537338701 Trimmer Head Bump Knob - Fits Husqvarna T25 Heads (124L, 125L, 125LDx - 4 Pack
SKU: 86502515662

537338701 Trimmer Head Bump Knob - Fits Husqvarna T25 Heads (124L, 125L, 125LDx - 4 Pack

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Description

537338701 Trimmer Head Bump Knob - Fits Husqvarna T25 Heads (124L, 125L, 125LDx - 4 Pack537338701 Trimmer Head Bump Knob Key Features High Density Wear Polymer: Engineered from specialized, abrasion resistant plastic to withstand the high velocity friction of tapping against concrete, asphalt, and rocky soil. Internal Spring Loaded Interface: Designed with precision molded internal slots to securely house the trimmer head spring, ensuring a consistent and responsive "snap back" after every tap. Balanced Impact Surface: Features a

537338701 Trimmer Head Bump Knob

Key Features

  • High-Density Wear Polymer: Engineered from specialized, abrasion-resistant plastic to withstand the high-velocity friction of tapping against concrete, asphalt, and rocky soil.
  • Internal Spring-Loaded Interface: Designed with precision-molded internal slots to securely house the trimmer head spring, ensuring a consistent and responsive "snap-back" after every tap.
  • Balanced Impact Surface: Features a reinforced, flat-bottom design that ensures even wear and prevents the trimmer head from wobbling at high RPMs.
  • High-Visibility Blue: The signature factory-match color allows for easy inspection of wear levels and ensures the knob is easy to locate during field maintenance.
  • Tool-Free Installation: A direct-fit replacement that snaps into the existing T25 housing by hand, allowing for rapid repairs without the need for additional tools.

Replaces / Cross-Reference Part Numbers

  • 537338701
  • 537 33 87-01
  • 966674401 (Associated Head)

Compatibility & Fitment

This bump knob is the standard replacement part for the Husqvarna T25 (Tap Advance) series trimmer heads. Key compatible models include:

  • Husqvarna 120 Series: 124L, 125L, 125LDx, 128L, 128LD, 128LDx, 128R, 128RJ.
  • Husqvarna 200 Series: 223L, 223R, 26LC.
  • Husqvarna 300 Series: 32LC, 322L, 323L, 325L.
  • Note: This part is specifically for the T25 head. If you have the larger T35 or T45 head, you will require a different part number.

When to Replace

  • Ground-Through Surface: The bottom of the blue knob has worn down so thin that the internal spring is visible or has already fallen out.
  • Broken Retaining Tabs: The plastic clips that hold the knob inside the trimmer head housing have snapped, causing the knob to fly off during operation.
  • Seized Mechanism: Dirt and dried sap have fused the knob to the internal spool, preventing it from being "tapped" to release new line.
  • Rounded Edges: Significant wear has rounded the edges of the knob to the point where it no longer triggers the internal indexing mechanism reliably.
  • Cracked Housing: Visible stress fractures in the blue plastic which can cause the knob to shatter at high RPMs.

Installation Tips

  • Clean the Housing: Before installing the new knob, use a stiff brush to remove all dried grass, mud, and debris from inside the trimmer head and around the spring.
  • Check the Spring: Inspect the internal metal spring for rust or loss of tension. If the spring is weak, the new knob will not retract properly, causing the head to dump all the line at once.
  • Tab Alignment: Align the retaining tabs of the new knob with the slots in the T25 housing. Press down firmly until you hear a distinct "click" on both sides.
  • Manual Feed Test: Once installed, press the knob in by hand and pull the line to ensure the internal spool is releasing the line correctly before starting the engine.
  • Avoid Dragging: To prolong the life of your new knob, avoid letting the trimmer head "ride" on the ground while trimming; only make contact with the surface when you need to advance the line.
Shipping Notes
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Exchange/Return Notes
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  • Final sale items are not eligible for returns or exchanges.
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SKU: 86502515662

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Tinkerer
Lexington, 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
Pawtucket, 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
Houston, 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
Charlottesville, 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.
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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