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Skinrave - CS2 Skin Trading
Skinrave - CS2 Skin Trading

CS2 Glossary & Terminology

Definitions for Counter-Strike 2 case opening and skin terms

Last updated: February 17, 2026

Rarity Tiers

Consumer Grade
The most common rarity tier (white). Found in souvenir packages and collections, but not in weapon cases.
Industrial Grade
Second most common tier (light blue). Found in souvenir packages, collections, and some capsules.
Mil-Spec
Standard rarity tier (blue). The most common drop from weapon cases at 79.92%. Also called "Mil-Spec Grade".
Restricted
Uncommon tier (purple). Drops at 15.98% from weapon cases. Significantly rarer than Mil-Spec.
Classified
Rare tier (pink). Drops at 3.20% from weapon cases (~1 in 31). Contains many desirable skins.
Covert
Very rare tier (red). Drops at 0.64% from weapon cases (~1 in 156). The rarest regular weapon skins.
Exceedingly Rare / Special
The rarest tier (gold). Contains knives and gloves. Drops at 0.26% from weapon cases (~1 in 385).

Wear Conditions & Float

Float Value
A number between 0 and 1 that determines how worn a skin appears. Lower float = less wear. Each skin has a min/max float range.
Factory New (FN)
Float range 0.00-0.07. The best condition with minimal to no visible wear. Rarest wear tier (~3% drop rate).
Minimal Wear (MW)
Float range 0.07-0.15. Slight wear visible. Second best condition (~24% drop rate).
Field-Tested (FT)
Float range 0.15-0.38. Moderate wear visible. Most common condition (~33% drop rate).
Well-Worn (WW)
Float range 0.38-0.45. Significant wear visible. Less common (~24% drop rate).
Battle-Scarred (BS)
Float range 0.45-1.00. Heavy wear and scratches visible. Most worn condition (~16% drop rate).

Special Finishes & Variants

StatTrak™
A variant that tracks kills made with the weapon. 10% chance on eligible items from weapon cases. Cannot be applied to souvenir skins.
Souvenir
Special skins from tournament souvenir packages. Feature gold stickers of teams and MVP player. Cannot be StatTrak.
Doppler
A knife/glove finish with marbled color patterns. Has 7 phases: Phase 1-4 (common), Ruby, Sapphire, Black Pearl (rare).
Gamma Doppler
Green-tinted Doppler variant. Has 5 phases: Phase 1-4 (common) and Emerald (rare, equivalent to Ruby/Sapphire).
Fade
A gradient finish on knives. "Fade percentage" (e.g., 95% fade) indicates color coverage. Higher = more valuable.
Case Hardened
A finish with random blue/gold patterns. "Blue gem" patterns with high blue coverage are extremely valuable.
Pattern Seed / Pattern Index
A number (1-1000) that determines the exact pattern on skins like Case Hardened, Fade, and marble finishes.

Container Types

Weapon Case
Standard CS2 cases containing weapon skins and rare knives/gloves. Requires a key to open in-game. Uses official Valve odds.
Souvenir Package
Drops from CS2 Major tournaments. Contains souvenir skins with tournament stickers. Much rarer odds than weapon cases.
Sticker Capsule
Contains stickers in 4 tiers: High Grade (paper), Remarkable (holo/glitter), Exotic (foil), Extraordinary (gold).
Autograph Capsule
Contains pro player signature stickers from CS2 Majors. Same 4-tier system as sticker capsules.
Collection
A themed set of skins that drop together. Collections can be from cases, operations, or the Armory system.
Armory
CS2 system (October 2024) where you spend Armory Credits to unlock items from collections. Uses 5-tier odds for skins.
Genesis Terminal
A unique CS2 container with a negotiation mechanic. An Arms Dealer presents 5 sequential item offers at dynamic prices — you can accept one or decline all. Uses the same drop rates as weapon cases (0.26% knife odds) but pricing is per-item instead of a flat key cost.

Odds & Probability Terms

5x Rule
The probability model for souvenirs and capsules where each tier is ~5x rarer than the previous one.
Expected Value (EV)
The average return per case opening. CS2 cases have negative EV (typically 50-85% of cost), meaning the house profits.
Independent Outcomes
Each case opening is separate — previous results do not affect future ones. There is no "pity timer" in CS2.
Pity Timer
A system that guarantees a rare drop after X attempts. CS2 does NOT have this — all openings are independent.
Terminal Offer Price
The price Valve sets for each item offered in a Genesis Terminal session. Uses a dynamic demand-based algorithm — popular items get more expensive, skipped items get cheaper. Most offers are priced above market value.

Related Resources

  • Case Odds & Drop Rates — Detailed probability breakdowns for all container types
  • FAQ — Common questions about the simulator
  • Methodology — How our simulator works and where our data comes from

Ready to Test Your Knowledge?

Now that you understand the terminology, try opening some cases in our free simulator!