You routed to Titan, dropped 700 credits to get there, and by the time the first Jester cornered two players in a dead-end corridor the run was over. Final haul: 310 credits. Net result after routing: −390 credits. Every Lethal Company crew has that session burned into memory.
Moon selection isn’t just a difficulty setting — it’s a credit yield decision. The routing cost, the loot ceiling, and the entity spawn rates all determine whether a run pushes you toward quota or drains your reserves. This tier list ranks all 11 moons on three criteria: estimated gross credits per successful run, routing cost return-on-investment, and danger level measured by the threat density of entities you’ll actually encounter. Verified on v50. Values reflect community-tested estimates; your specific haul varies with RNG and how many people make it back to the ship.
How We Ranked the Moons
Three factors determine each moon’s tier. Loot ceiling — the maximum scrap count multiplied by average item value for that moon’s loot table — sets the upper bound on what a perfect run can return. Routing ROI answers whether paying to travel is worth it: a moon that costs 550 credits but consistently returns 1,800 net credits beats a free moon that caps at 900. Danger rate reflects how often a squad wipe kills the run entirely, turning a high-ceiling moon into a credit black hole.
The credit estimates below are derived from community testing data cross-referenced across multiple runs. They represent rough midpoints — not guarantees. Treat them as planning benchmarks, not promises.
| Moon | Cost | Scrap Range | Hazard | Est. Net Credits | Tier |
|---|---|---|---|---|---|
| 20-Adamance | Free | 19–24 | B | ~1,600 | S |
| 8-Titan | 700cr | 28–31 | S+ | ~2,500 (if survived) | S |
| 68-Artifice | 1,500cr | 25–30 | S++ | ~1,900 (if survived) | A |
| 61-March | Free | 13–16 | Intermediate | ~1,160 | A |
| 21-Offense | Free | 14–17 | Intermediate | ~1,160 | A |
| 85-Rend | 550cr | 18–25 | Hard | ~1,490 | B |
| 7-Dine | 600cr | 20–25 | Hard | ~1,540 | B |
| 220-Assurance | Free | 13–16 | Easy | ~940 | B |
| 56-Vow | Free | 10–12 | Easy | ~660 | C |
| 41-Experimentation | Free | 8–12 | Easy | ~600 | C |
| 5-Embrion | 150cr | 11–15 | S | ~470 | D |

Which Moon Should You Route to? (Decision Tree)
The tier list isn’t one-size-fits-all. Squad size and experience level change which moon is actually the right call.
| Your Situation | Recommended Moon | Why |
|---|---|---|
| New player, first 5 quotas | Assurance → Adamance | Low entity count, layout teaches mechanics |
| Casual crew, just hit quota | Adamance → Offense rotation | Free, high scrap ceiling, manageable threats |
| Hardcore optimiser, 4 players | Titan → Artifice | Highest loot ceiling when everyone survives |
| Solo or duo | Assurance, Adamance | Lower entity caps, easier extraction |
| Quota crunch, need fast credits | Adamance (clear weather) | Best free yield per run, no routing cost risk |
| Squad wipe risk is acceptable | Titan or Artifice | High variance but highest ceiling |
S-Tier Moons
20-Adamance — The Overlooked Free Giant
Adamance is the most underrated moon in the current v50 roster. It costs zero credits to route, spawns 19 to 24 scrap items, and sits at Hazard Level B — the same classification as Experimentation despite yielding nearly double the loot. Most crews fly past it because it launched in v50 and never got the same reputation as the original moons.
The threat profile is manageable: Old Birds patrol the exterior, Thumpers and Baboon Hawks fill the standard intermediate role, and the mansion interior occasionally spawns as an alternative layout. Squads of two handle Adamance consistently. The free routing cost means every credit from a successful run is pure profit — no 550 or 700 credit hole to dig out of first.
For quota-grinding sessions, Adamance is your baseline. Run it until you’ve built a credit buffer, then decide whether to upgrade to Titan or Artifice.
8-Titan — Highest Ceiling, Brutal Floor
Titan costs 700 credits and requires every player to come back alive to justify the investment. When that happens, it’s the best credit run in the game: 28 to 31 scrap items on a 2.35x map multiplier with the highest average item values in the game. When it doesn’t — when the first Jester pins someone in a maintenance corridor — you’re looking at a net loss on the routing cost alone.
