Agility

A successful agility journey starts with Beginner Obedience classes. Sign up information can be found here:

AKC Agility is a fast-paced dog sport run by the American Kennel Club (AKC) where dogs navigate an obstacle course—such as jumps, tunnels, weave poles, teeters, and A-frames—under the guidance of their handler.

The goal is to complete the course accurately and as quickly as possible without mistakes like missed contacts, knocked bars, or going off course. Dogs compete in different jump height divisions based on size, and in different classes based on skill level (Novice, Open, Excellent, and Master).

As dogs earn qualifying runs (“Qs”) and accumulate titles, they advance to higher levels and can compete for championships like the Master Agility Champion (MACH) title.

To qualify, a dog must complete the course clean (no faults) and under the Standard (STD) Course Time (SCT) set by the judge. Titles progress through multiple levels, with separate paths for Standard and Jumpers With Weaves (JWW) classes (plus optional titling classes like FAST, Premier, and Time 2 Beat).

Levels & Requirements

LevelTitlesQs RequiredDescription
NoviceNA / NAJ3 QsBeginner level, simple courses
OpenOA / OAJ3 QsIntermediate skills and challenges
ExcellentAX / AXJ3 QsAdvanced handling & precision
MasterMX / MXJ10 QsTop-level consistency

After earning Master titles, dogs continue to accumulate Double Qs (QQs) – qualifying in both Standard & JWW on the trial same day – to work toward their Agility Championship (MACH).

Championship Titles

  • MACH (Master Agility Champion)
    • 20 QQs + 750 MACH points (1 point is earned per second under Standard Course Time)
  • PACH (Preferred Agility Champion) For dogs in the Preferred program (jumping 1 height lower than measured height)
  • AGCH (Agility Grand Champion) Requires 100 qualifying scores in both Master Standard and Jumpers with Weaves and 75 qualifying scores in Master FAST and Time 2 Beat classes

Other Titling Optional Classes

  • FAST (distance challenge)
  • Premier (international-style handling)
  • Time 2 Beat (T2B) (points toward T2B title)
  • ACT 1 & ACT 2 (beginner, pre-trial titles)

The official AKC Rules can be found here:

Contact Obstacles

Contact obstacles require the dog to touch the yellow zones at the end of the obstacle. This keeps agility safe and prevents dangerous launching/jumping off.

A-Frame
  • Two wide slanted ramps forming an “A” shape
  • Dogs must touch the yellow contact zones going down
  • Encourages safe, controlled climbing and descending
Dogwalk
  • Long narrow plank with ascending and descending ramps
  • Dogs run up, across the top, and down
  • Must hit contact zone on down side
  • Precision and balance are key
Teeter (Seesaw)
  • Narrow plank that tips down as the dog walks up
  • Dog must ride it down and wait for it to hit the ground before leaving
  • Tests confidence and control
  • Contacts must be hit on both ends
Jumps

Used throughout the course to create flow and speed

Single Bar Jump

Just one bar, simplest jump

Double & Triple Jumps

Multiple bars in depth; encourage extended jumping form

Panel Jump

Solid face, no bars—looks like a wall

Tire Jump

Dog jumps through a suspended ring/tire
(Safety-breakaway tires are now required)

Broad Jump

Dog jumps over several flat boards placed in a row (distance, not height)

Tunnels

Flexible chute the dog runs through; can curve

Weave Poles

  • Dog must enter between first two poles on the correct side
  • Weave in and out through all the poles
  • Requires rhythm, accuracy, and speed
    (6 poles for novice, 12 poles for open and above)

Table (used in some classes, optional now)

  • Dog jumps on and stays on for 5 seconds
  • Teaches control & steadiness mid-course
    (No longer used in Master/Excellent Standard)