mosfet overdrive pedal JOYO R-05 Maximum Mosfet Overdrive Guitar Effect Pedal – Guitar Pusher  Verdana
SKU: 21793291432
mosfet overdrive pedal

mosfet overdrive pedal JOYO R-05 Maximum Mosfet Overdrive Guitar Effect Pedal – Guitar Pusher Verdana

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Description

mosfet overdrive pedal JOYO R-05 Maximum Mosfet Overdrive Guitar Effect Pedal – Guitar Pusher VerdanaJOYO Maximum Mosfet Overdrive Guitar Effect Pedal Revolution R Series R 05 JOYO Maximum Overdrive If you are after the full tonal range of an overdriven amp then you cant get better than taking it to the maximum. We could have called it the Ultimate 2, but we didnt we called it the Maximum because this pedal is just full of tonal capabilities and has more features. From smooth & crunchy vintage overdriven tones to producing immense distortion

JOYO Maximum Mosfet Overdrive Guitar Effect Pedal - Revolution R Series

R-05 JOYO Maximum Overdrive – If you are after the full tonal range of an overdriven amp then you cant get better than taking it to the maximum.

We could have called it the Ultimate 2, but we didn’t we called it the Maximum because this pedal is just full of tonal capabilities and has more features.

From smooth & crunchy vintage overdriven tones to producing immense distortion sustained tones, this pedal delivers it all. Definitely a pedal for those who are obsessed about Rolling stones, Pearl Jam, Cream & more.

It’s an amazing all rounder guitar effect pedal from vintage to modern, this pedal dials it all in. With tone, gain and boost control, you will find 2 toggle switches, the left one for adjusting the brightness of Mid-frequency, 3 positions are available. The right switch toggles between di¬fferent circuit clippings, MOSFET and diode mod.

Use it as a Boost pedal, Drive pedal, or combine both to take it to the Maximum drive level.

The R Series, or Revolution series from JOYO are the 4th generation of guitar effects and all feature some very cool ambient LED lighting. The lights can be toggled from a switch on the rear of the pedal..3 modes of lighting are available to adjust when they come on.

'Sync' to the footswitch - The LED ambient lighting on the front and rear of the pedal with shine bright when the footswitch is pressed, also illuminating the LED effect indicator on the top of the pedal.
'Always' - The lights are always on, but the pedal is only activated when you press the footswitch and the LED effect indicator comes on.
'Off' - Okay, so Tron may not be your favourite and you want to stick to something a little less futuristic. The lights are off, the LED effect indicator comes on when you stomp on it and activate the pedal..

The pedal features controls for Volume, Gain, Tone & Boost.
Mosfet / Diode Clip toggle switch.
Hard / Flat / Smooth Clip Mode
.
LED Effect indicator - On when the footswitch & pedal are active
Footswitch
DC input on the rear.

Dimensions : 125mm x 78.5mm x 48mm
Weight : 388g
Input Impedance :1M
Output Impedance : 100
Rated current : 30mA
Voltage : 9v Centre Negative power supply (rear mount)
Input / Output : Rear Mounted

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    SKU: 21793291432

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    robert thompson
    Lowell, 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
    Massapequa, 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
    Draper, 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.
    Phoenix, 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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    Tyler aldrich
    Bozeman, US
    ★★★★★ 4
    An Invaluable Book
    Format: Hardcover, Format: Hardcover
    Game Engine Architecture" by Jason Gregory has proven to be a treasure trove of knowledge, especially in the realms of lower-level computer programming and the inner workings of CPUs. The first third of the book, which I have thoroughly enjoyed, dives deep into the intricacies of memory management and concurrent programming. Gregory’s explanations are so lucid and engaging that the complex concepts of memory orders such as relaxed, release, and acquire have become clear to me, showcasing their critical roles in programming. What is particularly remarkable is how the book's first 400 pages serve not just as a guide to game engine architecture, but also stand on their own as an excellent introduction to computer science. It's a testament to the author's skill in distilling complex material into digestible content that even those without a vested interest in game development would find immense value in. However, a caveat I must mention is the book's physical heft. Its size and bulk make it somewhat unwieldy, and I learned this the hard way when it fell from my desk. The impact caused the page binding to tear away from the hard cover, which was disappointing considering the book's cost. Nevertheless, with some craftiness involving thick drawing paper and glue, I managed to repair it. If the author adds any more information to the next edition, it'd probably be best to turn this into a 2-3 volume set to manage the size. Despite this setback, the book remains an invaluable resource. Its depth and clarity are unmatched, making it a worthy addition to any tech enthusiast's library. Just be sure to handle it with care.
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    Reviewed in the United States on November 11, 2023

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