Trade-up contracts

Ten skins of one rarity produce a skin of the rarity above — except the ★ contract, which takes five Coverts and returns a knife or gloves. Fill the slots from the search on the left: every change re-prices the draw, the float produced and the outcomes. Outcomes are not chosen, they follow from the inputs — what you can choose is a target, and the input search then narrows to whatever can produce it.

Slot 1

Mil-Spec Grade · Normal — a contract takes one rarity and one category, nothing else.

Rarity
Wear at worst

Inputs · 0/10

Mil-Spec GradeRestricted

10 inputs of this rarity produce a Restricted skin.

Every slot has its listing. Change a skin and run it again to re-optimise.

What you are aiming at

Click a slot and search for a skin on the left — or aim at what you want first: the input search will narrow to whatever can produce it.

Output float = average input float × (max float − min float of the skin obtained) + min float. Every input carries an equal share of the draw, and a collection splits its share evenly between its skins of the target rarity — for a ★ contract, between the knives and gloves of the case. These are the game's rules, checkable against a real contract.

Every figure is a price asked today on the markets we track, on both sides of the contract: it is neither a market value nor a profit. Selling the outcome carries that market's fees.

Inputs may come from several collections: the game allows it, and the draw accounts for it — each collection brings its own outcomes, in proportion to how many inputs came from it. Mixing therefore lowers the chance of what you are aiming at while adding outcomes you did not ask for.

For Dopplers and their kin, the case draws the finish and then the phase: one “★ M9 Bayonet | Doppler” counts as a single outcome, valued at the cheapest phase currently on sale. A Ruby or a Black Pearl is worth far more, but we have no source for each phase's probability — so we do not invent one.

Trade-up contracts — SKINDEX