The entity spawn data is illuminating. Indoor, Jester and Nutcracker each have a 12.59% spawn weight, Bracken sits at 10.99%, and Coil-Head and Bunker Spider combine for over 20% of spawns. Titan is also the only moon where Masked entities appear naturally, adding unpredictable friendly-fire risk. Outdoor, Eyeless Dogs dominate at 68.97% of exterior spawns with Forest Keepers at 27.59%.
The practical implication: Titan is a 4-player moon with designated roles. Someone watches the entrance, someone monitors the monitor, two run interior. Solo or duo Titan runs fail the ROI math at any experience level.
A-Tier Moons
68-Artifice — The Expert Payoff
Artifice carries the highest hazard rating in the game (S++) and the highest routing cost at 1,500 credits, but on a successful run it returns an estimated 1,900 credits net. The break-even calculation is simpler than it looks: you need one clean run to cover the routing cost. The problem is that clean runs on Artifice require coordination that most public lobbies can’t sustain.
The moon is accessed via terminal command “68 art” rather than standard routing — a minor quirk worth knowing before you’re fumbling at the terminal mid-quota. Four warehouses provide the layout, three of them explorable. Gold bars appear at a notably high rate, which pushes average per-item value well above what lower-tier moons produce. Reserve Artifice for sessions where you already have a credit buffer to absorb a bad run.
61-March — Best Free Intermediate
March sits at the top of the free intermediate tier for a specific mechanical reason: three fire exits. More exits mean more extraction routes and harder cornering by entities. The 2x map size multiplier spreads enemy spawns further, reducing the density of encounters per corridor. Loot ranges from 13 to 16 items at intermediate-tier values, landing around 1,160 estimated credits on a full clear.
The hazard to know before routing: March has active quicksand regardless of weather conditions. Mud patches that look like solid ground will slow players and have killed more runs than the Bracken count would suggest. Walk, don’t sprint across unfamiliar terrain, especially when carrying heavy items back to the ship.
21-Offense — Underrated Intermediate
Offense matches March on estimated yield — 14 to 17 scrap items at intermediate values — with a different threat profile. Baboon Hawks dominate the exterior, which is manageable for squads that move in groups. The facility entrance sits farther from the ship than most moons, adding transit time, and occasionally a mansion interior replaces the standard factory layout.
Offense gets overlooked because it lacks March’s reputation, but the loot ceiling is marginally higher and it’s free to route. If March is on Eclipsed weather, Offense is the correct alternative rather than dropping to Assurance.
B-Tier Moons
85-Rend — Hard Value, Hard Environment
Rend costs 550 credits and delivers 18 to 25 scrap items at hard-tier values — an estimated 1,490 credits net when the squad clears. The permanent blizzard condition reduces exterior visibility to roughly ten meters, which forces slower movement and disrupts audio cues that normally warn of approaching entities. Jesters and Nutcrackers are the primary indoor threats; outside, the blizzard is the real hazard.
Navigation relies on light posts marking the path to the facility entrance. Lose your bearing in the blizzard and you’re walking blind. For crews that have cleared Titan consistently, Rend is an alternative that costs 150 credits less per route while offering comparable but slightly lower yields.
7-Dine — High Risk, Marginal Advantage Over Rend
Dine costs 600 credits — 50 more than Rend — for similar scrap counts (20 to 25 items) and identical permanent blizzard conditions. The distinguishing threat is the Jester and Ghost Girl combination, which creates a two-front pressure scenario that requires constant communication. The 1.3x map multiplier is larger than Rend’s 1.2x, which adds transit time without proportionally adding loot density.
The 50 credit premium over Rend rarely pays off. Unless your squad specifically performs better on Dine’s layout, Rend is the more efficient spend. Both moons require walkie-talkie communication for interior teams.
220-Assurance — Reliable Starter, Weak Long-Term
Assurance is the correct moon for your first five to ten quotas. Free to route, 13 to 16 scrap items, limited monster spawns, and a small exterior that limits how far entities can corner players. The estimated 940 credits per clean run is modest but consistent — low variance is the point.
The ceiling is the problem. Once you’ve cleared ten credits of practice, Assurance’s 940 estimated yield becomes a quota constraint rather than a stepping stone. Transition to Adamance when you can reliably extract without wipes; the free upgrade from ~940 to ~1,600 per run is among the most impactful progression decisions in the game.
