- Cost
- $87.70
- EV
- 40%
- $34.88
- Profit
- −$57.37
- after fee
- Win %
- 0%
- to profit
Trade up to Galil AR | Chromatic Aberration
10 Restricted skins from the Snakebite Case collection can become Galil AR | Chromatic Aberration. Pick a wear to see every realistic route, its odds, cost and the input float it needs.
Factory New Galil AR | Chromatic Aberration needs an average normalized input float below 0.0700 (output float 0.000–0.070). Best chance per contract: 33.3%.
- Cost
- $60.34
- EV
- 42%
- $25.38
- Profit
- −$38.27
- after fee
- Win %
- 0%
- to profit
- Cost
- $60.70
- EV
- 50%
- $30.51
- Profit
- −$34.17
- after fee
- Win %
- 0%
- to profit
- Cost
- $65.11
- EV
- 70%
- $45.68
- Profit
- −$25.39
- after fee
- Win %
- 0%
- to profit
- Cost
- $66.10
- EV
- 54%
- $35.55
- Profit
- −$35.19
- after fee
- Win %
- 0%
- to profit
- Cost
- $73.66
- EV
- 78%
- $57.23
- Profit
- −$23.89
- after fee
- Win %
- 30%
- to profit
Required input float for each Galil AR | Chromatic Aberration wear
| Wear | Output float | Avg normalized input float | Cheapest route | Best chance |
|---|---|---|---|---|
| Factory New | 0.000–0.070 | < 0.0700 | $60.34 | 33.3% |
| Minimal Wear | 0.070–0.150 | ≥ 0.0700 and < 0.1500 | $12.11 | 33.3% |
| Field-Tested | 0.150–0.380 | ≥ 0.1500 and < 0.3800 | $6.04 | 33.3% |
| Well-Worn | 0.380–0.450 | ≥ 0.3800 and < 0.4500 | $5.10 | 33.3% |
| Battle-Scarred | 0.450–1.000 | ≥ 0.4500 and any | $4.75 | 33.3% |
The average is over every input's float normalized to its own range. Output float = 0.00 + average × 1.00.
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.