SKU: 45263868426
fusilade label herbicide

fusilade label herbicide Fusilade II Turf and Ornamental Herbicide

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Description

fusilade label herbicide Fusilade II Turf and Ornamental HerbicideFusilade II Herbicide is produced by Syngenta and is a post emergent, selective herbicide designed to keep turf and ornamental areas free of perennial and annual grassy weeds. Fusilade II uses the active ingredient Fluazifop to provide quick results without harming ornamentals, shrubs, and plants. It is a systemic herbicide and soaks into the leafy tissue of the plant, killing it as it moves to the roots. When used according to the label, it can

Fusilade II Herbicide is produced by Syngenta and is a post-emergent, selective herbicide designed to keep turf and ornamental areas free of perennial and annual grassy weeds. Fusilade II uses the active ingredient Fluazifop to provide quick results without harming ornamentals, shrubs, and plants. It is a systemic herbicide and soaks into the leafy tissue of the plant, killing it as it moves to the roots. When used according to the label, it can eliminate bermudagrass from tall fescue and zoysiagrass. Fusilade II is ideal for golf courses and residential areas to keep them weed-free.

Tools Needed

To apply Fusilade II, you will need a backpack sprayer, handheld pump sprayer, or professional skid sprayer. We recommend using a handheld pump sprayer for spot treatments and average residential lawn applications.

How to Use

  • Step 1: Determine the square footage of the treatment area in order to calculate how much Fusilade II you will need. You can do this by multiplying the length and width of the target area (length x width = square footage). For landscape and ornamentals, 0.4 to 0.6 fl. oz. of Fusilade II in 1 gallon of water can treat 1,000 sq. ft. oz of Fusilade per gallon of water to cover 1,000 sq. ft. For example, if your treatment area measures 3,000 sq. ft., you will need to mix between 1.2 to 1.8 fl. oz. in 3 gallons of water.
  • Step 2: For general purpose applications made with a handheld pump sprayer, begin by filling the sprayer with a 1/2 gallon of water. Depending on the severity of the targeted plants that needed eliminating, add 0.4 to 0.6 oz per gallon of Fusilade II to the spray tank. For spraying only ornamentals, you should also add a nonionic surfactant at a rate of 1/2 a pt per 25 gallons. Fill the sprayer the rest of the way with water and mix well by shaking the spray tank and you're ready to apply.
  • Step 3: Apply the Fusilade II mixture to lawn and ornamental areas that are listed on the label. Spray to wet but not to the point of runoff. Use a fan spray pattern to get even coverage.

Where to Use

Fusilade II can be applied to turfs, lawns, landscapes, ornamental beds, non-crop areas, roadsides, residential and non-residential areas. It is ideal for use on golf courses, nurseries, greenhouses, parks, sports fields, and more. When non-ionic surfactants are added to Fusilade II, it can only be applied to ornamentals.

When to Use

It is best to apply Fusilade II to areas that need treatment when the unwanted vegetation is young and healthy and before they reach growth stages listed on the label. Fusilade II can be applied at least 1 hour before rainfall and still remain effective. Application to grass weeds which are stressed due to moisture, temperature, low soil fertility, mechanical or chemical injury may lead to ineffective or reduced weed control.

Safety Information

Fusilade II is safe to use around children and pets when applied according to the product label. Always wear the proper personal protective equipment (PPE) when mixing and applying Fusilade II.

Special Considerations

Fusilade II can be applied to various types of ornamental plants. Before applying, read the product label to make sure plants are on the label to avoid damage.

