Lethal Company is a co-op horror game where you and up to 3 coworkers are contract employees for The Company, harvesting scrap from abandoned moons to meet a profit quota. Each three-day cycle, you choose a moon, land, explore the facility interior for valuable junk, and try to extract before the monsters kill you. A ship radar operator guides teammates through the facility using cameras and map screens. The game's corporate horror premise — dying is fine as long as you meet quota — creates a darkly funny atmosphere where genuine terror and workplace comedy coexist.
Picking the right build determines how your experience plays out. These builds are ranked by overall effectiveness — factoring in damage, survivability, gear requirements, and how well they scale into endgame.
Quick Rankings
| Build | Tier | Playstyle | Core Gear |
|---|---|---|---|
| Scout | A | Enter rooms first, check for threats, call out creature locations and scrap positions to the team. | Pro Flashlight, Walkie-talkie, Shovel (for self-defense) |
| Loot Goblin | S | Grab high-value scrap, sprint to ship, repeat until quota is met or danger is too high. | Minimal equipment to maximize carry trips, memorized exit routes |
| Radar Operator | S | Monitor facility cameras, guide teammates via walkie-talkie, teleport players in danger. | Terminal (ship computer), Monitor, Teleporter controls |
| Bait Runner | A | Attract dangerous creatures away from teammates, use knowledge of creature AI to survive encounters. | Boombox, Noise-makers, Shovel, TZP-Inhalant (speed boost) |
| Ship Manager | B | Handle logistics — moon selection, equipment purchases, scrap selling, quota tracking. | Terminal (for routing and purchases), inventory management |
A-Tier: Scout
The Scout enters the facility first with a flashlight and Pro Flashlight, checking for creatures and mapping the layout. They communicate room contents back to the team via walkie-talkie. Scouts take the highest risk but prevent the team from walking into ambushes.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Shovel | The only real weapon — a melee hit that stuns most small/medium creatures for 2-3 seconds. |
| Core Gear | Pro Flashlight, Walkie-talkie, Shovel (for self-defense) | Maximizes build potential |
| Stat Priority | Creature knowledge, facility layout memory, communication | Optimal scaling |
| Key Mechanic | quota system | Every 3 days you must meet a profit quota by selling collected scrap at The Company moon. |
How to Play Scout
Enter rooms first, check for threats, call out creature locations and scrap positions to the team.
The Scout enters the facility first with a flashlight and Pro Flashlight, checking for creatures and mapping the layout. They communicate room contents back to the team via walkie-talkie. Scouts take the highest risk but prevent the team from walking into ambushes.
What makes this build work: The synergy between Shovel and quota system creates a gameplay loop that outperforms other options. Core gear like Pro Flashlight, Walkie-talkie, Shovel (for self-defense) amplifies this further.
Pros:
- Highest overall performance
- Clear stat priority (Creature knowledge, facility layout memory, communication) makes gearing straightforward
- Works in all content types
Cons:
- Popular pick, resources may be contested
- Needs specific gear to reach full potential
S-Tier: Loot Goblin
The dedicated scrap carrier who grabs the highest-value items and rushes them to the ship. The Loot Goblin prioritizes valuable two-handed items (Apparatus, Cash Register) despite the danger of being unable to hold a flashlight. Speed and route knowledge maximize scrap extraction.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Zap Gun | A taser that continuously stuns a creature while you hold the trigger, draining battery. |
| Core Gear | Minimal equipment to maximize carry trips, memorized exit routes | Maximizes build potential |
| Stat Priority | Speed, facility exit knowledge, item value assessment | Optimal scaling |
| Key Mechanic | moon selection | Multiple moons with increasing difficulty and loot value are available. |
How to Play Loot Goblin
Grab high-value scrap, sprint to ship, repeat until quota is met or danger is too high.
The dedicated scrap carrier who grabs the highest-value items and rushes them to the ship. The Loot Goblin prioritizes valuable two-handed items (Apparatus, Cash Register) despite the danger of being unable to hold a flashlight. Speed and route knowledge maximize scrap extraction.
What makes this build work: The synergy between Zap Gun and moon selection creates a gameplay loop that offers reliable performance. Core gear like Minimal equipment to maximize carry trips, memorized exit routes amplifies this further.
Pros:
- Most versatile option
- Clear stat priority (Speed, facility exit knowledge, item value assessment) makes gearing straightforward
- Works in all content types
Cons:
- Lower peak damage than S-tier
- Needs specific gear to reach full potential
S-Tier: Radar Operator
The operator stays on the ship monitoring the facility map and security cameras. They guide teammates through the facility ('turn left, there's a dead end right'), warn about approaching creatures, and operate the Teleporter for emergency extractions. The most strategically important role.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Stun Grenade | A thrown device that stuns all creatures in its radius for several seconds. |
| Core Gear | Terminal (ship computer), Monitor, Teleporter controls | Maximizes build potential |
| Stat Priority | Map reading, creature spotting on monitor, communication clarity | Optimal scaling |
| Key Mechanic | scrap collection | Scrap items (random junk like bottles, paintings, apparatus) spawn inside facilities and have random credit values. |
How to Play Radar Operator
Monitor facility cameras, guide teammates via walkie-talkie, teleport players in danger.
