WORX WG512 Trivac 2.0 Electric 12-amp 3-in-1 Vacuum Blower/Mulcher/Vac, Black and Orange
SKU: 65188971919

WORX WG512 Trivac 2.0 Electric 12-amp 3-in-1 Vacuum Blower/Mulcher/Vac, Black and Orange

Sale price$918593.10 Regular price$1020659.00
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Description

WORX WG512 Trivac 2.0 Electric 12-amp 3-in-1 Vacuum Blower/Mulcher/Vac, Black and OrangeBrand: WORX Color: Black and Orange Features: LEAF BLOWER, MULCHER & VACUUM: The proprietary design changes from a blower to a vacuum with a mulcher with just the turn of a dial. Blow, vacuum, and mulch all day long if you want. But you wont have to. The Worx Trivac makes quick work of yard work A WIDE, STRONG STREAM OF AIR: 600 CFM (Cubic Feet per Minute) come streaming out of the wide mouth tube. Thats high capacity air volume so you clear your

Brand: WORX

Color: Black and Orange

Features:

  • LEAF BLOWER, MULCHER & VACUUM: The proprietary design changes from a blower to a vacuum with a mulcher with just the turn of a dial. Blow, vacuum, and mulch all day long if you want. But you won’t have to. The Worx Trivac makes quick work of yard work
  • A WIDE, STRONG STREAM OF AIR: 600 CFM (Cubic Feet per Minute) come streaming out of the wide-mouth tube. That’s high-capacity air volume so you clear your property with less passes back and forth
  • METAL MULCHER: The metal impeller with its shredder blade cuts in two stages, chopping leaves down to a 16:1 mulch ratio – that’s 16 bags of leaves mulched into one
  • QUICK, DETACHABLE BAG: When it’s time for composting or collection, the bag has an easy release. No muss, no fuss. Turn a dirty job into a quick one
  • DO IT YOURSELF. DO IT BETTER. DO IT WITH WORX: WORX tools are engineered with cutting-edge technology, and above modern efficiency standards, so you can build a cost-effective tool collection that’s been designed to last
  • 2 SPEEDS FOR DIFFERENT JOBS: Go slow for pavement or tight corners. On the open lawn, switch to speed 2 – up to 70mph – and see what it can do
  • ONE-HANDED OPERATION: The Worx Trivac is designed to be controlled with just one hand. It’s only 9 lbs. and the ergonomic design funnels the wind so it’s easy to handle
  • ]
  • INCLUDES: 600 CFM 12A Trivac, 1.4 Bushel Collection Bag

Binding: Lawn & Patio

Details: Switch from blow to vac and mulch with just the turn of a dial. “Rake the leaves” with just this one tool in half the time it used to take you. And with the 16:1 mulch ratio, you’ll have far fewer bags to drag to the curb when you’re done. The 600 CFM – 12A Electric TRIVAC is here to make yard work so much easier. First off, all that tech is less than 10 lbs, so almost anyone can operate it with just one hand. The 2-speed control lets you blow on low for tight corners, and then crank it up to 70 mph for the open yard. 600 CFM (Cubic Feet per Minute) is an awful lot of air and creates a nice wide stream to get even more done in less time. And the powerful 12A electric motor frees you from the expense and hassle of gas-powered blowers to give you a cleaner and quieter experience. Let’s talk some more about that mulching function. The patented articulating design lets you flip it into vacuum and mulch mode with just one turn. You don’t need to switch out the tube, and you certainly don’t need any tools to do it. It sucks up leaves into the metal impeller and shredder blades, which chops them up into 1/16th their regular size. So you can stuff 16x more leaves and yard debris into the 1.4 bushels collection bag than you could with a regular yard vacuum or a blower or a rake. Welcome to the TRIVAC, it’s the better way to go “rake the leaves.”

Package Dimensions: 20.4 x 14.6 x 10.6 inches

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SKU: 65188971919

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Tinkerer
Louisville, US
★★★★★ 5
There's nothing else out there that's this comprehensive
Format: Hardcover
Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
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Reviewed in the United States on August 18, 2019
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robert thompson
Draper, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
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Vincent Marias
Port Orchard, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
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Joan Rubio
Birmingham, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025
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Piotr S.
New York, US
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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Reviewed in the United States on February 13, 2019

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