CS2 Trade Up Float Guide
The wear of the skin you get from a trade up is not random. It is set by the floats of the skins you put in. Get it right and the result lands in Factory New; get it wrong and it comes out Field-Tested at a fraction of the price.
Float and wear ranges
Every skin has a float value between 0 and 1 that sets its wear:
| Wear | Float range |
|---|---|
| Factory New (FN) | 0.00 – 0.07 |
| Minimal Wear (MW) | 0.07 – 0.15 |
| Field-Tested (FT) | 0.15 – 0.38 |
| Well-Worn (WW) | 0.38 – 0.45 |
| Battle-Scarred (BS) | 0.45 – 1.00 |
Many skins can't cover the full 0–1 range. A skin with a float range of 0.00–0.50, for example, can never be worse than Battle-Scarred at 0.50. These per-skin min/max values are what make the trade up math interesting.
The CS2 trade up float formula
Since the October 2025 update, the game works it out in three steps:
- Normalize each input: norm = (input float − input min) ÷ (input max − input min)
- Average the ten normalized values (five for Covert-to-knife).
- Map onto the output skin: output float = output min + average × (output max − output min)
Worked example
You have ten inputs whose float range is 0.00–1.00, each with a float of 0.10. They're all Minimal Wear, and their normalized value is 0.10.
- Output A has a range of 0.00–0.80 → 0.00 + 0.10 × 0.80 = 0.080 → Minimal Wear.
- Output B has a range of 0.00–0.50 → 0.00 + 0.10 × 0.50 = 0.050 → Factory New.
The same inputs give Factory New on one outcome and Minimal Wear on the other. So you need to check the float of every possible result, not just the one you want.
Aiming for a wear tier
To get a result at or below a target float T on an output skin, you need:
average normalized input ≤ (T − output min) ÷ (output max − output min)
For Factory New (T = 0.07) on an output with range 0.00–0.70, the average normalized input must be at most 0.10. Leave a small safety margin: a result of 0.0700x rounds into Minimal Wear.
Saving money on float
- Mix cheap and pricey floats. Only the average matters, so a few very low floats can balance cheaper, higher-float inputs.
- Use inputs with narrow float ranges. Because of normalization, a skin whose range is 0.06–0.80 at float 0.10 counts as very low (≈0.054).
- Don't overpay for float you don't need. If the result will be Minimal Wear either way, low-float inputs are wasted money.
- Let a calculator check every outcome. The CS2 trade up calculator predicts the float and wear of every possible result from your exact inputs.
Frequently asked questions
What float is Factory New in CS2?
Factory New is a float from 0.00 up to 0.07. Minimal Wear is 0.07–0.15, Field-Tested 0.15–0.38, Well-Worn 0.38–0.45 and Battle-Scarred 0.45–1.00.
Does the output float depend on which skin I get?
Yes. The same average input float gives a different float on each possible output, because each skin has its own minimum and maximum float.
Did CS2 change the trade up float formula?
Yes. With the October 2025 update, each input's float is first normalized against its own float range before averaging. Before that, the raw input floats were averaged directly.