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CS2 Case Odds — the Published Numbers

Case odds are not a secret: Valve displays them in the game client. Four in five standard openings end in the cheapest item class, and knives or gloves come out of 0.26%. Everything else on this page follows from those two facts.

Source: Valve, in-clientKnife or gloves: 0.26%Most common class: 79.92%

The published odds

A standard CS2 weapon case has five item classes with fixed, published probabilities. The distribution is steep by design: the overwhelming majority of openings return the cheapest class, and the headline item that appears on every piece of marketing occupies roughly a quarter of one percent.

Item-class odds in a standard CS2 weapon case, as displayed by Valve in the game client
ClassChanceOpenings per hit (avg)
Mil-Spec (blue)79.92%1.3
Restricted (purple)15.98%6.3
Classified (pink)3.20%31
Covert (red)0.64%156
Rare Special — knife or gloves0.26%385

Two clarifications matter before these numbers get applied anywhere. First, they describe cases in the game; third-party platforms build their own pools with their own distributions, so ask for that platform's published odds rather than assuming Valve's carry over. Second, there is a separate roll for the StatTrak variant on items that support it, at 10%, which can change what the same skin is worth considerably.

Why ten openings at 1% is not 10%

Probabilities multiply rather than sum, and the gap always runs against intuition. Ten attempts at a 1% chance give a 9.56% probability of at least one hit, not 10%. A hundred attempts give 63.4%, not certainty — meaning more than a third of hundred-case runs finish with nothing at all, which is a completely ordinary outcome rather than bad luck. The corollary is the one that costs people money: openings are independent, so nothing about a losing run changes the next result. There is no threshold at which a rare item becomes owed, no mechanism by which prior spending improves anything, and the feeling of being close is a property of how humans read randomness rather than of the system. A platform that suggests otherwise, in copy or in interface design, is telling you something useful about itself.

At least one hit, by number of attempts, at a 1% per-open chance
AttemptsChance of at least oneChance of none
109.56%90.4%
5039.5%60.5%
10063.4%36.6%
25091.9%8.1%

Float — the other half of the price

Wear is a number between 0 and 1, and Valve's five named bands divide that scale very unevenly. Battle-Scarred covers more than half of it; Factory New covers a fourteenth. That asymmetry alone explains why pristine copies of an ordinary skin are scarce and expensive regardless of how popular the skin itself is.

Valve's wear bands — note how unevenly the 0–1 float scale is divided
ConditionFloat rangeShare of the scale
Factory New0.00 – 0.077%
Minimal Wear0.07 – 0.158%
Field-Tested0.15 – 0.3823%
Well-Worn0.38 – 0.457%
Battle-Scarred0.45 – 1.0055%

Within a band it is not uniform either — an item near the lower edge of its range often prices above an identical skin near the upper edge, despite carrying the same label. So when comparing offers, check the exact value where a platform shows it rather than trusting the band name. Float is assigned when the item is created and never changes afterwards; nothing about playing wears a skin down.

What a skin is actually worth to you

Two deductions turn a market price into a realistic figure, and both are routinely left out of profitability arguments. Selling on the Steam Community Market costs about 15% — a 5% Steam fee plus a 10% game fee. And the proceeds land in the Steam wallet, which cannot be withdrawn to a bank. Underneath that sits the licensing position. Under Valve's subscriber agreement, inventory contents are a licence within the Steam ecosystem rather than property in the everyday sense: items can be exchanged inside the system but not taken out of it. A skin's market price therefore describes its exchange value inside a closed loop, not a sum you can recover — which is the most commonly omitted term in any calculation about whether opening cases "pays". Practical consequences for getting items out at all are on withdrawals and trade holds.

Frequently asked questions

What are the odds of getting a knife in CS2?

In a standard CS2 weapon case the Rare Special class covering knives and gloves appears in 0.26% of openings — roughly one in 385. Valve displays these odds in the game client.

What is the most common CS2 case drop?

Mil-Spec, the blue class, at 79.92%. Restricted follows at 15.98%, Classified at 3.20% and Covert at 0.64%.

Does opening more cases improve my odds?

Not per opening. Each is independent, so a losing run does not make the next result likelier. More attempts raise the chance of at least one hit across the run, but ten attempts at 1% give 9.56%, not 10%.

Do third-party sites use Valve's odds?

Not necessarily. Sites build their own pools with their own distributions, so ask for that platform's published odds per pool rather than assuming the in-game numbers apply.

What is float in CS2?

A wear value from 0 to 1, divided by Valve into five uneven bands from Factory New to Battle-Scarred. Battle-Scarred alone covers 55% of the scale, which is why Factory New copies are scarce.

Sources

  1. Counter-Strike — official site (Valve)
  2. Counter-Strike — news and updates (Valve)
  3. Steam Community Market
  4. Valve — Steam Subscriber Agreement

Last checked 2026-09-10 · CS2PromoCodes editorial · how we verify