- Cost
- $183.20
- EV
- 54%
- $98.71
- Profit
- −$97.37
- after fee
- Win %
- 0%
- to profit
Trade up to AWP | Chromatic Aberration
10 Classified skins from the Recoil Case collection can become AWP | Chromatic Aberration. Pick a wear to see every realistic route, its odds, cost and the input float it needs.
Factory New AWP | Chromatic Aberration needs an average normalized input float below 0.1000 (output float 0.000–0.070). Best chance per contract: 50.0%.
- Cost
- $216.00
- EV
- 61%
- $132.55
- Profit
- −$100.74
- after fee
- Win %
- 5%
- to profit
- Cost
- $185.82
- EV
- 53%
- $98.44
- Profit
- −$100.22
- after fee
- Win %
- 0%
- to profit
- Cost
- $457.71
- EV
- 84%
- $386.50
- Profit
- −$121.62
- after fee
- Win %
- 50%
- to profit
- Cost
- $148.75
- EV
- 51%
- $75.56
- Profit
- −$83.04
- after fee
- Win %
- 0%
- to profit
- Cost
- $202.27
- EV
- 65%
- $131.94
- Profit
- −$87.54
- after fee
- Win %
- 0%
- to profit
Required input float for each AWP | Chromatic Aberration wear
| Wear | Output float | Avg normalized input float | Cheapest route | Best chance |
|---|---|---|---|---|
| Factory New | 0.000–0.070 | < 0.1000 | $148.75 | 50.0% |
| Minimal Wear | 0.070–0.150 | ≥ 0.1000 and < 0.2143 | $69.10 | 50.0% |
| Field-Tested | 0.150–0.380 | ≥ 0.2143 and < 0.5429 | $43.56 | 50.0% |
| Well-Worn | 0.380–0.450 | ≥ 0.5429 and < 0.6429 | $47.30 | 50.0% |
| Battle-Scarred | 0.450–0.700 | ≥ 0.6429 and any | $42.59 | 50.0% |
The average is over every input's float normalized to its own range. Output float = 0.00 + average × 0.70.
Other trade-up targets in this collection
How CS2 trade-up contracts work
Inputs & odds
10 skins of one rarity become 1 skin of the next rarity (Mil-Spec → Restricted → Classified → Covert). Since the October 2025 update, 5 Covert skins can become a knife or gloves from those skins' case. Each input collection gets its share of the odds (inputs from it ÷ total), split evenly across that collection's next-tier skins.
Float math
Every input float is normalized to its own skin's range — (float − min) ÷ (max − min) — and averaged. Each output's float is its min + average × (max − min), so a restricted-range skin like 0.10–0.20 can only land in the wears its range allows.
Prices, fees & freshness
Values are Steam Community Market averages from the snapshot dated on each page. Profit subtracts the ~13% Steam seller fee. StatTrak™ inputs give StatTrak™ outputs (knives only — gloves have no StatTrak™). Map collections outside weapon cases aren't in DropLabz's dataset yet.
Pick the skin you want in the reverse trade-up finder, check any contract in the trade-up calculator, or compare with opening cases on case ROI and knife odds.