Picking the wrong moon in Lethal Company is the fastest way to wipe your crew and miss quota. The difference between a profitable run and a total loss often comes down to one decision made at the terminal: where are you going today? This guide covers every moon in the game — free starters, paid mid-tier moons, and the brutal endgame destinations — with scrap value ratings, danger assessments, and clear advice on when each moon belongs in your rotation.
For new players still learning the basics, check our Lethal Company Beginner’s Guide before diving into advanced moon selection. If you’re struggling to hit your numbers, our Lethal Company Quota Guide pairs directly with this article to build a full strategic framework around your credit spending and moon choices.
The Moon System Overview
Lethal Company’s core loop revolves around travelling to moons, collecting scrap, and returning to sell it before your quota deadline. Understanding the travel system is essential before you start optimising moon selection.
- Free moons cost nothing to travel to — Experimentation and Assurance are always available at zero credit cost from your ship’s terminal.
- Paid moons require credits — Higher-tier destinations cost credits at the terminal. These credits come from scrap sales, so there’s always a cost-benefit calculation involved.
- Higher risk equals higher scrap value — Every step up the danger ladder brings proportionally better loot. Titan pays dramatically more than Experimentation but has a team-wipe risk to match.
- The terminal shows everything — Type a moon name into the ship terminal to see its travel cost, weather conditions, and routing information before you commit.
- Moon selection is quota management — The best players pick moons based on their current quota size, available credits, and crew experience — not just raw scrap value.
Daily weather affects every moon independently and can completely change the risk profile of a destination. Always check conditions before routing.
Free Starter Moons
Experimentation
| Stat | Rating |
|---|---|
| Travel Cost | Free |
| Scrap Value | Low |
| Danger Level | Minimal |
| Facility Size | Small |
| Best For | Learning, early quota, solo runs |
Experimentation is where every crew starts, and for good reason. It has the smallest facility map in the game, minimal creature spawns, and predictable loot placement. The outdoor area is safe during daylight hours and the interior layout is compact enough to memorise within two or three visits.
The trade-off is obvious: scrap value is the lowest of any moon. You’ll rarely find items worth more than a few hundred credits per run, and the total haul from a thorough Experimentation clear rarely satisfies quotas beyond the first few cycles.
Recommendation: Run Experimentation exclusively for your first three quota cycles. Use this time to learn facility navigation, creature behaviour, and the escape-before-dark rhythm that keeps crews alive. Once you know how to efficiently strip a facility, move up.
Assurance
| Stat | Rating |
|---|---|
| Travel Cost | Free |
| Scrap Value | Low-Medium |
| Danger Level | Low |
| Facility Size | Small-Medium |
| Best For | Early quotas, two-player crews |
Assurance is the better free moon for players who have cleared the learning curve on Experimentation. Scrap density is noticeably higher — you’ll find more items per run and average values trend upward — while the danger level remains manageable. The facility is slightly larger but still navigable with a two-person split.
The outdoor terrain on Assurance is rockier and more vertical than Experimentation, which can slow looting if you’re unfamiliar with the layout. Surface scrap spawns exist but aren’t plentiful enough to make outdoor-only runs viable.
Recommendation: Default to Assurance once your crew is comfortable with the basics. As your primary free moon it can carry early quota phases, especially if weather is poor on paid moons that day.
Paid Moons — Low Tier
Vow
| Stat | Rating |
|---|---|
| Travel Cost | Low |
| Scrap Value | Medium-Low |
| Danger Level | Moderate |
| Key Hazard | Forest Giants, outdoor fog |
| Best For | Surface scrap runs in good weather |
Vow is a forested moon with heavy outdoor fog that significantly reduces visibility. It has a generous amount of surface scrap scattered across the map, making it attractive for crews who want to avoid the interior entirely. However, Forest Giants patrol the outdoor area and the fog makes spotting them early very difficult.
The daytime safety window on Vow is shorter than other low-tier moons — once evening approaches, Forest Giants become significantly more active and dangerous. Teams that push too late will lose crew members.
Recommendation: Viable in good weather for fast surface-loot runs, but requires strong communication and a dedicated lookout. Skip Vow on foggy weather days — stacking fog on an already foggy moon creates near-zero visibility conditions.
March
| Stat | Rating |
|---|---|
| Travel Cost | Low |
| Scrap Value | Medium-Low |
| Danger Level | Moderate |
| Key Hazard | Flooded paths, navigation difficulty |
| Best For | Experienced two-player interior runs |
March is a rainy exterior moon with high surface scrap density — one of the better low-tier moons on paper. The problem is the flooded pathways. Routes that look traversable on the map become slow, difficult slogs in the rain, and the constant wet-weather audio makes it harder to hear creature movement.
