Lethal Company Moons Guide (Tiers, Risk, Quick Picks)
Different game versions and mods can change moon balance. This page is intentionally version-agnostic: a selection framework + a small list of common moon names you’ll hear about (placeholders), without hard-coded scrap ranges or weather odds.
TL;DR
- Pick moons by variance first: stable clears beat “maybe huge” runs when you’re learning.
- Tier is about decision cost: higher tiers punish time loss, bad weather, and messy comms.
- Match the moon to your run plan: time budget, team size, and your ship-side support.
- If you’re behind quota, take calculated risk; if you’re ahead, farm consistency and sell with buffer.
Moon tiers
Use tiers as a practical grouping. “Tier 1/2/3” here describes the decision profile (how often a run gets derailed), not official stats.
Tier 1: Consistency picks
Choose these when you need a dependable haul, you’re training new players, or you’re doing multiple runs/day.
- Prioritize short, repeatable routes and low comms overhead.
- Leave early if the run gets messy; protect your time budget.
- Use your quota buffer plan instead of chasing a jackpot.
Tier 2: Balanced value
Choose these when your team is stable, you can handle a few bad pulls, and you want better upside without full chaos.
- Pick a clear “abort line” (time, deaths, or lost gear).
- Ship-side support matters more: pings, comms, and tracking.
- Expect some variance; don’t let one bad run tilt the day.
Tier 3: High-risk, high-drama
Choose these when you’re ahead of quota or intentionally gambling for a fast catch-up. Treat them like a plan, not a vibe.
- Run a tighter role split (scout / hauler / ship / rescue).
- Go earlier in the day; late starts amplify risk dramatically.
- Cut losses fast if weather + interior stack against you.
Common moons you’ll hear about
Names below are intentionally limited and should be treated as familiar examples, not a complete list.
Risk factors
Before you click “confirm,” sanity-check risk from four angles. The point is to reduce surprises and choose the kind of run you can actually execute.
Weather
Weather can turn a “fine” moon into a time sink. If your team is already struggling with navigation or hauling, treat bad weather as a tier increase.
Variance
Variance is how often the run outcome swings hard. High-variance moons punish small mistakes and make planning difficult.
Team skill & roles
A coordinated team effectively “lowers” a moon tier. Clear roles (ship support, scout, hauler, runner) prevent cascading failures.
Time (day plan)
Risk spikes when you start late or overstay. Decide a leave time up front; late-day extra trips often cost more than they earn.
Quick picks
Use these as selection defaults. Replace “example moons” with your own list once you know what your group clears consistently.
Goal: Safe
- Pick a Tier 1 moon you’ve cleared cleanly at least twice.
- Leave earlier; bank value and protect gear.
- Use the quota buffer approach in the quota calculator instead of chasing perfect loot density.
Goal: Balanced
- Pick a Tier 2 moon you can navigate without getting lost.
- Set a clear leave time and one “abort line” for the day.
- Keep comms clean with a shared shorthand (see terminal commands notes).
Goal: High-risk
- Pick Tier 3 only when you can afford a wipe or two.
- Start early and run strict roles; don’t drift into chaos.
- Plan for extraction, not just entry: time loss is the killer.
FAQ
Are these moon tiers official?
No. Treat tiers as a decision aid, not a fixed truth. Moon difficulty/value can shift with updates, mods, and your team’s comfort with specific layouts and enemies.
Why no exact scrap ranges / weather odds here?
Because those numbers vary across versions, mods, and community spreadsheets. This page focuses on a stable selection framework you can apply even when specifics change.
What’s the safest way to pick a moon for quota?
Pick a lower-variance moon your team can clear consistently, keep a strict time budget, and sell with a buffer. Consistency beats occasional huge hauls when you’re learning.
When should we take a higher-risk moon?
When you’re ahead of quota, have extra runs/day, or your team is coordinated enough to recover from a bad weather roll or a rough interior without wiping.
Do terminal commands change moon selection?
Indirectly. Faster ship-side scans, routing, and comms reduce time loss and lower effective risk—especially on moons where mistakes are expensive.
How do we adapt tiers for 2-player vs 4-player?
Smaller teams should bias toward lower variance and shorter routes because each death is a larger percentage of your capacity. Larger teams can split roles and absorb setbacks.