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Tec-9 | Re-Entry
Reverse trade-up finder

Trade up to Tec-9 | Re-Entry

10 Mil-Spec Grade skins from the Chroma 3 Case collection can become Tec-9 | Re-Entry. Pick a wear to see every realistic route, its odds, cost and the input float it needs.

RestrictedFloat range 0.00–0.43Chroma 3 CaseSkin details
Prices as of Oct 27, 2026Steam Community Market averages · snapshot 2026-10-27 10:25 UTC

Factory New Tec-9 | Re-Entry needs an average normalized input float below 0.1628 (output float 0.000–0.070). Best chance per contract: 20.0%.

Tec-9 | Re-Entry
Highest chance
FN20.0% chance· $14.48
Mil-Spec → Restricted
Cost
$7.90
EV
55%
$4.38
Profit
−$4.09
after fee
Win %
20%
to profit
Avg float ≤ 0.163 (needs < 0.163)5 outcomesActive market
Tec-9 | Re-Entry
Best profit odds
FN12.0% chance· $14.48
Mil-Spec → Restricted
Cost
$100.06
EV
60%
$60.24
Profit
−$47.68
after fee
Win %
40%
to profit
Avg float ≤ 0.161 (needs < 0.163)8 outcomesSome thin prices
Tec-9 | Re-Entry
Cheapest
FN2.0% chance· $14.48
Mil-Spec → Restricted
Cost
$2.67
EV
45%
$1.20
Profit
−$1.63
after fee
Win %
2%
to profit
Avg float ≤ 0.161 (needs < 0.163)10 outcomesActive market
Tec-9 | Re-Entry
FN2.0% chance· $14.48
Mil-Spec → Restricted
Cost
$2.69
EV
50%
$1.35
Profit
−$1.52
after fee
Win %
2%
to profit
Avg float ≤ 0.162 (needs < 0.163)10 outcomesActive market
Tec-9 | Re-Entry
Best EV
FN2.0% chance· $14.48
Mil-Spec → Restricted
Cost
$2.74
EV
52%
$1.44
Profit
−$1.49
after fee
Win %
2%
to profit
Avg float ≤ 0.162 (needs < 0.163)10 outcomesActive market
Tec-9 | Re-Entry
FN2.0% chance· $14.48
Mil-Spec → Restricted
Cost
$3.05
EV
56%
$1.70
Profit
−$1.57
after fee
Win %
2%
to profit
Avg float ≤ 0.161 (needs < 0.163)10 outcomesActive market

Required input float for each Tec-9 | Re-Entry wear

WearOutput floatAvg normalized input floatCheapest routeBest chance
Factory New0.000–0.070< 0.1628$2.6720.0%
Minimal Wear0.070–0.150≥ 0.1628 and < 0.3488no priced route—
Field-Tested0.150–0.380≥ 0.3488 and < 0.8837$1.0820.0%
Well-Worn0.380–0.430≥ 0.8837 and any$2.3420.0%
Battle-ScarredNot possible — outside this skin's 0.00–0.43 float range

The average is over every input's float normalized to its own range. Output float = 0.00 + average × 0.43.

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.