The Gauntlet arena final
The A.P.E.X. Gauntlet Final is a continuous 50–65 minute arena race built for elite hybrid athletes. Combining 3,200m of running, 8,000m of Concept2 ergometer work, and 7 two-minute high-output power stations, it tests raw capacity and strategic execution under extreme fatigue. With dynamic 10m and 25m credit deductions under a strict 50% floor cap rule, every rep counts towards cutting your final time on the leaderboard.

The continuous gauntlet flow
Competition Flow
The A.P.E.X. race runs on one continuous clock from the opening metre to the final sprint.
There are no scheduled rest periods.
Athletes move through a series of 2-minute Power Stations, followed by a 30-second Equipment Setup Window before attacking the next endurance section.
The setup window is not rest. The clock continues to run.
Athletes have 30 seconds to move to the machine, adjust their equipment, secure their position and prepare to start. Once the setup window expires, the endurance section begins.
The opening and closing runs are fixed. The endurance sections between the Power Stations can be reduced through the Double-Jeopardy Distance Credit System.
The A.P.E.X. Race
Opening Run
1,600m Run
The race begins with a fixed 1,600m arena run.
No credits. No deductions.
Start fast. Set the pace.
Power Station 1
2-Minute Thrusters
Complete as many valid reps as possible within two minutes.
Every valid rep earns a 10m Distance Credit toward the following SkiErg.
30-Second Equipment Setup
Move to the SkiErg, make any required adjustments and prepare to begin.
The clock continues to run.
SkiErg
1,600m Target
Your earned Distance Credits are deducted from the target distance.
Minimum distance: 800m
Power Station 2
2-Minute Kettlebell Swings
Accumulate as many valid reps as possible within two minutes.
Every valid rep earns a 10m Distance Credit toward the following RowErg.
30-Second Equipment Setup
Move to the RowErg and prepare for the next endurance section.
The clock continues to run.
RowErg
1,600m Target
Distance is reduced according to your earned credits.
Minimum distance: 800m
Power Station 3
2-Minute Devil Presses
Two minutes to produce maximum valid output.
Every valid rep earns a 10m Distance Credit toward the following BikeErg.
30-Second Equipment Setup
Move to the BikeErg, make your adjustments and get ready to ride.
The clock continues to run.
BikeErg
1,600m Target
Apply your earned credits before beginning the required distance.
Minimum distance: 800m
Power Station 4
2-Minute Wall Balls
Complete as many valid reps as possible.
Every valid rep earns a 10m Distance Credit toward the following SkiErg.
30-Second Equipment Setup
Move to the SkiErg and prepare for the next section.
The clock continues to run.
SkiErg
1,600m Target
Your Power Station output reduces the distance you are required to complete.
Minimum distance: 800m
Power Station 5
2-Minute Dumbbell Snatch / Clean & Press
Maximise your valid rep count within the two-minute window.
Every valid rep earns a 10m Distance Credit toward the following BikeErg.
30-Second Equipment Setup
Move to the BikeErg and prepare to start.
The clock continues to run.
BikeErg
1,600m Target
Your earned credits reduce the required distance.
Minimum distance: 800m
Power Station 6
2-Minute Sandbag Cleans
This is your final major opportunity to build Rep Volume and earn Distance Credits.
Every valid rep earns a 10m Distance Credit toward the following RowErg.
30-Second Equipment Setup
Move to the RowErg and prepare for the final machine section.
The clock continues to run.
RowErg
1,600m Target
Distance is reduced according to your earned credits.
Minimum distance: 800m
Power Station 7
2-Minute Box Step-Ups / Burpees
The final Power Station.
There is no room to coast.
Every valid rep continues to count toward your Rep Volume leaderboard.
The clock continues to run.
The Final Test
1,600m Final Sprint Run
Once the final Power Station is complete, athletes move directly into the final 1,600m run.
No credits.
No deductions.
No more opportunities to reduce the distance.
Just you, the clock and the finish line.
Your official race time stops when you cross the finish line.
The A.P.E.X. Rule
Every Power Station is an opportunity.
Every rep can create an advantage.
But every rep also creates fatigue.
The 30-second setup window gives athletes just enough time to get onto the next machine and prepare — not enough time to recover.
The clock never stops.
The athlete must decide how aggressively to attack each two-minute Power Station, how many credits to chase, and how much fatigue they are willing to carry into the next section.
Push for the credits. Chase the reps. Manage the fatigue.
The clock never stops.
The distance is yours to earn.
The race is yours to manage.

Power stations, ergs, and credit deductions
Athletes face seven dedicated two-minute Power Stations, each designed to test full-body strength, power, and durability under fatigue.
The stations include thrusters, kettlebell swings, devil presses, wall balls, dumbbell snatches or clean & presses, heavy sandbag cleans, and box step-ups or burpees.
Following each relevant Power Station, athletes have a 30-second Equipment Setup Window before moving directly into the next endurance section. The race clock continues to run throughout the setup period — there are no free rest periods.
The endurance sections combine SkiErg, RowErg, and BikeErg work, with each target distance capable of being reduced through A.P.E.X.'s signature Distance Credit System.
Every valid Power Station rep earns either a 10m or 25m Distance Credit, depending on the station. Credits are applied to the upcoming ergometer target, allowing athletes to reduce the distance they need to complete.
However, the 50% Floor Rule always applies. No endurance section can be reduced below half of its original target distance.
This creates the defining tactical element of A.P.E.X.:
Push harder on the Power Station. Earn more credits. Reduce the distance. But carry the fatigue into the next test.
The race begins with a 1,600m opening run and finishes with a 1,600m final sprint run.
Between them, athletes must decide how aggressively they are willing to work, how many credits they want to chase, and how much fatigue they are prepared to carry.
Every rep has value. Every metre matters. The clock never stops.

Master the standards and rulebook
Built for Hybrid Athletes
A.P.E.X. is built for hybrid athletes who can run, lift, move, and keep performing when fatigue starts to build.
The Gauntlet demands more than a strong engine. Athletes need the aerobic capacity to keep moving, the muscular endurance to produce power under fatigue, and the movement efficiency to maintain standards from the opening metre to the final push.
Every rep matters.
Valid repetitions can earn 10m Distance Credits, reducing the distance of your upcoming endurance section. Those same reps also contribute to the Rep Volume leaderboard, creating the Double-Jeopardy element at the heart of A.P.E.X.
That creates a decision at every Power Station:
Push for more credits. Chase the reps. Or protect your capacity for what comes next.
There is no single strategy that guarantees success. The best athletes will know when to push, when to hold back, and when to take the advantage.
Before competing, athletes are expected to understand the official competition rules, movement standards, Distance Credit system, judging requirements, and race flow.
Know the standards. Understand the system. Execute under pressure.
Because once the clock starts, the test has begun.