Workout Description
For Time (cap 42 min):
Part 1 — Open (10 min AMRAP):
5 DB Thrusters (2x20kg)
10 KB Swings (24kg)
15/12 Cal Row
Rest 3 min
Part 2 — Grind (3 Rounds, not for time — controlled pace):
12 DB Devils Press (2x15kg)
16 DB/KB Alternating Lunges (2x16kg)
10 Gorilla Rows (2x24kg)
200m Farmers Walk (2x24kg)
Rest 2 min between rounds
Rest 3 min
Part 3 — Finisher (AMRAP 8 min):
8 DB Snatches (20kg, alternating)
12 Burpee Box Jumps (60cm box)
14/10 Cal BikeErg
Score = Part 1 rounds + reps, Part 3 rounds + reps recorded separately.
Why This Workout Is Medium
This workout combines moderate-to-heavy loads with high volume across three distinct energy systems. Part 1's 10-min AMRAP with 20kg thrusters and 24kg KB swings creates significant fatigue. Part 2's grind (3 rounds of devils press, lunges, gorilla rows, and 200m farmers walk) accumulates grip and leg fatigue without time pressure. Part 3's 8-min finisher with burpee box jumps and bike adds metabolic demand when already fatigued. The 3-min rest periods provide recovery, but the cumulative volume and loading—especially grip-intensive movements stacked together—push average athletes to their limits. Most will complete as prescribed but with noticeable struggle in Part 3.
Training Focus
This workout develops the following fitness attributes:
- Stamina (8/10): High rep ranges across multiple movement patterns test muscular endurance. Part 2 grind with controlled pace builds work capacity. Cumulative fatigue from three parts challenges sustained output.
- Endurance (7/10): Three distinct cardio segments (row, farmers walk, bike) with sustained aerobic demand across 42-minute cap. AMRAP and finisher formats maintain elevated heart rate throughout workout.
- Strength (6/10): Moderate loads (15-24kg) with compound movements like thrusters, devil's press, and gorilla rows. Farmers walk adds significant grip and postural strength demand over 200m distance.
- Power (6/10): Explosive elements present in thrusters, KB swings, snatches, and burpee box jumps. However, grind section emphasizes controlled tempo, reducing overall power demand relative to strength-speed work.
- Speed (6/10): Two AMRAP sections demand quick cycling and minimal transitions. Grind section intentionally slows pace. Finisher requires rapid movement cycling. Mixed pacing strategy throughout workout.
- Flexibility (4/10): Moderate mobility needs for DB thrusters, lunges, and snatches. Burpee box jumps require hip and ankle mobility. Overall movement patterns don't demand extreme range of motion.
Movements
- Dumbbell Thruster
- Kettlebell Swing
- Row
- Devil Press
- Alternating Dumbbell Lunge
- Gorilla Row
- Farmer Carry
- Alternating Dumbbell Snatch
- Burpee Box Jump
Scaling Options
Part 1 — DB Thrusters: reduce to 2x12-15kg if form breaks or depth is compromised at 20kg. KB Swings: drop to 16-20kg; sub Russian swings (eye level) if 24kg American swings are unsafe overhead. Row: reduce to 12/10 cal or sub 200m ski erg/250m row. Part 2 — Devil's Press: reduce to 2x10-12kg; sub DB Burpee + single-arm press if coordination is an issue. Lunges: reduce to 2x10-12kg or bodyweight; sub step-back lunges if balance is a concern. Gorilla Rows: reduce to 2x16kg; sub single-arm DB rows with hand support. Farmers Walk: reduce to 2x16kg or carry time (90 sec walk) instead of distance. Part 3 — DB Snatches: reduce to 14-16kg; sub Russian KB swings if snatch mechanics are poor. Burpee Box Jumps: reduce box to 50cm or step-up variation; sub standard burpees + step-up if jump landing is unsafe. BikeErg: reduce to 12/8 cal or sub 200m row. Overall Volume Scaling: Newer athletes can reduce Part 2 to 2 rounds instead of 3 to protect recovery and form quality under fatigue.
