Complete Trade-Up Contract Guide

This post should guide you through the trade-up contract. To understand to the trade-up, you need to understand the basics:

  • Rarities
  • Float Values

Rarity of a CS:GO skin

There are many CS:GO skins, all of them have one thing in common: they have a rarity grade.
These are all the possible rarities with their color:

  • Customer GradeLight Gray
  • Industrial GradeLight Blue
  • Mil-SpecBlue
  • Restriced Purple
  • Classified Pink
  • Covert Red
  • Contraband Yellow/Sienna
  • Rare Special ItemKnives/Gloves
The legendary M4A4 | Howl, the only contraband skin in the game.

These are all the possible rarities, which get more rare from Customer Grade to Contraband.
You are unable to trade-up to Rare Special Items, these can only be unboxed from a case.
One little side-note: It’s currently impossible to get a Contraband skin from a case or trade-up contract, the only Contraband skin currently in the game is the M4A4 Howl (Huntsman Collection), which originally included stolen artwork, so the skin received a new artwork made by Valve and got the rarity Contraband. (There is also a “Howling Dawn” sticker with the Contraband status, but you can’t trade up stickers, you are just unable to unbox that sticker now)

Ok, back to the original topic: The rarities matter on what you get out of the trade-up contract. When doing a trade-up, you trade-up TEN skins of the same rarity to ONE skin with a higher rarity.
That does mean that you always get an Industrial Grade if you trade-up 10 Customer Grades. And a Covert if you use 10 Classifieds.

Besides the exceptions listed above, you are also unable to trade-up to Industrial Grades, due to them being the lowest rarity.

Float Values

Every skin has a specific float value. This is most of the time unique, it is limited to the IEEE 754 limitations though. This does mean that not every float value is possible, but it is too complicated to explain that in detail now. The first 8 digits of a float value are not affected by that, but the 9th digit or later might be rounded up or down to the next number that fits the
IEEE 754 scheme.

The Float Value affects the look of a skin. For example, an AK-47 Redline in Field-Tested can look like this:

This Redline is very clean, you can barely see any scratches, it has a 0.15000 Float. That means, it is very very close to being Minimal Wear.
This Redline is also Field-Tested. It has a 0.37999 Float however, which means it is close to being Well-Worn.

Float Caps

The Float decides which condition a skin is. Always when a skin is unboxed from a case, souvenir package or dropped as Level-Up-Reward or gifted via a gift package.
The basic float caps are the following:

  • 0.00 – 0.07Factory New (FN)
  • 0.07 – 0.15Minimal Wear (MW)
  • 0.15 – 0.38Field-Tested (FT)
  • 0.38 – 0.45Well-Worn (WW)
  • 0.45 – 1.00Battle-Scarred (BS)

But not every skin can come in any condition. The probably most known example is the AWP Asiimov. If you click on the link, you get to CSGOStash. The float values are also in the game files, but it way easier to just go to CSGOStash and check out the float caps there, due to the site being way more user-friendly than mining though the game files.

Here you can see the float caps of the AWP | Asiimov. As you can see, it is impossible to get the skin in FN or MW. Also the lowest possible float is 0.18.

To know the float caps is very important to calculate good, profitable trade-ups. For example, you can put 10 Factory New Nova Antique in a trade-up you still wouldn’t get the AWP Asiimov in Factory New, due to it not coming in FN or MW at all.

Float Outcome

The easiest one to memorize, and also the easiest one to calculate.
The float of the item you will receive is pretty simple to find out, just depends on three values: both float caps of the outcome skin and the average float of your inputs.
You can check them on CSGOStash. It is not needed to know them by heart.
But let’s just check out the formula and an example to make it easier to understand:

As you can see, the formula is (MIN – MAX)*AVG+MIN. The mininum and maximum float values can be found on CSGOStash. The only variable value in that formula the average float, that depends on the inputs in your trade-up.

I can really recommend you using this site ( to make it easier to calculate float values. Here is a small introduction on how to use it:

First step is to click on the button “Simple Calculator for 10 Floats”. This is the most important page on that website. Next you should check the “Enter Max Wear” tab, where you should enter the values of the potential outcome skin. Let’s just take the example from above and go for the AWP Asiimov. As we saw on CSGOStash, the maximum float is 1.00 and the minimum float possible is 0.18.
The “Desired Float” is important to calculate, which inputs you need for the specific outcome. Since the AWP Asiimov does not come in MW, we will put the number “0.38” in there, so that our AWP Asiimov would be Field-Tested. It is always way better to write the max. float cap of a specific condition in the “Desired Float” section, because the worse the float the cheaper a skin usually gets. So in some cases you can get Factory New outcomes by only using Minimal Wear skins. Ok, this is what we got by now:

The right tab now shows under the section “Needed Average for Desired Float” the average float we need to get an AWP Asiimov in Field-Tested condition. (The average needs to be below 0.24390242661414285).

If you want to double check your inputs, you can use the “Enter Floats” section and the “Current Output Wear 10/10 Floats”. If you haven’t got 10 skins yet and want to calculate what floats you need to get the desired condition, the “Average of Last Float(s) Needed” section will help you.

Output Calculation

The outputs calculation is fairly hard to understand, but when you finally understand the formula it is really easy to do:

The most important factor is the amount of possible skins in the outcome collections. For each skin in the trade-up you need to add the amount of possible outcomes in that collection. Let’s give an example:

You put 5 x P250 | Undertow in the trade-up + 5 x Nova | Antique. You may think now, there is a 50% chance on a skin from the Weapon Case 3 collection (from which the Undertow is from) and 50% chance on a skin from the Phoenix collection (from which the Antique is from). But actually, that is not the case:

You have 1 outcome on the Weapon Case 3 collection, just the CZ75-Auto | Victoria. That is the only skin in classified rarity in that collection. From the Phoenix case collection you could get two skins, the AWP | Asiimov and the AUG | Chameleon.

So, you need to add now: 1+1+1+1+1+2+2+2+2+2 = 15. Now you need to add the individual skins for each collection, 1+1+1+1+1 = 5, 2+2+2+2+2 = 10. So you have a 5/15 chance = 1/3 on the skin from the Weapon Case 3 collection, which now needs to be divided by the amount of skins (which is 1, so it says 1/3). There is a 10/15 chance = 2/3 on a skin from the Phoenix collection, which is divided by 2 = 1/3 on each skin, so in the end we get the following results:

  • 1/3 chance on the CZ75-Auto | Victoria
  • 1/3 chance on the AWP | Asiimov
  • 1/3 chance on the AUG | Chameleon

I can recommend the, sadly a bit outdated site Trade Up Guru. It is easy to calculate floats and possible outcomes on that site, but the prices and collections are really not up to date.

Here are some useful sites, that might help you finding good trade-up contracts:

  • CSGOFloat: You can get the float of an item by entering it’s inspect link on the site.
  • CSGO.Exchange: Really good to double-check the float outcomes for the skins you bought for a trade-up.
  • TheRoflm0nster: On “What average float do I need for…” you can search for items and what float is needed for a specific skin.
  • CSGOZone: Just like CSGO.Exchange, but more user friendly.
  • FloatCalculator: The functions of this page were explained in the article, it’s really helpful and can be used for way more things.

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