CS2 Dead Hand Terminal Odds: What Your Glove Chance Really Is
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The Dead Hand Terminal is the second "terminal" case in Counter-Strike 2, after the Genesis Terminal, and it's the first one with gloves inside. That one detail is why so many players are searching for its odds. The short version: gloves show up on roughly 1 roll in 385, and because a terminal gives you a handful of offers instead of one fixed drop, your real chance per terminal is a bit higher than that, but still small. Below we go through the official rarity table, what it means per offer and per terminal, the odds of each glove type and finish, and how many terminals it realistically takes to see a pair.
One thing up front: everything on this page is worked out from published numbers. We haven't opened a pile of terminals to "test" anything, and nobody outside Valve can see the exact code behind the arms dealer. Where we make an assumption, we say so.
What the Dead Hand Terminal is
Valve added the Dead Hand Collection in the CS2 update of 11 March 2026. The patch notes describe 17 weapon finishes from community contributors plus 22 all-new gloves as rare special items, all accessed through the Dead Hand Terminal, which arrives as a weekly drop. If you've used the Genesis Terminal before, the system is the same: you get a sealed terminal, unseal it for free, and an arms dealer starts offering you items from the collection one at a time, each with a price attached.
That's the big difference from a normal case. With a classic case you pay for a key, the reel spins, and you get exactly one item. With a terminal there's no key. You see the item first and decide whether it's worth the asking price. Accept and you pay in Steam Wallet funds. Decline and that offer is gone for good, and the dealer moves on to the next one. When the offers run out, the terminal is used up.
So "odds" means something slightly different here. The rarity table tells you how likely each tier is to appear as an offer, not how likely you are to own it. Owning it still costs whatever the dealer is asking.

The official Dead Hand rarity table
The rarity percentages that odds trackers use come from figures published by Perfect World, Valve's partner in China, where loot box odds have to be disclosed. For the Dead Hand Terminal they're:
| Rarity | Chance per roll | Roughly 1 in |
|---|---|---|
| Mil-Spec (blue) | 79.92% | 1.25 |
| Restricted (purple) | 15.98% | 6 |
| Classified (pink) | 3.20% | 31 |
| Covert (red) | 0.64% | 156 |
| Gloves (rare special) | 0.26% | 385 |
If those look familiar, it's because they're practically the same ladder as a standard CS2 weapon case. The terminal didn't make gloves any easier to find. What it changed is how you get to look at results: several rolls per terminal, with a price tag on each.
What's inside: the 17 weapon finishes
For completeness, here's the weapon side of the collection, as listed on the case trackers:
- Covert: AWP Queen's Gambit, Glock-18 Fully Tuned
- Classified: AK-47 Crane Flight, P90 Deathgaze, P250 Kintsugi
- Restricted: M4A1-S Electrum, Desert Eagle Firebreathing, MP9 Urban Sovereign, Galil AR Galigator, MP7 Amberline
- Mil-Spec: USP-S Silent Shot, Five-SeveN Dark Polymer, PP-Bizon RMX, M249 Bock Blocks, UMP-45 Fragment, M4A4 Zubastick, Sawed-Off Fusion
Two Coverts sharing a 0.64% slot means each one is about 0.32% per roll if they're weighted equally, which is the usual assumption.
The 22 Dead Hand gloves
This is the part that sells the terminal. There are three glove types and 22 finishes in total:
- Driver Gloves (8): Wave Chaser, Seigaiha, Plum Quill, Hand Sweaters, Brocade Crane, Brocade Flowers, Dragon Fists, Garden
- Specialist Gloves (7): Sunburst, Pillow Punchers, Lime Polycam, Cloud Chaser, Chocolate Chesterfield, Blackbook, Big Swell
- Sport Gloves (7): Ultra Violent, Red Racer, Creme Pinstripe, Blaze, Occult, Frosty, Violet Beadwork
Gloves can't be StatTrak, so there's no extra StatTrak roll to worry about on this tier. Wear (float) still applies, and that's a big part of why two pairs with the same name can sell for wildly different amounts.
Glove odds per offer, by type and by finish
The 0.26% glove slot gets shared between all 22 finishes. If every finish has the same weight, which is what the trackers assume, the maths per single offer looks like this:
| What you want to see | Chance per offer | Roughly 1 in |
|---|---|---|
| Any gloves | 0.26% | 385 |
| Any Driver Gloves (8 finishes) | 0.095% | 1,058 |
| Any Specialist Gloves (7) | 0.083% | 1,209 |
| Any Sport Gloves (7) | 0.083% | 1,209 |
| One exact finish | 0.0118% | 8,462 |
Driver Gloves come out slightly more common simply because they have one more finish in the pool. It isn't a special weighting, it's just 8 slices instead of 7.
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Your real chance per terminal
Here's where most odds pages stop and where the interesting part starts. A terminal doesn't give you one roll, it gives you a series of offers. At launch, guides for the terminal system described five offers per terminal. Players later reported getting more than five on some Genesis Terminals, but Valve hasn't published a fixed number, so we'll show the maths for a few counts.