Fusilade II Herbicide Label

Fusilade II Herbicide SDS

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SKU: 45263868426

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ThereseHazzard
Boise, US
★★★★★ 5
All around helpful---worth the money!
Format: Paperback
This guide has been most helpful for all the folks I help prepare for the iTEP test! It gives insight into what each section of the test is looking for along with examples and great tips about actually TAKING the test. In the Writing and Speaking sections, it also gives sample scores and comments from the Master Grader which is very helpful too.
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Reviewed in the United States on August 9, 2019
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Thomas J. Shandorf
New York, US
★★★★★ 5
Comprehensive, clear and coherent!
Format: Paperback
The iTEP Practice Guide combines a no-nonsense approach to the specific iTEP tests and at the same time offers exercises that task the student with what they need to know. Exercises not only serve the purpose of scoring well, but the overall approach is communicative competence. We use the text in our group and one-to-one classes with very positive--and lasting--results.
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Reviewed in the United States on July 23, 2019
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Sarah Sofía Ortiz Campos
Boise, US
★★★★★ 1
No recomiendo
Format: Paperback
Muy malo, no vine completo, además se demoró mucho más de lo que decía al momento de comprarlo. Solo aplazaban la fecha de entrega sin consultar cómo afectaba al cliente. Yo tuve que presentar el examen sin el libro, porque no llegó en la fecha que decía al comprarlo y después se cambió 3 veces la fecha, casi cumpliendo el mes.
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Reviewed in the United States on December 30, 2025
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Verified Purchase
Znapp
Los Angeles, US
★★★★★ 5
An absolute must for everyone dabbling with Unity 6 Game Development
Format: Paperback
Half of this book is about C# (until Chapter 6), and the other half is about actually making games. The book is very well written, and it is everything I needed to get a few problems solved with Unity 6 projects. I love how clearly things are explained, and the only thing I wish for is that I was able to spend more time delving into this while maintaining my financial status...
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Reviewed in the United States on January 3, 2026
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Christopher West
Whiting, US
★★★★★ 5
A Seasoned Developer's Fresh Perspective on Game Development
Format: Paperback
Finally, a game dev book that respects your existing programming knowledge As someone who's spent two decades architecting enterprise web applications in C# and ASP.NET, I approached game development with what I thought was a solid foundation. I was wrong—not about C#, but about how differently it's applied in game engines. After five frustrating years of trying to bridge that gap through scattered tutorials and documentation, Harrison Ferrone's eighth edition finally gave me the structured path I needed. What This Book Gets Right for Experienced Developers: The pacing is deceptive. Yes, it starts with programming fundamentals, but don't skip ahead. Ferrone's approach to OOP in the context of Unity's component architecture was revelatory. In web dev, I'd been writing services, repositories, and dependency injection for years. Here, the MonoBehaviour lifecycle and component-based thinking required a genuine mental shift that the book handles exceptionally well in chapters 5-6. Chapter 10's revisit of types and methods isn't redundant—it's strategic. By this point, you've written enough Unity scripts to appreciate why game code patterns differ from traditional enterprise patterns. The discussion of value types vs reference types hits differently when you're optimizing frame rates instead of HTTP response times. The Unity 6 Update Matters: Having struggled with outdated Unity tutorials for years, the Unity 6-specific content is invaluable. The screenshots are comprehensive (full-screen mode can make text small, but the GitHub repo and graphics bundle solve this). More importantly, the code samples reflect current Unity APIs and best practices, not deprecated approaches that still litter Stack Overflow. Where It Shines for Career Transitioners: Chapters 11-13 are worth the price alone. LINQ in Unity isn't just about querying collections—it's about performance considerations I never had to think about in web apps. The coverage of generics, delegates, and events finally connected how Unity's event system relates to patterns I already knew, but in a real-time context where every allocation matters. The serialization chapter (12) bridged my understanding of data persistence from databases and JSON APIs to Unity's PlayerPrefs and ScriptableObjects. This practical grounding is what most tutorials skip. Minor Quibbles: The FPS prototype is solid for learning, but I wish there was more discussion of common anti-patterns experienced developers bring from other domains. I still catch myself over-engineering solutions when Unity's component system offers simpler approaches. Also, while the book touches on performance, those coming from async/await-heavy web development will need supplementary resources on Unity's coroutines and the Job System for more complex scenarios. Bottom Line: If you're a professional developer trying to break into game development, stop collecting random Udemy courses. This book provides the structured progression and context-appropriate examples that respects your intelligence while teaching you to think like a game developer. The C# you know is necessary but not sufficient—Ferrone bridges that gap methodically. After years of false starts, I finally have a working game prototype and, more importantly, the mental models to keep building. That's worth significantly more than the cover price. Disclosure: I received an advance review copy from Packt Publishing. This honest review reflects my genuine experience as a career-changing developer.
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Reviewed in the United States on October 21, 2025

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