Sportsman 230 MPH 450 CFM 52 cc Gas Powered Walk-Behind Leaf Blower
SKU: 46698965850

Sportsman 230 MPH 450 CFM 52 cc Gas Powered Walk-Behind Leaf Blower

Sale price$157.05 Regular price$174.50
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Description

Sportsman 230 MPH 450 CFM 52 cc Gas Powered Walk-Behind Leaf BlowerPerfect for gardens, leaves and yard debris, this 230 MPH 450 CFM 52 cc Gas Powered Walk Behind Leaf Blower quickly cleans up walkways, driveways and gardens with ease. Each leaf blower features a 230 MPH 450 CFM Gas Powered 52 cc motor that will make quick work of your yard debris. The 9. 5 in. rear wheels and 5 in. front wheels makes this blower perfect for sidewalks, driveways and patios. Clear leaves, grass clippings and other debris easily Walk

Perfect for gardens, leaves and yard debris, this 230 MPH 450 CFM 52 cc Gas Powered Walk-Behind Leaf Blower quickly cleans up walkways, driveways and gardens with ease. Each leaf blower features a 230 MPH 450 CFM Gas Powered 52 cc motor that will make quick work of your yard debris. The 9.5 in. rear wheels and 5 in. front wheels makes this blower perfect for sidewalks, driveways and patios.

  • Clear leaves, grass clippings and other debris easily
  • Walk behind design is idea for of all ages and abilities
  • Clear flower beds, lawns, driveways, sidewalks and walkway paths
  • 1.74 HP, 52 cc, 2-cylce motor utilizes a gas fuel/oil mixture of 50:1
  • Idle speed range 2600 RRM to 3000 RRM
  • Maximum speed range 7300 RPM to 8200 RPM
  • 97 dB maximum noise level
  • 1300-Watt, 28.75 oz. maximum fuel capacity
  • Recoil start with finger throttle on right side handle and on/off switch
  • 2.75 in. Dia air outlet with maximum air speed of 230 MPH, blows up to 450 CFM
  • Fold down handle makes storage easier with 5 in. soft grip handles
  • 5 in. front wheel with 9.5 in. rear wheel for easy maneuverability
  • 4 in. ground clearance
  • Measures 18 in. W x 46 in. D x 38 in. H fully assembled
  • Unit is not recommended for high altitude use above 3,000 ft.
  • EPA approved, non-CARB compliant/not for sale in California
  • California residents


Features
Item Weight 28.00
Maximum air speed (mph) 230
Engine Type 2 Cycle
Engine Displacement (cc) 52
Product Weight (lb.) 28.00 lb
Maximum Air Volume (CFM) 450
Start Type Recoil Start
Returnable 180-Day
Tools Included Blower
CA (CARB) Compliant Not CARB Compliant
Refurbished No
Included No additional items or accessories included
Power Type Gas
Blower Type Walk Behind Blower
Commercial No
Features Adjustable Speed,Translucent Fuel Tank
Noise rating (dB) 97
Fuel Tank Capacity (oz.) 28.75
Product Width (in.) 18.00 in
Product Height (in.) 38.00 in
Product Depth (in.) 46.00 in
Manufacturer Warranty 1-Year Limited Warranty
Certifications and Listings EPA Approved

Shipping Notes
  • Free Standard Shipping on $100+ Orders to the USA.
  • Except Preorder products are shipped in 48 hours.
  • Delivery to the USA:
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  • If time is of the essence, please consider selecting expedited delivery for faster service.
Exchange/Return Notes
  • We offer a 30-day return/exchange service after receiving.
  • Final sale items are not eligible for returns or exchanges.
  • To process your return/exchange, please contact us at [email protected]
  • Please click here for more details>>> Return & Exchange Policy
SKU: 46698965850

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Tinkerer
Cuba, 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.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on August 18, 2019
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Verified Purchase
robert thompson
Omaha, 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
V
Verified Purchase
Vincent Marias
Waukegan, 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
J
Verified Purchase
Joan Rubio
Draper, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on October 15, 2025
P
Verified Purchase
Piotr S.
Lexington, 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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