Limit Bouldering is one of the best ways for rock climbers to train power. When done properly, Limit Bouldering trains max recruitment, contraction speed, core strength and inter-muscular coordination. If that weren’t enough, Limit Bouldering is also highly sport-specific, so the skills developed will translate directly to the rock.
The crux of Limit Bouldering is finding suitable training terrain. If you have the luxury to set your own routes, the best option is to build your own Limit Boulder problems from scratch. Even if you can’t set your own routes you can “make up” problems at your local gym using a system board, or any other part of the wall that has suitable holds and steepness (be sure to take notes on your made up problem so you can remember the holds each session).
So what makes a good Limit Boulder problem?
- Dynamic movement, featuring dynos that are technically difficult, to holds that are complicated and difficult to latch (if you want to do simple, straight up dynos to flat edges that is all brawn and no brains, use the campus board!).
- Representative of actual rock, in particular, your goal route(s). Obviously that can vary depending on the climber, but in most cases that means:
- Not particularly steep. Problems in the range of 10 to 30 degrees over-hanging are sufficiently steep to mimic the vast majority of routes in North America
- Low-profile hand holds, such as small edges and pockets, that are not overly incut and difficult or impossible to pinch. Such holds are hard to pull “out” on, requiring good core tension and body position. (Examples of ideal Limit Bouldering holds are discussed extensively here)
- Small, but plentiful footholds (just like you find outside!) that are complex and require precise foot placements
- One or two intense crux moves. The key is really to focus on a few REALLY difficult moves. This is in contrast to the typical gym boulder problem which may be as many as 15 moves long, with each move roughly the same difficulty. That is power endurance, not power. Limit Bouldering is about power. Your problem can have as many as 8 or so moves as long as “the business” is 1-3 significantly harder moves (with the others being of relatively moderate difficulty).
- Crux moves close to the ground, so that you can try them repeatedly, without a pump, without having to climb into position, and so that you can really “go for it” without fear of a long or awkward fall to the ground.
Below are two examples of Limit Boulder problems I’ve used in my training. Each of these problems literally took me several training cycles, spread over YEARS, to send. If you can do all the moves of your Limit Boulder problem on the first day, it’s not hard enough. The hardest moves should require many sessions to do in isolation, and linking the entire problem should take close to an entire Power Phase, if not several.
Problem #1: “Yellow Jacket” (~V11?)
This problem overhangs about 8 degrees and features a big, barn-door dyno to a rugged half-pad edge, just wide-enough for three-fingers. Here is a detailed look at the handholds:
…and the problem:
The target hold (#4) has to be hit just right in all three dimensions. It’s probably a bit rougher than I’d like, and I certainly had to limit the number of attempts per session to spare my skin, but it’s irregular shape really punishes inaccuracy. That’s the only limit move on the problem, but none of the holds are positive so if your hips sag or swing out from the wall you can come off at any point. The contorted setup makes the crux move much harder to stick on the send, so you really have to pay attention to your hip movement and flagging foot.
Problem #2: “Iron Cross” (~V12?)
This four-move problem overhangs 35 degrees and consists of small, sharp crimps that each need to be latched just right in order to have a shot at sticking the subsequent move. This problem is a bit unusual in that there aren’t any foot-only holds (every foothold is also used as a handhold, and the handholds are well-spaced). As a result, each foot move is difficult, and every foot needs to be placed just right. The key holds:
…and the problem:
The first move pulling off the ground may be the hardest individual move, a long precise stretch to a rounded crimp. The second and third moves are not super hard, but they need to be done just right in order to have a chance on the last move–a big, difficult dyno that is certainly the redpoint crux. Having a really hard move at the end is not ideal for a Limit Boulder problem, so I worked this like two problems (approaching the last move by starting at the third move) until I had mastered the dyno.
Now that you know what it takes to make a good Limit Boulder problem, you can get some holds together and get setting. Winter is the perfect time to build confidence–and power–on a long-term indoor project. Set something that will expand your perception of what is feasible and get to work turning your skepticism into belief!