CS2 Float & Wear Explained
Float is the hidden number behind every skin's condition. In a trade-up, the float of your inputs directly shapes the float of your reward.
What float actually is
Every CS2 skin carries a float value between 0 and 1. The lower the number, the cleaner the skin; the higher it climbs, the more scratched and faded the finish looks. Float is fixed the moment a skin is created and never changes.
The five wear brackets
Float maps onto five named conditions. The commonly used thresholds are:
- Factory New — 0.00 to 0.07
- Minimal Wear — 0.07 to 0.15
- Field-Tested — 0.15 to 0.38
- Well-Worn — 0.38 to 0.45
- Battle-Scarred — 0.45 to 1.00
Note that individual skins can have their own narrower float caps, so some finishes never reach Factory New no matter how low the contract float lands.
How inputs decide output float
A trade-up does not hand you a random condition. It takes the average float of your ten inputs and maps it onto the output skin's own float range using a straightforward formula:
- Add up the float of all ten inputs and divide by ten to get the average.
- Apply:
outputFloat = minFloat + averageInput × (maxFloat − minFloat), where min and max are the output skin's range.
If the output skin uses the full 0–1 range, an average input float of 0.20 produces an output float of about 0.20. But if that skin is capped at, say, 0.00–0.50, the same average yields roughly 0.10 instead. This is why low-float inputs are prized: they pull your reward toward cleaner, usually more valuable conditions.
Putting it to work
Enter your average input float in the trade-up calculator to see the estimated output float and wear, then check whether the trade-up is worth it before you commit.