T3 — FREE ONLINE TIMER

AMRAP
TIMER

As Many Rounds As Possible. Set the time cap, hit start, and tap + ROUND every time you finish a round — your score is on the clock.

READY
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What does AMRAP mean?

AMRAP stands for "As Many Rounds (or Reps) As Possible": a fixed time cap in which you repeat a circuit as many times as you can. The clock counts down; your score is the number of completed rounds plus any extra reps.

Where a For Time workout fixes the work and races the clock, an AMRAP fixes the clock and maximizes the work. Same movements, completely different pacing puzzle.

How to use this timer

  1. Set your time cap — 20 minutes is the classic benchmark length; 7–12 minutes makes for a sharper sprint.
  2. Press START. The clock counts down from the cap.
  3. Tap + ROUND (or press Enter) each time you complete a round. Your round count stays on screen and is announced in the final score.

Example AMRAP workouts

  • Cindy — AMRAP 20: 5 pull-ups, 10 push-ups, 15 air squats.
  • AMRAP 12 — 10 thrusters, 10 toes-to-bar.
  • AMRAP 7 — 7 burpees, 7 kettlebell swings. Short and loud.
  • Team AMRAP 25 — partners alternate full rounds of 10 wall balls + 10 box jumps.

Pacing an AMRAP

The most common mistake is sprinting the first two rounds. Pick a pace you could hold for the whole cap, break big sets before your grip or lungs force you to, and aim for even round splits — a steady 90-second round beats alternating 70s and 2:30s.

FAQ

What does AMRAP stand for?
As Many Rounds As Possible (or As Many Reps As Possible for single-movement versions), within a fixed time cap.
How do you score an AMRAP?
Completed rounds plus extra reps. If you finish 12 full rounds of Cindy and then 5 pull-ups and 4 push-ups, your score is 12 rounds + 9 reps, written 12+9.
What is the difference between AMRAP and For Time?
AMRAP fixes the duration and counts the work; For Time fixes the work and counts the duration. AMRAPs guarantee the workout length, which makes them easy to program.
How long should an AMRAP be?
Common ranges: 5–8 minutes for sprint pieces, 10–15 for classic conditioning, 20+ for endurance grinders like Cindy. Longer caps demand a more conservative opening pace.

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