CS2 Glossary & Terminology
Definitions for Counter-Strike 2 case opening and skin terms
Last updated: February 17, 2026
Rarity Tiers
The most common rarity tier (white). Found in souvenir packages and collections, but not in weapon cases.
Second most common tier (light blue). Found in souvenir packages, collections, and some capsules.
Standard rarity tier (blue). The most common drop from weapon cases at 79.92%. Also called "Mil-Spec Grade".
Uncommon tier (purple). Drops at 15.98% from weapon cases. Significantly rarer than Mil-Spec.
Rare tier (pink). Drops at 3.20% from weapon cases (~1 in 31). Contains many desirable skins.
Very rare tier (red). Drops at 0.64% from weapon cases (~1 in 156). The rarest regular weapon skins.
The rarest tier (gold). Contains knives and gloves. Drops at 0.26% from weapon cases (~1 in 385).
Wear Conditions & Float
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.
Float range 0.00-0.07. The best condition with minimal to no visible wear. Rarest wear tier (~3% drop rate).
Float range 0.07-0.15. Slight wear visible. Second best condition (~24% drop rate).
Float range 0.15-0.38. Moderate wear visible. Most common condition (~33% drop rate).
Float range 0.38-0.45. Significant wear visible. Less common (~24% drop rate).
Float range 0.45-1.00. Heavy wear and scratches visible. Most worn condition (~16% drop rate).
Special Finishes & Variants
A variant that tracks kills made with the weapon. 10% chance on eligible items from weapon cases. Cannot be applied to souvenir skins.
Special skins from tournament souvenir packages. Feature gold stickers of teams and MVP player. Cannot be StatTrak.
A knife/glove finish with marbled color patterns. Has 7 phases: Phase 1-4 (common), Ruby, Sapphire, Black Pearl (rare).
Green-tinted Doppler variant. Has 5 phases: Phase 1-4 (common) and Emerald (rare, equivalent to Ruby/Sapphire).
A gradient finish on knives. "Fade percentage" (e.g., 95% fade) indicates color coverage. Higher = more valuable.
A finish with random blue/gold patterns. "Blue gem" patterns with high blue coverage are extremely valuable.
A number (1-1000) that determines the exact pattern on skins like Case Hardened, Fade, and marble finishes.
Container Types
Standard CS2 cases containing weapon skins and rare knives/gloves. Requires a key to open in-game. Uses official Valve odds.
Drops from CS2 Major tournaments. Contains souvenir skins with tournament stickers. Much rarer odds than weapon cases.
Contains stickers in 4 tiers: High Grade (paper), Remarkable (holo/glitter), Exotic (foil), Extraordinary (gold).
Contains pro player signature stickers from CS2 Majors. Same 4-tier system as sticker capsules.
A themed set of skins that drop together. Collections can be from cases, operations, or the Armory system.
CS2 system (October 2024) where you spend Armory Credits to unlock items from collections. Uses 5-tier odds for skins.
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
The probability model for souvenirs and capsules where each tier is ~5x rarer than the previous one.
The average return per case opening. CS2 cases have negative EV (typically 50-85% of cost), meaning the house profits.
Each case opening is separate — previous results do not affect future ones. There is no "pity timer" in CS2.
A system that guarantees a rare drop after X attempts. CS2 does NOT have this — all openings are independent.
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.
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