Scaling Explanation
Scale Part 1 weight if you cannot perform at least 5 unbroken DB Thrusters at the prescribed load with full depth and overhead lockout, or if your KB swing loses hip drive before the set is done. Scale Part 2 loads if your lower back rounds on Devil's Press, your torso collapses on lunges, or your grip fails before completing the Farmers Walk — technique over load always in this section, as it is the cumulative fatigue block. Scale Part 3 if the Burpee Box Jump landing is unsafe due to fatigue, or if DB Snatch form deteriorates (asymmetrical, muscling up, no hip drive). The guiding principle: intensity is the stimulus in Parts 1 and 3, control and tension are the stimulus in Part 2. Do not sacrifice Part 2 mechanics to go faster — it is not timed for a reason. A well-scaled athlete who finishes Part 2 with solid movement and attacks Part 3 with real effort gets far more out of this workout than an Rx athlete who grinds to a halt. Target 5+ rounds in Part 1, completion of all 3 rounds in Part 2 within 20 minutes, and 4+ rounds in Part 3.
Intended Stimulus
This is a long-duration, mixed-modal burner targeting total-body conditioning, muscular endurance, and mental durability across three distinct training zones — all within a 42-minute cap. Part 1 is a moderate-to-hard 10-minute AMRAP demanding sustained aerobic output with repeated full-body cycling (expect burning shoulders and lungs — push but stay repeatable). Part 2 shifts to a grind — slow, deliberate, strength-endurance work that taxes the posterior chain, grip, and core under accumulated fatigue. This is not for time, but it will hurt if you rushed Part 1. Part 3 is an 8-minute sprint finisher designed to be attacked hard after the fatigue debt you've already built — expect real mental resistance here. The primary adaptation is aerobic capacity under load, resilience through fatigue, and the ability to manage effort across changing demands. Think of it as one long test of pacing intelligence and physical durability.
Coach Insight
Part 1 Strategy: Find a pace in round one that you could sustain for 15 minutes — then hold it. The DB Thrusters will be the limiter early; go unbroken on sets 1-3, then plan a quick break (3+2) if needed. KB Swings at 24kg should be unbroken every round — hinge hard, float the bell. On the Row, avoid sprinting; target a moderate pace that keeps your heart rate in check so you step off ready to squat again. Aim for 5-7 solid rounds. Part 2 Strategy: This is where discipline wins. Devil's Press — control the negative, tight core off the floor, explosive hip drive overhead. Do NOT muscle it up. Lunges should be slow and deliberate — step long, knee tracks toe, torso upright. Gorilla Rows: brace hard, one arm at a time, no rotation stealing the work. Farmers Walk: grip, posture, tall chest — don't rush it. Take your full 2-min rest between rounds — you'll need it. Part 3 Strategy: After the rest, reset your mind. This AMRAP is meant to hurt. DB Snatches should be fluid and alternating — don't over-grip. Burpee Box Jumps: step down to preserve legs, but step up is too slow — find a rhythm. BikeErg: hard but not all-out in round 1; build across the AMRAP. Target 4-5+ rounds. Common Mistakes: Going out too hot in Part 1 and dying in Part 2. Using lower back to muscle through Devil's Press or KB swings. Skipping the 3-minute rests — they are programmed for a reason. Breaking form on lunges when legs are cooked.
Benchmark Notes
Part 1 is the primary benchmark (10 min AMRAP); the 15-cal row (~75–85 sec) dominates cycle time, with 2×20 kg thrusters adding a shoulder fatigue tax. L5 (~4 rounds) assumes unbroken thrusters, short swing breaks, and a steady 1:15–1:20 row split per round at ~2:30 per cycle. Part 3 is recorded separately—8 min AMRAP with burpee box jumps as the pace limiter; L5 targets roughly 3 rounds there.
Modality Profile
10 total movements: Dumbbell Thruster (W), Kettlebell Swing (W), Row (M), Devil Press (W), Alternating Dumbbell Lunge (W), Gorilla Row (W), Farmer Carry (W), Alternating Dumbbell Snatch (W), Burpee Box Jump (G), Bikeerg (M). Breakdown: 2 Gymnastics (20%), 2 Monostructural (20%), 6 Weightlifting (60%). Rounded to nearest 10%: G=20, M=10, W=70. This is a heavily weighted workout with significant external load emphasis, moderate cardio component, and minimal bodyweight gymnastics.