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Trail terms

Slickrock

What is slickrock?

Slickrock is bare, exposed sandstone with no soil on it and no tread cut into it. You walk on the rock itself and follow cairns rather than a path. Dry sandstone gives excellent grip; wet or dusty sandstone gives very little, which is where the name misleads people.

Slickrock at a glance

What it is
Bare sandstone, no soil, no cut tread
Grip when dry
Excellent
Grip when wet, icy or sandy
Poor
Route marking
Cairns rather than a path

Why is it called slickrock if it is not slippery?

Dry Navajo or Wingate sandstone is one of the grippiest natural surfaces you can walk on. The name is a leftover from wagon-era travel: the National Park Service explains that loose sand and gravel lying on the rock made it slick for horses shod in metal, which had no purchase on it.

Rubber changed the equation entirely. On a modern outsole the same rock is confidence-inspiring enough that people run on it. The historical name stuck anyway, and it now sets exactly the wrong expectation for a hiker reading a trail description for the first time.

When does slickrock actually get slick?

Three conditions flip it. Wet rock, because a thin film of water on fine-grained sandstone behaves like a lubricant. Ice, for the same reason and worse. And a loose layer of sand or grit over the rock, which rolls under a foot exactly the way ball bearings would.

That last one is the common case and the easiest to miss, because the rock underneath looks and feels solid. Land managers in southern Utah routinely advise against the steeper slickrock routes when the rock is wet or icy, and the drop-offs on those routes are what make the advice serious.

How do you follow a route with no trail on it?

You follow cairns, which are small stacks of stones placed by trail crews to mark the line across open rock. Walk from one to the next, and if you cannot see the next one, stop and look before you commit rather than carrying on and hoping.

Do not build new cairns. Extra stacks placed by well-meaning visitors are the standard way people get led off a route, and moving the stones also disturbs the crust and the small life underneath them.

What this means when you're choosing

  • A sticky rubber outsole, which matters far more here than deep lugs
  • Shallow to moderate lugs, since deep ones lift the rubber off smooth rock
  • A shoe you can edge and smear in, rather than a soft trail-cushioned one
  • The forecast, because rain turns the best surface into the worst one

The common mistake

Choosing the shoe with the deepest lugs

Deep, widely spaced lugs are what you want in mud, and they are the wrong answer on rock. They reduce the amount of rubber actually touching a smooth surface, so a shallower, stickier outsole holds better on slickrock. Match the outsole to the ground, not to how aggressive it looks.

Common questions

Is slickrock hard to walk on?

On dry rock at a moderate angle it is easier than a rocky trail, because the surface is continuous and there is nothing to trip over. It gets hard when the angle steepens, when route-finding between cairns is unclear, or when the rock is wet.

What shoes are best for slickrock?

Anything with a sticky rubber compound and a relatively shallow lug pattern. Grip on smooth rock comes from rubber contact area and compound, not from lug depth, so an aggressive mud outsole is a downgrade here.

Where this is defined

More in trail terms

Base weight

Base weight is everything in your pack except food, water and fuel: the gear that doesn't get used up. It's the number backpackers compare, because consumables vary with trip length while base weight is a property of your kit.

Ultralight

Ultralight is a style of backpacking built around a base weight under 10 lb. It gets there by making the big three lighter and by carrying fewer things, which trades comfort in camp and margin in bad conditions for comfort while walking.

Fastpacking

Fastpacking is covering a multi-day route with a pack light enough to run in, somewhere between trail running and ultralight backpacking. Typical loads run 8 to 20 liters, and the trip is usually run downhill and on the flat and hiked uphill.

Thru-hiking

Thru-hiking is walking a long trail end to end in one continuous trip, usually within a single season. The Appalachian Trail, Pacific Crest Trail and Continental Divide Trail are the best-known examples in the US, each taking several months.

Shoulder season

The shoulder seasons are spring and autumn, the months either side of settled summer conditions. Days can be warm and nights near freezing, weather changes faster, and gear that works in July is often not enough in late September.

Three-season

Three-season gear is built for spring, summer and autumn but not sustained winter conditions. It's the default rating for most backpacking equipment, and in practice it means handling rain, wind and light frost but not deep snow.

Layering system

A layering system is the practice of combining a moisture-moving base layer, an insulating mid layer and a protective shell, so you can regulate temperature by adding and removing pieces rather than relying on one heavy garment.

Zero day

A zero day is a day on a long trail where you walk no trail miles at all, usually taken in a town to rest, resupply and deal with logistics. A nero is a near-zero: a handful of miles into or out of town with the rest of the day off.

Nero day

A nero day, short for nearly zero, is a day on a long trail when you hike only a few miles and spend the rest of it resting or doing town chores. It sits between a full hiking day and a zero day, when you hike no miles at all.

Cowboy camping

Cowboy camping is sleeping outside with no shelter over you: a pad, a bag or quilt, and the sky. It saves the weight and the time of pitching a tent, and it trades away protection from rain, wind, dew, insects and anything that walks past in the night.

Postholing

Postholing is breaking through soft snow with each step and sinking to your shin, knee or thigh, leaving a line of holes behind you. It is exhausting, it can drop your pace to under a mile an hour, and it damages the trail for everyone following.

Trailhead

A trailhead is the designated access point where a trail begins, and usually where you park and start walking. Many have a map board, signs or a toilet. The US Forest Service draws a firm line: a plain junction of two trails, or of a trail and a road, is not a trailhead.

Treeline

Treeline is the elevation, or latitude, above which trees can no longer grow. It is less a line than a zone where trees shrink into stunted, wind-shaped growth, and it sits at very different heights: between 5,000 and 6,000 feet in Washington's Olympics, and above 10,000 in the Sierra.

Backcountry

Backcountry is undeveloped land away from roads and drive-in campgrounds, reached on foot or by water. In US parks it is the opposite of frontcountry, where you drive to a campground, and camping there often needs a permit. It is not the same as legally designated Wilderness.

Big three

The big three are a backpacker's shelter, sleep system and pack: the three items where most of a kit's weight sits and, as REI puts it, where you can cut the most. The usual advice is to lighten the shelter and sleep system first and choose the pack last.

Section hiking

Section hiking is completing a long trail in pieces, one stretch at a time over separate trips, rather than in one continuous push. The Appalachian Trail Conservancy counts anyone who finishes the whole trail in more than 12 months as a section hiker, and recognizes them as 2,000-milers alongside thru-hikers.

NOBO and SOBO

NOBO and SOBO are thru-hiker shorthand for northbound and southbound, the direction someone walks a long trail. On the Appalachian Trail a NOBO starts at Springer Mountain in Georgia and finishes at Katahdin in Maine, and a SOBO walks the same 2,000-plus miles the other way.

Slackpacking

Slackpacking is hiking a stretch of a long trail with only a daypack while someone else moves the rest of your gear, usually a shuttle that drops you at one road crossing and collects you at the next. You still walk every mile; you just sleep indoors and carry less.

Naismith's rule

Naismith's rule estimates how long a hike will take: one hour for every three miles of distance, plus one hour for every 2,000 feet of climbing. A Scottish mountaineer wrote it in 1892 for fit walkers taking short halts, so most people need longer.

By Tom · Last reviewed . Back to the glossary