The formula is the standard "at least one" calculation: one minus the chance of missing on every offer. We're assuming each offer is an independent roll at the table's odds. Valve hasn't confirmed exactly how offers are drawn, so treat these as a model, not a promise.
| Offers in the terminal | At least one glove offer | At least one Covert offer | Covert or gloves |
|---|---|---|---|
| 5 | 1.29% (1 in 77) | 3.16% | 4.42% |
| 6 | 1.55% (1 in 65) | 3.78% | 5.28% |
| 10 | 2.57% (1 in 39) | 6.22% | 8.64% |
And the flip side: with five offers, there's about a 33% chance every single offer is a blue Mil-Spec item. That's the most common outcome for a single terminal, and it's worth expecting it so it doesn't sting.
How many terminals until you see gloves?
Taking the five-offer case at about 1.29% per terminal:
- 10 terminals: about a 12% chance of at least one glove offer
- 50 terminals: about 48%
- 100 terminals: about 73%
- 200 terminals: about 93%
Put another way, you'd need roughly 53 terminals for a coin flip at seeing gloves and roughly 177 terminals for a 90% chance. In single offers, that's about 267 and 885 offers. Those offer counts line up with what odds trackers such as cs2cases.cc quote for a 50% and 90% glove chance, which is a good sign the maths is being applied the same way.
A specific finish is a different story. The chance of one exact pair turning up in a five-offer terminal is about 0.059%, or roughly 1 in 1,700 terminals. If you've got your heart set on Seigaiha or Ultra Violent in particular, the terminal is a very slow way to get them.
There's also no pity timer. Fifty terminals without gloves doesn't make the fifty-first any more likely to have them. Each roll starts from zero. Players who feel "due" after a long dry run are falling for the gambler's fallacy, the same trap that catches people on roulette.
Seeing gloves isn't the same as getting them
This is the part people forget. When the arms dealer finally offers gloves, he asks a price, and you pay it in Steam Wallet funds if you want them. Guides on the terminal system say the prices move with demand on the market, so a popular pair is likely to be asked at something close to what it sells for.
So the real question with any terminal isn't "what are my odds of gloves" but "what are my odds of being offered gloves at a price I'm happy to pay." If the asking price is around market value, accepting doesn't make you money. It just saves you the trouble of buying the pair on the market. Anything bought from the terminal also comes with a 7-day trade hold, so you can't flip it straight away.
Declining is free, though, and that's the one real advantage of terminals over keys. You never pay for a blue you didn't want.
Terminal vs buying gloves on the market
Here's a snapshot to put the odds in context. On 24 October 2026, the cs2cases.cc price list showed a sealed Dead Hand Terminal at around $1.27 on the Steam market, the cheapest glove pair it listed (Seigaiha, one wear) at about $130, and the priciest (Ultra Violent) at roughly $1,425. Market prices move every day, so check before you act on any of them.
The comparison is still useful as a rough sense check:
- Buying terminals to fish for gloves: about 53 terminals for a 50/50 chance at any glove offer. Even at a dollar or so each, that's real money spent just to be shown a pair, and then you pay the asking price on top.
- Buying the exact gloves you want: you pay once, you pick the wear, and there's no 1 in 1,700 problem.
If you want a specific pair, the market wins almost every time. If you enjoy the reveal and treat terminals as entertainment money, that's fine too, just go in knowing the numbers.
How Dead Hand compares with Genesis and normal cases
The Genesis Terminal, the first terminal, had no gold tier at all: its top tier was Covert at about 0.64%. Dead Hand keeps the same blue-to-red ladder and adds gloves at 0.26%, which is why it got far more attention. Compared with a normal CS2 case, the rarity numbers are nearly identical. What changes is the cost structure: no key, a free look at each offer, and a price you only pay if you say yes.
If you want the full rarity ladder for standard cases, our CS2 case odds guide breaks it down, and the case odds and EV tool lets you play with the numbers yourself.
Tips if you're opening Dead Hand Terminals
- Set a budget before you start. Terminals feel cheap one at a time. Fifty of them doesn't.
- Decide your "yes" price before the offer appears. Look up the market price for the gloves you'd actually want, so you aren't making the call in the moment.
- Remember declines are permanent. If you'd take a pair at the asking price, don't decline hoping something better comes next.
- Check the wear. Two pairs with the same name can be hundreds apart depending on float.
- Don't chase a dry streak. The odds don't improve after a long run of blues.
- Mind the trade hold. Items bought from the terminal can't be traded for 7 days.
Want glove odds without terminals?
Some players prefer to try for gloves on case sites instead, where glove cases and battles show their own odds up front. If you go that way, read the odds on every case and remember the house always has an edge. Our Clash.gg gloves guide covers how that side works.
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Our take
The Dead Hand Terminal gives you about a 1 in 385 shot at gloves per offer and about 1 in 77 per five-offer terminal, and a particular finish sits around 1 in 1,700 terminals. Those odds are no better than a normal case, the main perk is that you never pay for something you didn't want. If you're after a specific pair, buying it on the market is almost always the cheaper road. Treat terminals as a bit of fun with a fixed budget, and you'll enjoy the occasional pink or red without feeling burned by the blues.
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