The operator stays on the ship monitoring the facility map and security cameras. They guide teammates through the facility ('turn left, there's a dead end right'), warn about approaching creatures, and operate the Teleporter for emergency extractions. The most strategically important role.
What makes this build work: The synergy between Stun Grenade and scrap collection creates a gameplay loop that offers reliable performance. Core gear like Terminal (ship computer), Monitor, Teleporter controls amplifies this further.
Pros:
- Best survivability
- Clear stat priority (Map reading, creature spotting on monitor, communication clarity) makes gearing straightforward
- Works in all content types
Cons:
- Slower clear speeds
- Needs specific gear to reach full potential
A-Tier: Bait Runner
The designated sacrifice who draws creature attention away from loot carriers. Bait Runners know creature AI patterns — which ones chase, which ones can be outrun. They carry noise-makers and boomboxes to attract creatures to safe areas while teammates extract scrap.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Extension Ladder | A portable ladder that provides access to otherwise unreachable areas — facility rooftops, cliff shortcuts, and elevated escape routes. |
| Core Gear | Boombox, Noise-makers, Shovel, TZP-Inhalant (speed boost) | Maximizes build potential |
| Stat Priority | Speed, creature behavior knowledge, escape route planning | Optimal scaling |
| Key Mechanic | creature AI | Each creature has unique AI behavior. |
How to Play Bait Runner
Attract dangerous creatures away from teammates, use knowledge of creature AI to survive encounters.
The designated sacrifice who draws creature attention away from loot carriers. Bait Runners know creature AI patterns — which ones chase, which ones can be outrun. They carry noise-makers and boomboxes to attract creatures to safe areas while teammates extract scrap.
What makes this build work: The synergy between Extension Ladder and creature AI creates a gameplay loop that provides a unique approach. Core gear like Boombox, Noise-makers, Shovel, TZP-Inhalant (speed boost) amplifies this further.
Pros:
- Strong in group/team content
- Clear stat priority (Speed, creature behavior knowledge, escape route planning) makes gearing straightforward
- Excels in its niche
Cons:
- Weaker solo performance
- Requires deep game knowledge
B-Tier: Ship Manager
Manages the ship's equipment, sells scrap at the company moon, buys supplies, and handles the routing computer. The Ship Manager decides which moon to visit based on quota needs and budget. Less exciting but prevents the team from making poor economic decisions.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Jetpack | Grants flight capability but with difficult controls and limited battery. |
| Core Gear | Terminal (for routing and purchases), inventory management | Maximizes build potential |
| Stat Priority | Quota math, moon knowledge, supply management | Optimal scaling |
| Key Mechanic | ship upgrades | Credits buy ship upgrades: Teleporter (extract one player), Inverse Teleporter (teleport into facility at random), Loud Horn (scare some creatures), and cosmetic items. |
How to Play Ship Manager
Handle logistics — moon selection, equipment purchases, scrap selling, quota tracking.
Manages the ship's equipment, sells scrap at the company moon, buys supplies, and handles the routing computer. The Ship Manager decides which moon to visit based on quota needs and budget. Less exciting but prevents the team from making poor economic decisions.
What makes this build work: The synergy between Jetpack and ship upgrades creates a gameplay loop that provides a unique approach. Core gear like Terminal (for routing and purchases), inventory management amplifies this further.
Pros:
- Unique, rewarding playstyle
- Clear stat priority (Quota math, moon knowledge, supply management) makes gearing straightforward
- Excels in its niche
Cons:
- High skill floor, punishing when misplayed
- Requires deep game knowledge
Build Progression Path
- Start with Loot Goblin — the most forgiving option for learning the game
- Transition to Scout once you understand core mechanics and have access to Shovel
- Keep a Radar Operator setup for content that keeps killing you
- Try Ship Manager for a fresh experience once you've mastered the basics
Gearing Tips
- Invest in your primary equipment first — it gives the biggest power spike
- Sell at exactly the quota amount to keep surplus credits for the next cycle. Selling everything wastes potential buffer for harder quota days.
- The Inverse Teleporter saves trapped players by teleporting one random teammate into the facility — useful when someone dies near the entrance with valuable scrap, letting you retrieve it.
- Don't spread upgrade resources across multiple builds until endgame
See our tier list for current meta rankings, or the beginner's guide if you're just getting started.