Interior danger on March is comparable to Assurance but the facility layout tends toward the medium-size bracket, meaning more ground to cover and more opportunities for interior creatures to catch isolated crew members.
Recommendation: March rewards crews who know the layout and can move efficiently despite the weather penalty. If you’re paying for March, you should be aiming to clear both surface and interior within daylight hours.
Paid Moons — Medium Tier
Offense
| Stat | Rating |
|---|---|
| Travel Cost | Moderate |
| Scrap Value | Good |
| Danger Level | Moderate |
| Key Hazard | Nutcrackers (interior) |
| Best For | Mid-quota grinding, three-player teams |
Offense is one of the best value moons in the game when measured on a scrap-value-to-travel-cost ratio. Scrap quality is meaningfully higher than the low-tier moons and the facility layout supports efficient four-player splits. The main threat is Nutcrackers — heavily armoured enemies that require careful approach and the right timing to neutralise.
Nutcrackers in the interior demand that at least one crew member understands how to handle them. Players who don’t know the mechanic will get killed; players who do can route around them efficiently or eliminate them cleanly.
Recommendation: Offense should be your primary mid-quota moon once your crew has moved past the free moons. The scrap return justifies the travel cost across three or more runs per quota cycle.
Adamance
| Stat | Rating |
|---|---|
| Travel Cost | Moderate |
| Scrap Value | Medium |
| Danger Level | Moderate |
| Key Hazard | Baboon Hawks (outdoor groups) |
| Best For | Four-player outdoor runs |
Adamance is an open grassland moon with significant outdoor scrap and a moderate interior. The outdoor environment is deceptively dangerous because Baboon Hawks hunt in groups — a single player caught alone outdoors will be overwhelmed quickly. With a full four-player crew, Baboon Hawks become manageable; one or two players can repel them while others continue looting.
Interior danger on Adamance is comparable to Offense, with a medium-sized facility and standard creature selection. It’s not the highest-value medium-tier moon but it offers good outdoor scrap on top of interior loot, which increases total haul potential.
Recommendation: Adamance works best with four players who can cover both outdoor and interior simultaneously. Smaller crews should stick to Offense for better interior-focused efficiency.
Paid Moons — High Tier
Rend
| Stat | Rating |
|---|---|
| Travel Cost | High |
| Scrap Value | Very High |
| Danger Level | Very High |
| Key Hazard | Always nighttime, blizzard, Thumpers, Nutcrackers |
| Best For | Experienced four-player teams only |
Rend is always nighttime, always blizzard. There is no daylight window, no safe outdoor phase, and the permanent storm conditions reduce visibility to near-zero outside the facility. Scrap value is among the highest in the game, but the environment is relentlessly hostile from the moment you land.
Thumpers and Nutcrackers are common interior encounters on Rend, and the combination of reduced visibility, cold atmosphere, and continuous creature pressure makes inexperienced runs extremely punishing. Players who don’t know how to handle these creatures efficiently will deplete equipment faster than they accumulate loot.
Recommendation: Rend is exclusively for experienced four-player teams running coordinated interior strategies. Do not attempt Rend with new players or incomplete squads. The credits-per-run potential is excellent, but only for teams that can survive the full clear.
Dine
| Stat | Rating |
|---|---|
| Travel Cost | High |
| Scrap Value | Very High |
| Danger Level | Extreme |
| Key Hazard | All extreme-tier creatures, team-wipe potential |
| Best For | Coordinated veteran runs for maximum value |
Dine is the horror moon. Creature spawn rates are lower than Rend but every creature that does spawn is extreme-tier — the most dangerous enemies in the game. A single encounter gone wrong on Dine can wipe an entire squad in seconds. The high-value loot distributed throughout the facility makes the risk tempting, but the potential for sudden total loss is higher here than anywhere except Titan.
The psychological pressure of Dine runs is significant. Players who are not comfortable with the creature roster and movement patterns will make panic-driven decisions that get the whole team killed. Check our Lethal Company Creatures Guide to understand every threat before attempting Dine.
Recommendation: Reserve Dine for quota-critical situations where maximum value per run is essential and your team has the experience to match. It is not a routine moon — it is a calculated gamble with very high upside and very high downside.

Titan
| Stat | Rating |
|---|---|
| Travel Cost | Highest |
| Scrap Value | Highest |
| Danger Level | Extreme |
| Key Hazard | Largest facility, all creature types including indoor Giants |
| Best For | Coordinated experienced four-player team only |
Titan is the endgame moon. The highest scrap value in the game, the largest facility, and the most complete creature roster — including Forest Giants that can spawn inside the facility itself, which does not happen on any other moon. A full Titan clear with an experienced squad produces more credits than any other single run available in the game.
