The Skullcandy Push are decent mixed usage truly wireless headphones. They have an average sound quality and feel slightly cheap for their price point, which is disappointing. However, they are very lightweight and comfortable in-ears. They also have an amazing wireless range and isolate a decent amount of noise, making them a decent choice for commuting or to use at the office. Their portable design is also great for active people who want to train with music since they don't pop out of your ears and are breathable.
Decent for mixed usage. These truly wireless headphones are great for sports thanks to their portable and stable design, but their sound quality is for fans of bass and might not be ideal for critical listeners. Their in-ear fit won’t be the most comfortable for some, which might not be ideal for the office or long flights, and they only have one additional charge from the case. They also have very high latency which won’t be suitable for TV and gaming.
Average for neutral listening. The Skullcandy Push have a powerful bass, a decently well-balanced mid-range, and a good treble. Unfortunately, their bass is also overemphasized and boomy, and their mid-range is recessed, pushing back vocals and instruments. Their treble range is mostly even, but slightly underemphasized, resulting in a small lack of detail and brightness on vocals, leads and S and T sounds. These headphones will be better suited for bass-heavy genres rather than vocal-centric music.See our Neutral Sound recommendations
Above-average for commuting and traveling. Their portable design is easy to carry around and they are comfortable for short bus trips and commutes, but the in-ear fit might be fatiguing during flights. They have decent isolation performance, and you’ll be able to mask more ambient noise by raising your listening volume without bothering people around you.See our Commute/Travel recommendations
Great for sports. These headphones are very portable, breathable and stable for physical activities. They don’t come out of the ear, even if they have a bulkier design, but don't have different fin size options. On the other hand, their sound signature is good for bass-heavy genres which can be great to get you pumped during your workouts.See our Sports/Fitness recommendations
Decent for the office. They have longer-than-average battery life for truly wireless in-ears, but their case only offers one additional charge, which is disappointing. They isolate a good amount of ambient chatter and don’t leak much, which is great. However, the in-ear fit might not be comfortable for a whole workday. On the upside, if you have a good Bluetooth source, you’ll be able to walk around the office without the source due to their excellent wireless range.See our Office recommendations
Bad for gaming. These truly wireless headphones are not designed for gaming. They have very high latency, and their microphone can’t compete against a gaming headset’s boom mic. You shouldn’t consider these headphones for gaming, even if you don’t care much for a microphone to talk online.See our Wireless Gaming recommendations
The Skullcandy Push have a unique style. These truly wireless earbuds have a more elongated design and protrude quite a bit out of your ear. They have a plasticky look and don’t feel like high-end headphones. They also have one big button on each earbud which acts as their control scheme. They only come in two color variants (grey and teal), so you won’t have that many options to suit your preferred style. If you want something a bit less cumbersome and smaller in design, check out the Skullcandy Sesh.
These headphones are fairly comfortable, and they come with 3 tip sizes (but no stability fin options) for you to find the best and most comfortable fit. However, in-ears aren’t as comfortable for everyone as some may feel some fatigue after a while. On the upside, they have an angled earbud design that doesn't apply too much pressure on your ears. Even if they have a bulkier design for in-ears, they are still very lightweight headphones. Additionally, the control buttons are very sensitive, so you don’t need to push the headphones further inside your ear canal to register a functionality.
The Push have a control scheme that offers good feedback but may be slightly flawed for some. The biggest issue we found was the fact that holding the button for 3 seconds skips tracks, forward or backward depending on which earbud you’re using, but turning off the headphones is a 5-second hold. You do get a small beeping sound when you reach the 3-second mark, but if you don’t immediately take your finger off, you power off the headphones. Thankfully, you still get common functionalities such as music/call management, volume control, and voice assistant triggering. The buttons are also very responsive, and only a light touch is needed to register a command, meaning you don’t have to push the earbuds even further inside your ears.
Even with a bulkier in-ear design, these headphones are very breathable. Their design doesn’t trap heat under an ear cup, and you shouldn’t feel a warmth difference while using them. You also shouldn’t sweat more than usual while wearing these, making them a good option for sports.
Like the Altec Lansing True Evo and most truly wireless in-ears, the Skullcandy Push are very portable. You can easily fit the two earbuds inside your pockets or in a bag. They also come with a decently small case that's a bit bulkier than similarly designed headphones, but should still fit in most pockets.
The Skullcandy Push come with a decent charging case that protects the headphones against scratches and small impacts. There is also a locking mechanism which is nice, but the lid is very thin and feels fragile. Even if there are magnets to help hold the earbuds in place, the buds can still fall out of the case if the impact is significant. On the other hand, you have a battery indicator for the charge left in the case, which is not something you find on every truly wireless headphones case. For a smaller case design, take a look at the Skullcandy Indy.
The Skullcandy Push are decently well-made headphones. They are made of plastic and don’t feel like premium headphones but should still be solid enough to survive a few accidental drops. They are rated IPX3 for sweat and splashing water resistance, which isn’t as good as some of the other truly wireless headphones we’ve tested. However, we do not currently have a way to accurately measure this for now. They also come with a decent case, but it feels somewhat cheaply made.
