CS2 trade-up float calculator
Enter ten input floats and the output skin's float range. The result is deterministic — only the wear bracket depends on which skin you get.
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Against other output ranges
How is CS2 trade-up float calculated?
Take the average of all ten input floats, then scale it into the output skin's own float range: output equals the range width times the average, plus the range minimum. Only the average matters — the spread of the ten inputs is irrelevant. The float is fully determined before the contract runs.
Deliberately price-free
Almost every trade-up calculator leads with profit. That requires live market prices, and a profit figure built on stale prices is worse than no figure at all — it is a confident wrong answer about your money.
This one models the float mathematics, which is fixed, published and does not go stale. What you receive is random among the eligible outputs; what its float will be is not random at all, and that is the part a calculator can actually tell you.
If you want to price the outcome, take the float this gives you and check the current market yourself. That separation is deliberate.
Only the average matters
This surprises people. Nine Factory New skins and one Battle-Scarred produce exactly the same output float as ten skins sitting at that same average.
The contract sums the ten float values, divides by ten, and uses nothing else about them. There is no weighting, no penalty for outliers and no benefit to consistency.
The practical consequence is that a single cheap high-float skin can be carried by nine low-float ones, which is the basis of most float-optimised trade-up strategies.
The formula
One line, and it is exact.
average = (f₁ + f₂ + … + f₁₀) ÷ 10output = (outputMax − outputMin) × average + outputMinwear brackets:Factory New 0.00 – 0.07Minimal Wear 0.07 – 0.15Field-Tested 0.15 – 0.38Well-Worn 0.38 – 0.45Battle-Scarred 0.45 – 1.00
The output range belongs to the skin you receive, not to the inputs. Two different possible outputs from the same contract can have different ranges, so identical inputs can land in different wear brackets depending on which skin comes out.
That is why a trade-up can produce a Factory New of one skin and a Minimal Wear of another from the same ten inputs. The float value is fixed; the bracket it falls into is not.
Worked example: ten inputs averaging 0.10
Ten Minimal Wear inputs averaging 0.10, against an output skin with a 0.00 to 0.50 range.
- Average input float0.10
- Output range width: 0.50 − 0.000.50
- 0.50 × 0.100.05
- Plus the range minimum0.05
An output float of 0.05 — Factory New.
Against a full 0.00 to 1.00 range instead, the same inputs would give 0.10 and land in Minimal Wear. The output skin's range is doing as much work here as your inputs are.
What this does not tell you
- Which skin you will receive — that is random among the eligible outputs
- Market value, now or later, which needs live pricing
- Whether a trade-up is worth doing financially
- StatTrak or souvenir status, which follow their own rules
- The pattern index, which is separate from float and often matters more for value
Pattern index is worth knowing about: for some skins it affects price far more than float does, and no contract calculator can predict it.
Assumptions and limits
- Assumes a standard ten-input contract of a single grade
- Assumes you know the output skin's float range
- Float ranges vary by skin and are published in community databases
- Wear brackets are the standard Valve boundaries
- Trading involves real money and real risk — this models one variable of many
Common questions
How do you calculate trade-up float?
Average your ten input floats, then scale that average into the output skin's float range: output equals range width times average plus range minimum. Only the average of the inputs matters — their distribution has no effect.
Does the spread of my inputs matter?
No. Nine Factory New skins and one Battle-Scarred give exactly the same output as ten skins at that same average. The contract sums and divides, and uses nothing else about the individual values.
Why does the same average give different wear?
Because each output skin has its own float range. An average of 0.10 gives 0.05 against a 0.00–0.50 range but 0.10 against a full 0.00–1.00 range, and those fall in different wear brackets.
Why does this calculator not show profit?
Profit needs live market prices. A price-based figure computed from stale data is a confident wrong answer about your money, so this tool models the float mathematics only and leaves pricing to you.
Can I guarantee a Factory New output?
You can guarantee the float, since it is fully determined by your inputs and the output range. What you cannot guarantee is which skin you receive, and a skin with a higher range minimum may not reach Factory New at any input average.
Where these numbers come from
- Counter-Strike — official site Official game information, including trade-up contract mechanics.
Last verified 2026-08-01 The method on this page is checked against the sources above at least once a year. Spotted something out of date? Tell us and we will fix it.
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