- Cost
- $278.88
- EV
- 42%
- $116.57
- Profit
- −$177.51
- after fee
- Win %
- 0%
- to profit
Trade up to M4A1-S | Atomic Alloy
10 Restricted skins from the Huntsman Weapon Case collection can become M4A1-S | Atomic Alloy. Pick a wear to see every realistic route, its odds, cost and the input float it needs.
Factory New M4A1-S | Atomic Alloy needs an average normalized input float below 0.0778 (output float 0.000–0.070). Best chance per contract: 30.0%.
- Cost
- $181.97
- EV
- 61%
- $110.11
- Profit
- −$86.23
- after fee
- Win %
- 27%
- to profit
- Cost
- $64.12
- EV
- 50%
- $31.88
- Profit
- −$36.40
- after fee
- Win %
- 7%
- to profit
- Cost
- $66.24
- EV
- 39%
- $25.64
- Profit
- −$43.94
- after fee
- Win %
- 7%
- to profit
- Cost
- $66.32
- EV
- 38%
- $25.40
- Profit
- −$44.23
- after fee
- Win %
- 7%
- to profit
- Cost
- $93.27
- EV
- 67%
- $62.21
- Profit
- −$39.17
- after fee
- Win %
- 3%
- to profit
Required input float for each M4A1-S | Atomic Alloy wear
| Wear | Output float | Avg normalized input float | Cheapest route | Best chance |
|---|---|---|---|---|
| Factory New | 0.000–0.070 | < 0.0778 | $64.12 | 30.0% |
| Minimal Wear | 0.070–0.150 | ≥ 0.0778 and < 0.1667 | no priced route | — |
| Field-Tested | 0.150–0.380 | ≥ 0.1667 and < 0.4222 | $16.00 | 3.3% |
| Well-Worn | 0.380–0.450 | ≥ 0.4222 and < 0.5000 | no priced route | — |
| Battle-Scarred | 0.450–0.900 | ≥ 0.5000 and any | $10.25 | 33.3% |
The average is over every input's float normalized to its own range. Output float = 0.00 + average × 0.90.
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.