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CS2 Charm Patterns: Rare Templates and Their Price

CS2 Charm Patterns: Rare Templates and Their Price

How the Charm Template works in CS2: 100,000 templates, colour zones per charm, a table of rare numbers with a confidence rating, the real odds, a step-by-step check of your own number and an honest look at the price premium, priced 27.08.2026.

Published 27.08.2026 · Updated 08.09.2026 · Русский

The short version: what a charm pattern is

Every charm in CS2 carries a hidden number — Valve calls it the Charm Template and prints it right in the item description. The range runs up to 100,000 values, against 1,000 for a regular skin. The number is assigned the moment the charm drops, it is locked in forever, and it only changes the charm's colouring — not where the charm sits on the weapon.

The value does not come from the number itself, but from which colour zone of the gradient it lands in. The rare zones are narrow: on the Die-cast AK the gold tint occupies the first 10,000 values out of 100,000, and on Lil' SAS the red eyes take the first 5,000. A Lil' SAS with template #1 sold to a collector in October 2024 for roughly $820, while the charm's base price in the same period was $4.30.

What follows: the mechanics, tables for specific charms, the real odds, a step-by-step check of your own number, and an honest breakdown of how much this actually adds to a price in 2026.


How the Charm Template works

Charms arrived in CS2 on 2 October 2024 with The Armory update. They are the first cosmetic in the game you can take off and move: a charm is not consumed the way a sticker is.

The basic mechanics you need before talking about patterns:

  • One charm per gun. Charms do not stack the way stickers do.
  • Removing costs money. You need a Charm Detachment item: a pack of three removals runs about $1 in the in-game store (it used to be $0.80). A charm pulled from The Armory comes with three free removals; packs also show up in the weekly drops. A charm bought off the market comes with no free removals.
  • No knives, no gloves. A charm goes on a firearm; you cannot put one on a knife or gloves.
  • You pick the position. When you attach a charm you drag it with the mouse between the model's attachment points. That is your choice, not a property of the item, and it resets when the charm is removed.

The template is issued by the server at the moment the capsule is opened or the item drops, you cannot influence it, and it does not change on removal, on trade or on resale. In the item description it is its own line — Charm Template. The wording is Valve's, and it is more honest than the community's "pattern": the word "pattern" drags in a comparison with skin paint seeds, and that comparison is exactly what causes most of the confusion.

Charm pattern vs skin pattern

PropertySkin pattern (paint seed)Charm template (Charm Template)
Range0–999up to 100,000
What it changeswhere the texture lands on the model: where the blue patches fall on a Case Hardened, how well a Fade lines upthe colouring of the charm itself: hue, sometimes gloss and saturation
Valve's termPatternCharm Template
Affects item positiontexture is baked to the modelno — you choose the charm's position with the mouse
Where to check itinspect link, third-party checkersitem description in game, market listing, extensions

The key difference in mindset: on a skin the pattern decides where and how it landed; on a charm it decides what colour it is. That is all.

🔧Patterns: blue gem, fade%free, no sign-up

Not every charm has a template

This is the first thing newcomers trip over. Charms in CS2 split into two fundamentally different groups.

Regular capsule charms — these are the ones with a Charm Template. The collections and dates:

CollectionItemsReleased
Small Arms Charms (miniature guns and knives)1602.10.2024
Missing Link Charms (the "sausage" agents)1702.10.2024
Dr. Boom Charms (grenades and explosives)2201.10.2025
Missing Link Community Charms (community work)2301.10.2025

Tournament Highlight charms are a completely different mechanic. They look like a metal badge, drop from playoff souvenir packages (the BLAST.tv Austin Major 2025 charms came first) and differ not by colour but by the video clip baked into them showing a match moment — Valve assembled a pool of 492 highlights, and the specific clip is assigned at random. They have no colour template, and hunting for a "rare pattern" in them is pointless: their rarity is measured by how spectacular the moment on the clip is.

In total, by the count of the csdb.gg database, the game has about 143 charms across 6 collections, and a working colour template exists on roughly 46 of them — fewer than a third. The rest are coloured on a fixed scheme.