These truly wireless headphones are stable enough for running and light physical activity. They have nice stability fins which help to keep a stable fit, and they won’t pop out during your workouts. However, to change the volume, you have to hold down the button controls, meaning you’ll slightly change the fit while doing so. On the upside, their design eliminates any cable in your way, so you won’t have to worry about it getting hooked on something and yanking the headphones out of your ears.
The frequency response consistency is excellent. If the user is able to achieve a proper fit and an air-tight seal using the assortment of tips that come with the headphones, then they should be able to get consistent bass and treble delivery every time they use the headphones.
The Skullcandy Push have a decent bass performance. LFE (low-frequency extension) is at 10Hz, which is excellent. Low-bass, responsible for the thump and rumble common to bass-heavy music is over our neutral target by 5dB, which fans of bass may like. Also, mid-bass, responsible for punch, and high-bass, responsible for warmth, are overemphasized by about by 5dB. This means that the bass is flat and even, but consistently over our neutral target, which makes the bass of these headphones deep and heavy, but also noticeably boomy and muddy.
The mid-range performance of the Skullcandy Push is good. Low-mid is within 1dB of our curve, which is great. However, mid-mid is about 4dB under our target curve, which will push the vocals and lead instruments to the back of the mix. Also, high-mid is under our target by 3dB which will have a small negative effect on the intensity and projection of instruments in the mix.
Their treble performance is good. The whole range is mostly under our target curve, but it is fairly even. However, low-treble is 3dB under our curve, resulting in a slight lack of brightness on vocals and lead instruments, and the dip at 9-10KHz will make sibilances (S and T sounds) lack detail, but this may not sound the same for everyone.
The imaging is great. The weighted group delay is at 0.15, which is very good. The GD graph also shows the entire group delay response is below the audibility threshold, suggesting a tight bass reproduction and a transparent treble. Additionally, the L/R drivers of our test unit were well-matched in amplitude, frequency, and phase response, which is important for the accurate placement and localization of objects (voices, instruments, video games effects) in the stereo image. However, these results are only valid for our test unit, and yours may perform differently.
The soundstage is poor. This is because creating an out-of-head and speaker-like soundstage is largely dependent on activating the resonances of the pinna (outer ear). The design of in-ears and earbuds is in such a way that fully bypasses the pinna and doesn't interact with it. Also, because these headphones have a closed-back enclosure, their soundstage won't be perceived to be as open as that of open-back earbuds like the Apple AirPods, Google Pixel Buds, or the Bose SoundSport Free.
The isolation performance of the Push is about average. In the bass range, where the rumble of airplane and bus engines sits, they achieved more than 7dB of isolation which is average, but decent for in-ears headphones. In the mid-range, important for blocking out speech, they reduce outside noise by more than 21dB, which is very good. In the treble range, occupied by sharp S and T sounds and fan noise like A/C systems, they isolate about 30dB, which is also good.
Their leakage performance is great. These headphones don't leak in the bass and mid ranges, which results in a thin-sounding leakage. The significant portion of their leakage is between 3KHz and 9Khz, which is a relatively broad range. However, the overall level of the leakage is quiet. With music at 100dB SPL, the leakage at 1 foot away averages at about 29dB and peaks at 49dB SPL, which is about the noise floor of an average office.
The Skullcandy Push have a mediocre integrated microphone. In quiet environments, speech recorded or transmitted with this mic will sound relatively thin and slightly lacking in detail. In noisy situations, the mic will struggle to separate speech from ambient noise, even in moderately loud environments such as a busy street. Also, the microphone and call audio are only available on the left earbud.
The recording quality of the Push’s microphone is mediocre. The LFE (low-frequency extension) of 320Hz suggests that speech recorded with this mic will sound relatively thin. The HFE (high-frequency extension) of 3.1KHz indicates speech that sounds noticeably muffled and lacking in detail. The response between the LFE and HFE is quite uneven which negatively affects the quality of speech. However, it'll still be decently understandable in quiet environments since speech intelligibility mostly depends on the 500Hz-4KHz range.
The integrated microphone of the Skullcandy Push is mediocre at noise handling. In our SpNR test, it achieved a speech-to-noise ratio of about 14dB, indicating that they are best suited for quiet environments. However, they won't be ideal for moderate and loud environments, as they will have difficulty fully separating speech from ambient noise.
The Skullcandy Push have a 6.5-hour battery life, which is good for truly wireless headphones. However, their case only holds one additional charge, for an estimated total of about 12 to 13 hours, which is a bit shorter than some of the other truly wireless headphones we've tested. Unfortunately, they don’t have any power saving feature to extend the battery life, but they do automatically turn off once in the case. They should last you a full workday if you take a 2-hour break to charge them fully.
These headphones do not have a companion app with customization options.
These Bluetooth headphones can only connect to one device at a time, and they also don’t support NFC for quicker and easier pairing. Skullcandy says they are compatible with the PS4 and Nintendo Switch. However, we couldn’t connect the Push to our PS4, and we currently do not own a Switch to test it on this console.
