21560070 SRM Echomatic Trimmer Head - Fits Echo SRM-210 SRM-225 SRM-230 SRM-235 - Replaces 21560050 200095200
SKU: 23311461033

21560070 SRM Echomatic Trimmer Head - Fits Echo SRM-210 SRM-225 SRM-230 SRM-235 - Replaces 21560050 200095200

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Description

21560070 SRM Echomatic Trimmer Head - Fits Echo SRM-210 SRM-225 SRM-230 SRM-235 - Replaces 21560050 20009520021560070 SRM Echomatic Trimmer Head Key Features Reliable Semi Automatic Feed: The classic Echomatic "bump" system provides instant line advancement with a simple tap on the ground, ensuring you never have to stop mid job to manually pull line. High Impact Structural Polymer: Manufactured from a specialized glass reinforced nylon composite to resist cracking and shattering during high velocity impacts with curbs and fence posts. Optimized Dual Line

21560070 SRM Echomatic Trimmer Head

Key Features

  • Reliable Semi-Automatic Feed: The classic Echomatic "bump" system provides instant line advancement with a simple tap on the ground, ensuring you never have to stop mid-job to manually pull line.
  • High-Impact Structural Polymer: Manufactured from a specialized glass-reinforced nylon composite to resist cracking and shattering during high-velocity impacts with curbs and fence posts.
  • Optimized Dual-Line Performance: Features an internal spool design that feeds two lines simultaneously, providing a balanced, level cut that is ideal for both manicured lawns and heavy weed clearing.
  • Pre-Wound with 0.095" Line: Comes factory-loaded with professional-grade 0.095-inch diameter line, offering the perfect balance of cutting power and durability for standard garden maintenance.
  • Centrifugal Balance Engineering: Designed to minimize motor vibration and shaft wobble, which reduces operator hand fatigue and prevents premature wear on the trimmer's gear head bearings.

Replaces / Cross-Reference Part Numbers

  • 21560070
  • 21560050
  • 200095200

Compatibility & Fitment

This Echomatic head is the traditional standard replacement for Echo’s straight-shaft SRM trimmer series. Key compatible models include:

  • Echo SRM Entry Series: SRM-210, SRM-225, SRM-225i, SRM-2100, SRM-2110.
  • Echo Professional Series: SRM-230, SRM-231, SRM-235, SRM-250, SRM-265, SRM-266.
  • Echo PAS Attachments: Compatible with most straight-shaft Pro Attachment Series trimmer heads.
  • Technical Fitment: Designed for models utilizing the M10 x 1.25 LHF (Left Hand Female) arbor thread.

When to Replace

  • Worn-Through Bump Surface: The bottom of the head has ground down from pavement contact to the point where the internal spool is exposed or the line no longer advances correctly.
  • Cracked Outer Shell: Visible stress fractures or missing chunks of the black housing, which can cause the head to become dangerously unbalanced at high RPMs.
  • Internal Spool Jamming: The plastic "locking teeth" inside the head have rounded off, causing the head to dump all the line at once during use.
  • Eyelet Failure: The metal line exits (eyelets) have fallen out or are deeply grooved, causing the trimmer line to snap off inside the head repeatedly.
  • Excessive Vibration: The head has become structurally unsound or unevenly worn, putting undue stress on the gear head and drive shaft.

Installation Tips

  • Left-Hand Threads: Remember, this head is Left-Hand Threaded. To tighten it onto the trimmer, you must turn the head Counter-Clockwise.
  • Lock the Gear Head: Insert a small hex key or the factory locking pin into the gear head hole to hold the shaft stationary while you spin the old head off and the new one on.
  • Spool Direction: When reloading line, follow the arrows molded into the internal spool. Winding the line in the wrong direction will prevent the semi-automatic feed from working.
  • Soak Your Line: To extend the life of your trimmer line, soak the spool in water for 24 hours before use. This keeps the nylon flexible and resistant to snapping at the eyelet.
  • Clean the Internal Spring: Every time you reload the line, shake out any dirt or dried grass trapped around the internal spring to ensure the "tap" action stays smooth and responsive.
Shipping Notes
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  • Delivery to the USA:
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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]
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SKU: 23311461033

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Tinkerer
Port Orchard, 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
Waukegan, 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
Chelsea, 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
Chelsea, 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.
Dallas, 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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