Where rarity comes from

Inside the game there is no list of rare templates at all. In the CS2 files templates are not ranked, not flagged and not graded — there is simply a number from 0 to 99,999 (some sources describe the range as 1–100,000; the one-unit difference at the boundary changes nothing in practice). Everything you read about "top seeds" is the result of collectors agreeing on how to look at colour.

Here is how it works. The charm model is coloured along a gradient, and the template number is a position on that gradient. The wider a zone's slice of the range, the more often it turns up; the narrower it is, the rarer it is. That gives three sources of premium:

  1. A narrow colour zone. If pure red occupies 1,000 values out of 100,000, your chance of hitting it is 1%. That is what rarity means here.
  2. The edge of the range. Numbers like #1, #99999, #99995 are both the extreme shade and a collectible "round" number. These are the ones that go for the most.
  3. A clean hit on the hue. In the middle of a zone the colour is saturated; near the borders it is a muddy transitional mix. A copy from the centre of a zone looks better than its neighbour 500 numbers to the right.

Why 100,000 templates is not 100,000 different charms

This is where the biggest misunderstanding on the topic hides. The huge range creates the impression that every charm is unique. In reality the gradient is continuous: templates #43,500 and #43,900 differ by a fraction of a hue that the eye cannot separate even on screenshots placed side by side.

In practice this means a typical charm does not have 100,000 variants but 8–10 visually distinguishable states — one per colour zone. Everything else is the transitions between them. That is exactly why the market trades zones, not numbers: a buyer is looking for "red eyes" or "gold", not for a specific figure. The number becomes a value in its own right only at the very edges of the range, where collectible status is added on top of the colour.

Which leads to a practical conclusion that saves money: there is nothing to pay a "rare number" premium for in the middle of a zone. Inside a zone your copy is no different from hundreds of thousands of others. Only a narrow zone and the edge of the range justify a premium.

An important consequence: template rarity and item rarity are different things. A charm has a quality grade (High Grade, Remarkable, Exotic, Extraordinary) that determines how rarely it drops out of a capsule. The template has nothing to do with that grade: the cheapest High Grade charm can turn up with a template a collector will pay hundreds of times over market for — while an Extraordinary can sit in a dull stretch of the gradient.


Table of rare templates

Below is a summary of the charms where the template genuinely changes the look in a noticeable way. The data is drawn from the English-language SUPREME CS2 CHARMS GUIDE on Steam, a Die-cast AK breakdown on the BitSkins blog, a dedicated Lil' SAS guide on Steam and a Hotspawn overview. The "confidence" column is our own assessment, and it matters more than the numbers themselves.

CharmWhat the template changesRarest zoneNumbers the guides nameConfidence
Die-cast AKfull gradient from gold to bluegold (1–10k) and the blue edge (98–100k)"Golden" 9561, "Red" 22150, "Purple" 82376, "Sapphire" 99819zones — two independent sources, but the boundaries disagree; numbers — a single source
Baby Karat CT / Tbronze → goldmaximum gold at the top boundaryCT 92432, T 97660zone confirmed by two sources, numbers by one
Semi-Preciousdoppler-like shifts: green → turquoise → blue → purplepure purple (90–100k)"Emerald" 11285, "Gamma Doppler" 15720, "Doppler" 86527, "Purple Gem" 99205zones — two sources, but at different levels of detail; number 99205 is doubtful, see below
Titanium AWPyellow → green → cyan → blue → pink-purplepink-yellow mix at the top edge95546 (pink-yellow), 82519, 44264, 4374a single source
Lil' SASeye colour, 8 shadesred eyes (1–5k)the "perfect" 1, 10000, 20000, 40000, 60000, 80000, 90000, 100000; "Red SAS" 432the best documented of all: a dedicated guide with the full zone grid
Lil' Sandyfull rainbow gradientlight red (the first thousand)"Light Red" 714, "Deep Blue" 79667a single source
That's Bananasbronze → yellow → limelime (98–100k)"Bronze" 1963, "Lime Green" 99877a single source
Lil' Crassbandana colour, red → cyancyan (97–100k)"Teal Bandana" 95139, "Cyan Bandana" 99613a single source
Lil' Whiskersfull gradient from blue to mintmint (90–100k)"Blue" 307a single source, number is doubtful
Hot Howlsaturation and hue of the flamebright red at the bottom (up to 15k)"Flaming Howl" 1120, "Yellow Howl" 97193a single source
Diamond Dogdegree of pearlescencepearlescent at the bottom"Pearlescent" 2807, "White" 98880a single source
Diner Dogeye colour"Pink Eye" right at the top99995a single source
Chicken Lil'glow colour"Blue Gem"307a single source, number is doubtful
Lil' Monstertongue colourred tongue right at the bottom"Red Tongue" 38a single source
Lil' Yeti (Dr. Boom)body colouringgold (99–100k)zone, no specific numbersa single source
Flash Bomb (Dr. Boom)holography from green to pinkfully pink (98–100k)zone, no specific numbersa single source
Magmatude (Missing Link Community)redder → yellower"toxic yellow" (99–100k)zone, no specific numbersa single source
Lil' Eldritch (Missing Link Community)eye colourcyan eyes (98–100k)zone, no specific numbersa single source

