AI CrossFit CompanionThis AMRAP creates significant fatigue accumulation through continuous work with no built-in rest. The 95/65lb thrusters become increasingly difficult as grip and shoulders fatigue from beastmakers, while double-unders demand coordination under metabolic stress. The 9-minute duration prevents meaningful recovery between rounds. Most average athletes will struggle with the barbell cycling and coordination breakdown, requiring weight scaling or movement modifications.
This workout develops the following fitness attributes:
This is a 9-minute AMRAP with 3 Beastmakers (50/35), 9 Thrusters (95/65), and 21 Double Unders per round. I'll analyze this by breaking down each movement and applying fatigue over the time domain. Movement Analysis: - Beastmakers (50/35): These are likely dumbbell snatches or similar. At moderate load, approximately 2.5-3 seconds per rep fresh state = 7.5-9 seconds for 3 reps - Thrusters (95/65): Standard Fran weight, approximately 2.5-3 seconds per rep = 22.5-27 seconds for 9 reps - Double Unders: In rhythm, 0.5 seconds per rep = 10.5 seconds for 21 reps - Transitions: 3-5 seconds between movements Round Time Calculation: Fresh round time: 7.5 + 22.5 + 10.5 + 6 seconds transitions = ~46.5 seconds for elite athletes Intermediate athletes: ~60-65 seconds per round Novice athletes: ~75-85 seconds per round Fatigue Application Over 9 Minutes: - Rounds 1-2: Base pace - Rounds 3-4: 1.1-1.2x multiplier (grip fatigue from beastmakers, shoulder fatigue from thrusters) - Rounds 5-6: 1.2-1.3x multiplier (significant grip and metabolic fatigue) - Rounds 7+: 1.3-1.5x multiplier (double unders become major limiting factor) Cross-Reference with Anchors: This workout is similar to Cindy (AMRAP 20: 5 pull-up + 10 push-up + 15 air squat) but shorter duration and different movements. Cindy benchmarks: L10: 25-30 rounds, L5: 15-18 rounds, L1: 6-8 rounds over 20 minutes. Adjusting for 9-minute duration and movement complexity: - Elite athletes (L10): ~8.5 rounds (46-50 sec/round early, 60+ sec/round late) - Intermediate athletes (L5): ~6 rounds (60-65 sec/round early, 80+ sec/round late) - Novice athletes (L1): ~3.5 rounds (75+ sec/round early, 100+ sec/round late) Final Benchmarks Recap: L10: 8.4 rounds, L5: 6.0 rounds, L1: 3.5 rounds
Beastmaker and Double-Under are gymnastics movements (bodyweight coordination skills), while Thruster is a weightlifting movement with external load. Two gymnastics movements out of three total gives 67% gymnastics, 33% weightlifting.
| Attribute | Score | Explanation |
|---|---|---|
| Endurance | 7/10 | Nine minutes of continuous work with minimal rest creates significant cardiovascular demand, especially with the compound movements and jumping rope component. |
| Stamina | 8/10 | High rep thrusters and double unders combined with grip-intensive beastmakers will heavily tax muscular endurance across multiple muscle groups. |
| Strength | 6/10 | Moderate loads on thrusters (95/65) and bodyweight beastmakers require solid strength foundation, though not maximal effort territory. |
| Flexibility | 4/10 | Thrusters demand good overhead and hip mobility, while beastmakers require shoulder flexibility for the complex movement pattern. |
| Power | 7/10 | Double unders are highly power-dependent, thrusters require explosive hip drive, and beastmakers demand coordinated explosive movement. |
| Speed | 6/10 | AMRAP format rewards quick transitions and efficient movement cycling, particularly important for maximizing double under efficiency and thruster pace. |
9 Minute AMRAP:3 Beastmakers (50/35)9 Thrusters (95/65)21 Double Unders