CS2 Pattern Tier Lists
Six pattern families decide most of the pattern money in CS2. Each family below gets its own tier-list guide, organized item by item — what the tiers mean, which seeds and phases matter on which weapon, and how to catch tiered patterns listed at ordinary prices.
How to use these lists
Two families are seed-driven — Case Hardened and the fades read their look from the paint seed, so the same item name hides wildly different values. Doppler is phase-driven (a different finish index per phase), and Crimson Web, Marble Fade and Slaughter sit in between: seed-driven, but ranked by recognizable features rather than raw coverage. In every family the money logic is identical — most sellers list by item name and wear, a minority of patterns carry the premium, and whoever checks the pattern first wins. CSWatcher watches seeds and prices for you across all six families, on every marketplace it covers where the pattern data exists at all: set a seed list or a price rule on the items you collect and get alerted — or, on CSFloat, auto-buy — the moment a tiered pattern lists at an ordinary price.
What a "tier" actually means
Nothing official. Valve exposes a paint seed and a wear value and nothing else; every tier list on the internet is a community judgement about which of those 1,000 seeds look best on a specific weapon. That has two implications worth internalising before you spend money. First, lists disagree at the edges — the top few seeds are near-universally agreed, the middle is contested, so "tier 2" means whatever the list you are reading says it means. Second, tiers are descriptive, not predictive: a seed is expensive because collectors currently want it, and that consensus can move.
Why the same seed differs by weapon
A pattern is projected onto the weapon's model. The same seed wrapped around an AK-47's receiver, a Karambit's curved blade and a Five-SeveN's slide produces three completely different results, which is why every family below is organised item by item rather than as one master list. It is also why cross-referencing matters: a seller quoting a tier from the wrong weapon's list is a common source of overpaying, usually honestly rather than deliberately.
Pattern and float interact
These are two independent numbers that the market prices together. A top-tier seed at high wear can lose most of its premium, because scratching and desaturation flatten exactly the contrast people pay for — the blue washes out, the fade dulls, the webs blur into the base. The reverse is also true: a mediocre seed at very low float still sells on wear alone. When you set up a hunt, it is usually worth constraining both, not one — a seed list plus a float ceiling finds the examples that actually hold value.
Checking a pattern before you buy
Read the seed from the listing, find the tier list for that exact item, and look at the playside render rather than the thumbnail. Thumbnails frequently show the non-playside face, which is how ordinary skins get mistaken for good ones. If a price looks unusually low for a tiered seed, assume the wear or the face is the reason and check before assuming you have found a mistake — genuine mispricings exist, but they are rarer than listings that merely look like one.
Turning a tier list into a standing hunt
Once you know which tiers you want, the difficulty drops to zero and the tedium goes to infinity — the work is identical every time, it never finishes, and the payoff arrives on a schedule set by strangers deciding to sell. That is the shape of a job worth handing over. Attach a seed list, or a whole tier, to the items you follow; add the float you will accept and the most you will pay; and from then on the question of whether you were paying attention on a Tuesday afternoon stops mattering. CSWatcher keeps that watch running across the ten marketplaces it covers and, on CSFloat, will complete the purchase for you when all three conditions line up. Everywhere else it alerts you and links you straight to the listing. The guides above give you the numbers; the tool supplies the patience, which is the part humans are worst at.