Full colour grids: the four most traded

Lil' SAS is the only charm with a carefully documented grid, including the "perfect" number inside each zone:

Eye colourRange"Perfect" number
Red1 – 5,0001
Orange5,000 – 15,00010000
Yellow15,000 – 30,00020000
Green30,000 – 50,00040000
Cyan50,000 – 70,00060000
Blue70,000 – 85,00080000
Purple85,000 – 95,00090000
Pink95,000 – 100,000100000

Titanium AWP — yellow (1–20k) → green (20–40k) → cyan (40–60k) → blue (60–80k) → pink-purple (80–100k).

Semi-Precious — here too, two sources describe the same charm at different levels of detail. The Steam guide gives eight zones: light green (1–10k) → dark green (10–20k) → turquoise (20–30k) → cyan (30–50k) → light blue (50–60k) → blue-purple (60–80k) → purple-blue (80–90k) → pure purple (90–100k). The cs.money blog boils it down to three broad groups: green (1–25k), blue (25–75k), purple (75–100k). There is no contradiction between them — it is the same scale at a different zoom level — but you cannot buy off the coarse three-zone grid: "purple" at #76,000 and "purple" at #99,000 are worth different money.

Die-cast AK — and here there is a genuine disagreement. The two sources agree on the first three zones and diverge after that:

ZoneSteam guideBitSkins blog
Gold1–10k0–10k
Orange10–20k10–20k
Red20–25k20–25k
Pink25–60k25–35k
Purple60–87kviolet 35–75k, purple 75–87k
Blue87–98k90–100k
Light blue98–100kno such zone

The disagreement covers the 25,000–75,000 range — three quarters of all values. The practical takeaway is simple: grids from guides are good enough to understand the direction of the gradient, but not good enough to buy blind off a number. You have to look with your own eyes.

A copy-paste tell worth knowing about. In the most popular English-language guide, the number 99205 is listed as rare on four different charms at once: Semi-Precious ("Purple Gem"), Lil' Monster, Lil' Whiskers ("Cool Mint") and Lil' Sandy ("Light Purple"). The number 307 appears on two (Chicken Lil' and Lil' Whiskers). The same five-digit figure landing on four independent items is statistically implausible: almost certainly it is one illustrative screenshot copied across sections, not a confirmed rarity. These are precisely the numbers that then spread through every second-hand retelling. Treat them as an illustration, not as a buying target.


What it costs to catch a rare zone

The template is distributed evenly: any of the 100,000 values is equally likely. So the probability of landing in a zone is simply its width divided by 100,000. Running the numbers is worth doing, because they are sobering.

What you are afterZone widthChance, if you already have the charm
Gold on the Die-cast AK (1–10k)10,00010% (1 in 10)
Red eyes on Lil' SAS (1–5k)5,0005% (1 in 20)
Pure purple on Semi-Precious (90–100k)10,00010% (1 in 10)
Lime on That's Bananas (98–100k)2,0002% (1 in 50)
Top zones on Dr. Boom charms (99–100k)1,0001% (1 in 100)
A specific number such as #1 or #9999510.001% (1 in 100,000)

Now layer the capsule odds on top. Charm capsules use the same four-tier grid as sticker capsules: High Grade — 80%, Remarkable — 16%, Exotic — 3.2%, Extraordinary — 0.64% (about 1 in 156).

