove from this template takes the heading and modifiers off it while keeping its skills.
Tip
A season rollover keeps each apparatus's heading and modifiers, but the templates it saves don't carry them. The season archive keeps each skill's step, but not its modifier.
Last updated October 18, 2026
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