CS2 trade-up calculator
Fill a contract to see every skin it can return, the chance of each, the float it comes out at and whether the results are worth more than the inputs.
On average you gain $19.13
Example contract, 10 × Galil AR | Eco. There is a 100.0% chance of a result worth at least the $91.70 it costs. The average result is worth $110.83, before selling fees.
Gain on average. On average you gain $19.13.
10 × Galil AR | Eco cost $91.70 to buy. The average result is worth $110.83, $19.13 above the cost before selling fees. There is a 100.0% chance of getting a skin worth at least what the inputs cost.
Every skin in a collection, with the cost to complete it: Collections. Cases and their contents: Cases.
How trade-up contracts work
What people get wrong
- Averaging raw floats. The game scales each input inside its own float range first. A skin capped at 0.45 counts differently from one that runs to 1.00. This calculator applies the real formula.
- Judging by the cheapest input. Low-wear inputs cost more, and a worn input pulls every result towards Battle-Scarred. Change the wear and watch the output wear and prices move.
- Ignoring the pool. A collection with 2 results gives each a 50% share, and one with 5 gives 20%. Mixing collections spreads the share across all of their pools.
- Forgetting fees and the lock. Prices here are listing prices before selling fees, and skins received in a trade cannot go into a contract for 7 days.
The two contracts
- 10 skins: one skin of the next rarity, from the collections of the inputs. Regular and StatTrak cannot be mixed, and this calculator covers regular skins. Souvenir skins are accepted too and come out as regular skins.
- 5 Covert skins: they now return one knife or gloves from the case pool of one of the inputs. Only Covert skins from cases with a knife or glove pool qualify. Five StatTrak Coverts return a StatTrak knife.
- Pool data: some unpainted (vanilla) knives are not linked to a case, so a real pool can hold a few more finishes than shown. Valve does not publish the weighting inside a pool, so equal weights are assumed.
Trade-up questions
How does a CS2 trade-up contract work now?
Two contracts exist. Ten skins of one rarity return one skin of the next rarity, taken from the collections of the inputs. Five Covert skins now return one knife or pair of gloves, taken from the case pool of one of the inputs. Five StatTrak Covert skins return a StatTrak knife, and StatTrak gloves do not exist.
How is the share of each result worked out?
In the 10-skin contract, the more inputs you take from a collection, the bigger its share, and the more results of the output rarity it has, the thinner that share is split. In the 5-Covert contract each input contributes one fifth, split across the finishes in its case pool. Valve does not publish any weighting inside a pool, so equal weights are assumed.
How is the output float calculated?
Each input float is first scaled inside that skin’s own float range, the scaled values are averaged, and the average is placed inside the output skin’s range. Averaging the raw floats is the most common mistake, because a skin capped at 0.45 counts differently from one that runs to 1.00. Low-wear inputs cost more, and worn inputs pull every result towards Battle-Scarred.
Can I use Souvenir or StatTrak skins as inputs?
Souvenir skins are accepted in contracts, can be mixed with regular skins, and the output is always a regular skin. Regular and StatTrak skins cannot be mixed in one contract. This calculator covers regular and Souvenir inputs.
Why can I not use a skin I just received?
Skins that arrive in a Steam trade are trade-protected for 7 days and cannot go into a contract until the protection ends. The unlock calendar shows the exact time.