Chain them together and you get the real cost of the hunt:

  • Die-cast AK is Remarkable, so 16% for the whole tier. Even without dividing by the number of items in the tier, the chance of pulling it straight into the gold zone is no better than 16% × 10% = 1.6%, or roughly 1 capsule in 63. And that is the optimistic reading: the 16% is split across every Remarkable charm in the collection, so the real chance is several times lower.
  • Semi-Precious is Exotic, 3.2%. With pure purple: 3.2% × 10% = 0.32%, no better than 1 in 313 — and again, that is a ceiling, not a fact.
  • Lil' SAS with exactly #1 is High Grade, 80%. The result: 80% × 0.001% = 0.0008%, on the order of 1 capsule in 125,000. Which is exactly why that copy went for $820.

Every calculation above is an upper bound. Within each rarity tier the chance is split across all the charms of that tier in the collection (16 in Small Arms Charms, 23 in Missing Link Community). Valve does not publish the exact per-item distribution, so we deliberately avoid quoting a "precise" figure nobody can verify. That does not change the conclusion, it hardens it: hunting a rare zone through capsules is always more expensive than buying it ready-made on the market.


How to find your charm's template

  1. Open your inventory in CS2. Find either the charm itself or the weapon it is already attached to.
  2. Inspect the item. The description will show a separate Charm Template line with a number. That is the number you are looking for — the one that stays with the item forever.
  3. If the charm is not in your hands, use the inspect link. Ask the seller for an inspect link or copy it from the listing, open it in game, and the description will show the same Charm Template. This is the only reliable way to check someone else's charm before buying.
  4. On the Steam Community Market Valve added the template number to the listing description. But there is no filter or search by template: to find the one you want you have to open listings one by one. On a charm with hundreds of live listings that is hours of work.
  5. On third-party marketplaces (CSFloat and others) the number is usually visible right on the item card, and in many cases you can filter results by it. If you are deliberately hunting a specific zone, start here, not on Steam.
  6. For your whole inventory at once there are browser extensions (CS2 Charm Template Viewer for Chrome and Firefox): they pull the numbers of every charm as a list, with sorting, filters and export. Handy when you have opened a dozen capsules and need to see in one pass whether anything interesting came out.

Extensions and third-party checkers work with your inventory. Never enter a Steam login, password or Steam Guard code on a third-party site, and never hand over your Steam API key — reading a public inventory requires none of that. If a tool asks for account access in order to "show you the pattern", it is not a tool, it is phishing.

🔧Check float & patternfree, no sign-up

How much it adds to the price

This is where we have to be uncomfortably honest, because nearly every article on the subject quotes October 2024 figures without noting what they mean today.

What happened to base prices

Data verified on 27.08.2026 against csgoskins.gg:

CharmGradePrice nowAll-time highChange over the year
Baby Karat TExtraordinary~$13.26~$306 (October 2024)−56%
Semi-PreciousExotic~$9.44$285 (10.10.2024)−62%
Die-cast AKRemarkable~$2.17$35.00 (10.10.2024)−65%
Lil' SASHigh Grade~$0.14$4.30 (10.10.2024)−71%

This is not a small correction. Semi-Precious has lost 97% from its peak, Die-cast AK 94%, Lil' SAS 97%. The slide started as soon as the frenzy of The Armory's first days burned off, and it is still going: the Die-cast AK and Baby Karat T both set their all-time lows in August 2026 — literally right now. Liquidity meanwhile is high (94–98%) — charms trade actively, just cheaply.

What the pattern is worth

The only publicly documented sale of a rare template: Lil' SAS with template #1, sold to a collector in mid-October 2024. The Lis-Skins blog puts the figure at $814; trader MVPHAS, in a tweet dated 16.10.2024, at $820. The gap is within rounding, and it is the same event.

Counting it honestly:

  • against the base price at the time ($4.30 at the peak) that is a premium of roughly ×190;
  • against today's base price ($0.14) it formally works out at about ×5900, but that is meaningless arithmetic: the sale happened at the very top of the hype, when the base was 30 times more expensive.