These headphones have too high latency to be suitable for watching videos and gaming. Bluetooth headphones usually average around 200-220ms of delay, so their performance of 313ms is higher-than-average and what you see on the screen won’t match what you hear. However, some video content apps such as YouTube and Netflix offer some sort of compensation, and you might not notice the delay that much.
These truly wireless headphones do not have a wired connection.
The Skullcandy Push are truly wireless in-ears with a bulky design and average sound quality. They are made for fans of bass, like most of the Skullcandy lineup. They have an amazing wireless range and are decently comfortable for in-ears, but their latency is too high for videos and gaming. Unfortunately, they only have one additional charge provided by their charging case, but they offer a longer continuous playback time on a single charge than other truly wireless headphones. See our recommendations for the best true wireless earbuds, the best wireless headphones under $100, the best sounding wireless earbuds, and the best earbuds for bass.
The Skullcandy Indy and the Skullcandy Push Truly Wireless are fairly similar performing headphones, but overall, since our Indy unit had mismatched drivers, the Push might be a better option. The Push do have a bulkier case which isn’t as easy to carry around, but they have an overall better audio quality and still pack a powerful bass. You also get 6.5 hours of battery life on one charge, which is 2 hours more than the Indy. On the other hand, the Indy have a sleeker stalk design and a smaller case, but might sound too dark for some.
The Skullcandy Sesh Truly Wireless are slightly better than the Skullcandy Push Truly Wireless. Their earbuds are smaller and protrude out of the ear less, but are equally comfortable and stable in the ear. They have similar bass-heavy sound profiles, though the Sesh are slightly better-balanced. The microphone of the Push is much better due to better recording quality, though overall it's still unremarkable.
The Skullcandy Push are better headphones than the Apple AirPods if sound is the most important thing for you. They are more packed with bass thanks to their closed-back design, and they also isolate better. However, the AirPods are better made, more comfortable and have a better build quality. They also have more battery charges stored in the case, which can be useful. If you’re looking for truly wireless headphones to jog with outside, then the open-back AirPods will allow you to be more alert to your surroundings.
The SoundPeats TrueFree and Skullcandy Push are two truly wireless headphones that perform similarly, so the low price tag of the TrueFree make them a better choice for most users. They even feel better made than the Skullcandys and have better isolation performance, which is useful for commuting and at the office. They also have a more low-profile and compact design. Some may prefer having volume control directly on the headphones and longer battery life, which would then make the Push a better choice.
The Anker SoundCore Liberty Air are better truly wireless in-ears than the Skullcandy Push. They have a more lightweight design, and their case is more portable. The sound quality is also more neutral, but some may prefer the heavy bass of the Push. The Ankers isolate more noise and are more versatile for everyday casual use. However, the Push have a better control scheme that offers volume control, which the Liberty Air lacks. They also have a longer battery life on one charge and maxed out our testing facility for wireless range.
The JBL Endurance Peak are better truly wireless in-ears than the Skullcandy Push for most uses. The Peak have a more stable fit, thanks to their secure ear-hook design, and they isolate more noise. They also sound much better and have a more balanced sound profile. However, the Push are more comfortable and have a better control scheme. The Push also have a longer battery life, but they take longer to charge. Their charging case holds less additional charges and they don’t have a power-saving feature like the Endurance Peak.
The Jaybird Run are better headphones than the Skullcandy Push. They have a more accurate audio reproduction and also have a mobile app to let you EQ them to your liking. Their design is also more comfortable, and they included different stability fin sizes, which don't come with the Push. However, the Push have a better control scheme to use on the go, and they offer more battery life on a single charge.
The Skullcandy Push and Sony WF-SP700N perform similarly and also have a similar design. Even if the Sonys have an ANC feature, they don’t isolate more noise than the Push. Their control scheme is also a bit hard to use, and you don’t even get volume controls on the buds. Also, the Skullcandy Push have better wireless range and battery life, making them slightly more versatile throughout the day. On the hand, the Sonys and their case are slightly better made and feel more like premium headphones.
The Samsung Gear IconX are better headphones than the Skullcandy Push. They have 4GB of onboard storage and a more health-focused app that includes a built-in coach to keep track of your workout progress. Their sound quality is also superior and more accurate than the bass-heavy Push. On the other hand, the Skullcandys have more battery life on a single charge and have an excellent wireless range. Overall, the IconX are one of the best truly wireless earbuds we’ve tested so far.
The Skullcandy Push are better headphones than the Altec Lansing True Evo. Their control scheme is more complete and volume controls is a must-have for some, which the True Evo lack. They also have longer battery life on a single charge, but their case only holds one additional charge, which is disappointing when compared to the True Evo’s four. The True Evo also feel better-built and less plasticky than the Push, especially in regards to their case.
The TREBLAB X5 are better truly wireless headphones than the Skullcandy Push. They are more stable in the ear thanks to their stability fins and have a more accurate audio reproduction that isn’t as bass-heavy as the Push. While they have lower battery-life on one charge, the case of the X5 can hold more charges than the single one of the Skullcandy’s case. On the other hand, the Push have amazing wireless range and will be better-suited for bass-heavy music. They might not feel very durable, but they feel less cheap than the X5. However, their latency is pretty high and you will notice a delay when watching video content.