The facility on Titan is large enough that it takes coordination, communication, and a planned split strategy just to cover the ground efficiently. Without pre-assignment of roles — who calls from the terminal, who sweeps each wing, how the team handles a creature engagement mid-run — Titan runs fall apart fast. Players who have never been to Titan should go as part of an experienced group first, purely to learn the layout before attempting any contribution.
Recommendation: Titan is exclusively for experienced, coordinated four-player teams. Equip fully before landing, use the terminal operator role, maintain constant comms, and have a pre-agreed retreat plan. When executed well, Titan runs are the fastest path to maximum credit generation in the late game.
The Weather System
Every moon in Lethal Company has daily weather that resets with each in-game day. Weather fundamentally changes the risk calculation for any given moon. Before routing anywhere, check the terminal’s weather readout.
| Weather Type | Effect | Recommendation |
|---|---|---|
| None (clear) | Standard conditions | Proceed as normal |
| Stormy | Lightning strikes outdoors, electrical hazards | Avoid outdoor looting |
| Foggy | Severely reduced outdoor visibility | Interior-only runs preferred |
| Flooded | Slow outdoor movement, route changes | Factor in time penalty |
| Eclipsed | Doubled creature spawn rates | Avoid unless team is expert-level |
Eclipsed is the critical one. Any moon under Eclipsed conditions has approximately double the normal creature spawns. An Eclipsed Offense behaves closer to Rend. An Eclipsed Titan is nearly unplayable for most teams. Never route to an Eclipsed moon at your current scrap tier unless your entire crew is experienced and has explicitly discussed the risk.
Weather also creates opportunity. If your preferred mid-tier moon is Eclipsed, the lower-tier alternatives become relatively more attractive that day — the risk differential narrows. Build flexibility into your moon rotation rather than committing to one destination regardless of conditions.
Strategic Moon Selection by Quota Phase
The right moon is not always the highest-value moon — it is the moon that balances risk, reward, and your current credit position.
Early Quotas (Cycles 1–3): Free Moons Only
Your early quota amounts are low enough that Experimentation and Assurance can satisfy them with efficient runs. Do not spend credits on travel during these cycles. Bank everything, learn the mechanics, and build up your credit reserve for mid-game paid moons.
Mid Quotas (Cycles 4–8): Offense or March
Once quota amounts climb beyond what free moons can comfortably cover in two days, transition to Offense as your primary destination. March is a viable secondary if weather on Offense is poor. The travel cost is justified by the scrap premium and at this stage your crew should have enough mechanic knowledge to handle Nutcrackers reliably.
Late Quotas (Cycle 9+): Titan with Coordinated Team
High late-game quotas require high-value moons. Rend is a stepping stone; Titan is the goal. Only route to Titan when all four crew members are experienced, equipped, and communicating actively. The credits generated from a successful Titan clear compress your quota timeline significantly — one good Titan run can cover more than what three Offense runs would generate.
For a complete framework on managing quota deadlines and credit allocation, see our Lethal Company Quota Guide.
Frequently Asked Questions
Which is the best moon in Lethal Company for beginners?
Experimentation and Assurance are the two best moons for beginners. Both are free to travel to, have minimal creature spawns, and small facility maps that are easy to navigate. Spend your first few quota cycles on these moons before touching any paid destinations.
What is the highest-value moon in Lethal Company?
Titan has the highest scrap value of any moon in the game. It also has the highest travel cost, the largest facility, and the deadliest creature selection — including indoor Giant spawns. It is exclusively a late-game destination for coordinated experienced teams.
How do I check moon weather in Lethal Company?
Type the moon name into the terminal on your ship before routing to it. The terminal displays the current weather condition, travel cost, and routing information. Always check weather before committing to a paid moon destination.
What does Eclipsed mean in Lethal Company?
Eclipsed is a weather condition that doubles creature spawn rates on the affected moon. An Eclipsed Experimentation becomes significantly more dangerous than normal. Avoid Eclipsed moons unless your team is experienced and has specifically prepared for the elevated threat level.
Is Rend or Dine better for scrap?
Both offer very high scrap value but different threat profiles. Rend is consistently dangerous due to the permanent nighttime and blizzard conditions plus Thumpers and Nutcrackers. Dine has lower spawn rates but every creature is extreme-tier. Most experienced teams prefer Rend for more predictable runs; Dine is higher variance with a greater team-wipe risk.
Can I do Titan with two players?
Technically yes, but it is not recommended for most players. Titan’s facility is too large to clear efficiently with two players, and the creature roster — particularly indoor Giants — creates scenarios that two-person teams cannot safely handle. The scrap-per-run potential drops dramatically without a full squad to cover the map.