The caveat without which the $820 figure is harmful. This is one sale, made during the peak-frenzy week around a brand-new mechanic, on an absolutely extreme number (#1 out of 100,000). It is not a price benchmark and it does not scale to "rare patterns" in general. No marketplace anywhere publishes regular statistics on template premiums: pattern deals go through private trades and are aggregated nowhere.

A more realistic benchmark from collector practice, quoted in the same Steam guide: an overpay on the order of 25% over market price for an interesting template, once a buyer is found. Everything above that is individual copies on extreme numbers and the result of direct negotiation, not a market.

What it means in practice

  • A rare template is not liquidity. An ordinary charm sells in minutes. A charm with a rare template at the "right" price can sit for months: the buyers for one specific shade number in the single digits, and they are not always in the market.
  • A premium will not save you from a falling base. If a charm has lost 65% over the year, your "+25% for the pattern" does not make that back. Count the premium as a mark-up on the current price, not as an asset in its own right.
  • Extreme numbers are a separate market. #1, #99999, #99995 and the like behave like collectibles: the price is set by how much one specific person will pay, and it bears no relation to the item's market price.
  • A percentage of pennies is pennies. A 25% overpay on a $0.14 charm is three cents. The pattern only starts to move real money on the higher-grade charms, where the base is measured in tens of dollars.
ItemBuySellProfit
Sticker | Vox Eminor (Holo) | Katowice 2014liswaxpeer$6900.41
★ StatTrak™ Butterfly Knife | Gamma Doppler (Minimal Wear)whitemarketmarketcsgo$6874.75
★ StatTrak™ Butterfly Knife | Gamma Doppler (Minimal Wear)whitemarketwaxpeer$6365.11
See all deals

Checklist: buying or selling

If you are buying:

  1. Pick the zone, not the number. Decide which colour you want and look for the range — chasing a specific five-digit figure is pointless.
  2. Always open the inspect link before paying. The screenshot in a listing may be somebody else's, the description may be stale, and a copy at the edge of a zone looks nothing like one from the middle.
  3. Compare against the base. Pull up the charm's current market price and work out what percentage on top you are being asked for. More than 25–30% without an extreme number is an overpay.
  4. Check that you actually want the charm, not a weapon with a charm on it. Those are two different listings, and in the second case you are paying for the gun as well.
  5. Budget $1 for a detachment pack if you plan to move the charm.

If you are selling:

  1. Check the numbers on all your charms in one pass with an extension — five minutes versus hours of inspecting by hand.
  2. Compare each one against the zone grid. If it lands in a narrow zone or at the edge of the range, do not dump it at market price.
  3. A listing like that will not sell itself. You will have to go into collector communities and wait. A quick sale at market means you simply gave the premium away.
  4. Take the charm off the weapon before you send it into a trade-up contract. Otherwise it goes with the gun.
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Common mistakes

Confusing a charm template with a skin pattern. The single most common error. On a skin the paint seed is 0–999 and controls where the texture lands; on a charm the Charm Template runs up to 100,000 and controls colour only. If someone explains charm patterns to you through "blue patches on a Case Hardened", that source has not understood the topic.

Thinking the template determines where the charm hangs on the gun. It does not. When the mechanic first launched, plenty of people decided the number set the charm's position. You choose the position with the mouse when you attach it, and it resets when you take it off. "Lucky position" screenshots in listings mean nothing to a buyer.

Buying off a number from a guide without looking at it. See the story of 99205 appearing on four different charms, and the Die-cast AK grids disagreeing across three quarters of the range. Always open the inspect link before paying.

Looking for a pattern where there is none. Tournament Highlight charms have no colour template at all — they differ by video clip. Fewer than a third of all charms in the game respond to a template.

Confusing the item's rarity grade with template rarity. Extraordinary is about the odds of pulling it from a capsule. The template is about the colour of one specific copy. They are unrelated.

Overpaying for a number in the middle of a zone. Neighbouring templates are indistinguishable to the eye. If a copy is not in a narrow zone and not at the edge of the range, it deserves no premium, however "pretty" the number looks.

Not budgeting for the detachment cost. A charm off the market does not come with free removals. A pack is about $1 for three removals — on a $0.14 charm that changes the economics completely.

Anchoring to October 2024 prices. Most of the articles in the search results were written in the first weeks after The Armory and quote peak values. Today they are inflated by 15–30 times.

Expecting the pattern premium to grow on its own. The mechanic is almost two years old, base prices are still heading down, and the new collections (Dr. Boom and Missing Link Community, October 2025) add supply. There is no scarcity in the system.


FAQ

How many patterns does a CS2 charm have?
Up to 100,000. Some sources describe the range as 0–99,999 and others as 1–100,000 — in practice it is the same thing. For comparison, a regular skin has a pattern range of 0–999, so charms have a hundred times more variants. But a typical charm has only 8–10 visually distinguishable states — one per colour zone; everything else is smooth transitions.
How do I check a charm's template number?
Inspect the charm in your CS2 inventory — the item description has a Charm Template line with the number. Someone else's charm is checked through an inspect link opened in game. On the Steam Community Market the template number is shown in the listing description, but you cannot search by it — Valve never built the filter. For a whole inventory at once, browser extensions such as CS2 Charm Template Viewer are the convenient option.
Does a charm's pattern affect where it sits on the weapon?
No. The template only changes the colouring. You choose the charm's position yourself with the mouse when you attach it, and it resets the moment you take the charm off.
What are the rarest CS2 charm patterns?
There are no rare templates in the game files — there is just a number. The ones considered rare are those landing in narrow colour zones of the gradient: gold on the Die-cast AK (the first 10,000 values), red eyes on Lil' SAS (the first 5,000), pure purple on Semi-Precious (90,000–100,000), maximum gold on the Baby Karat, and the top 99,000–100,000 zones on the Dr. Boom charms. Edge numbers — #1, #99995, #99999 — are prized separately.
How much is a rare charm pattern worth?
The only publicly known major sale is a Lil' SAS with template #1 for roughly $814–820 in mid-October 2024, when the charm's base price was $4.30 at that moment. That is an exception, not a benchmark. A realistic premium for an interesting template in an ordinary deal is on the order of 25% over market price, and only when there is an interested buyer. No marketplace publishes regular statistics on template premiums.
Is opening capsules worth it for a rare pattern?
No. The odds multiply: to pull a Semi-Precious in pure purple you first have to hit the Exotic tier (3.2%) and then the top 10% of the range — no better than once every 313 capsules, and that is an optimistic upper bound. Buying the zone you want ready-made on the market is always cheaper than pulling it.
Can a charm's pattern be changed?
No. The template is assigned the moment the item drops or the capsule is opened and stays with the item forever — it survives removal, trading and resale. The only way to get the number you want is to buy that specific copy.
Can you put a charm on a knife or gloves?
No. Charms attach only to firearms, and no more than one per gun. Unlike stickers, charms do not stack and are not consumed: removing one returns it to your inventory intact, but requires a Charm Detachment item (a three-removal pack costs about $1).

What we could not confirm

Honest about the gaps, because there are more of them here than usual:

  • The exact number of charms with a working template. csdb.gg counts 143 charms across 6 collections and states that the template works on roughly 46 of them. We could not verify that figure against a second source.
  • The colour zone boundaries. Not one source cites the game files. Every grid was put together by eye from screenshots and, as the Die-cast AK case shows, they disagree with each other by tens of thousands of values.
  • The specific "top" numbers. Almost all of them trace back to a single English-language guide on Steam and are confirmed nowhere independently. We consider the numbers 99205 and 307, repeating across several different charms, an artefact of copying.
  • Capsule odds for specific items. The 80 / 16 / 3.2 / 0.64% grid is taken from general capsule mechanics and matches the sticker one. Valve does not publish the split within a rarity tier — which charm at which probability — so all our calculations are given as an upper bound.
  • Statistics on pattern premiums. They do not exist publicly. Deals on rare templates go through private trades and never reach marketplace price histories.
  • The exact sale figure for the Lil' SAS #1. Two sources name $814 and $820. There is no publicly available screenshot of the sale.

If you are holding a charm with an interesting number and know what a real deal went for, that is exactly the data the whole market is currently missing.

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