C-Tier Moons: Skip Unless Forced
56-Vow — Forest Keeper Hazard, Low Payoff
Vow spawns 10 to 12 scrap items — the lowest ceiling among free moons that isn’t Experimentation — while featuring Forest Keepers and a perpetual fog condition that complicates navigation. The combination of below-average loot and above-average routing danger relative to its tier makes Vow the weakest free option in v50. Use it only if Assurance and Adamance are both on Eclipsed weather and no paid alternatives are in budget.
41-Experimentation — Tutorial Moon Only
Experimentation exists to teach the mechanics. Eight to twelve scrap items, easy entities, a small layout that explains the core loop. Retire it after your third or fourth quota. Continuing to route here beyond early learning is leaving 600+ credits per run on the table compared to Adamance.
D-Tier: The Embrion Trap
Embrion is a 150-credit routing cost moon rated S hazard — one tier below Titan — that spawns 11 to 15 scrap items at below-average item values. The estimated net return is around 470 credits per run. Assurance, which is free, returns roughly twice that per clean run. You are paying 150 credits for the privilege of fighting flamethrower robots to collect worse loot than a beginner moon provides.
There is no build, squad composition, or strategy that makes Embrion ROI-positive compared to its free alternatives. Route to it once to see the mechanical entities, then never again.
Weather Overrides Your Tier Choices
Weather conditions can shift a moon’s effective danger tier significantly. Eclipsed conditions double outdoor entity spawn rates on most moons, effectively bumping any moon one danger tier higher. A clear Offense is an A-tier run; an Eclipsed Offense plays like a B-tier run with no routing cost refund.
| Weather | Effect | Rule |
|---|---|---|
| Eclipsed | ~2x outdoor entity spawns | Treat as +1 danger tier; re-evaluate routing choice |
| Flooded | Blocks exterior scrap items | Interior-only run; cuts effective loot ceiling by ~30% |
| Stormy | Random lightning, audio disruption | Slower exterior movement; avoid metal-carrying on surface |
| Foggy | Visual range ~10m | Never route to Vow (already perpetual fog) under additional fog conditions |
| Rainy | Minimal mechanical impact | Proceed as normal; audio slightly degraded |
Always check weather before routing. Paying 550 credits for Rend under Eclipsed conditions turns a B-tier run into something closer to Titan risk with Rend returns.
Moon Rotation Strategy by Game Stage
Efficient quota sessions aren’t just about picking the best moon — they’re about sequencing which moons you visit across multiple days in a single session.
Early game (quotas 1–5): Assurance for two runs to learn entity behavior and map layout, then transition to Adamance. Never spend credits routing during this phase.
Mid game (quotas 6–15): Adamance as your baseline. Add Offense to the rotation for variety. Only upgrade to Rend or Dine when you have a credit buffer that covers the routing cost plus one failed run.
Late game (quota 16+): Titan for squads of four that coordinate roles. Artifice for experienced squads that want the highest per-item values. Maintain Adamance as the fallback when the team isn’t performing at top level — the zero routing cost eliminates all downside risk.
Never route to: Embrion (math doesn’t work at any stage), Vow unless forced by weather on all alternatives, Experimentation after the learning phase.
Frequently Asked Questions
What is the best Lethal Company moon for solo players?
Assurance for the first few quotas, then Adamance. Solo runs can’t afford the wipe risk that high-cost moons carry — routing 700 credits only to die before clearing means you funded the company’s account, not yours. Adamance at zero routing cost and B-hazard threat density is the ceiling for reliable solo play; the scrap count of 19 to 24 items is workable with careful routing and full use of the ship monitor.
Is Artifice worth the 1,500 credit routing cost?
Yes, but only for coordinated squads with a credit buffer. The break-even math works on the first clean run — estimated 1,900 credits net means a single successful visit covers the routing cost and returns profit. The risk is that Artifice’s S++ hazard makes “clean run” genuinely difficult. Don’t route there with a scratch crew or when your credits are near quota floor.
What is the difference between Rend and Dine?
Both cost similar credits (550 vs 600), both feature permanent blizzard, and both are hard-tier mansions. Dine edges Rend slightly on max scrap (25 vs 25 — identical ceiling) but adds Ghost Girl encounters on top of Jesters, making the entity combination more punishing. Rend is the better spend at 50 credits cheaper for near-identical returns. Choose Dine only if your squad has specific experience with its layout and finds the Ghost Girl manageable.
Why is Adamance considered underrated?
It launched with v50 and most guides written before that update still treat the original 8 moons as the complete roster. Adamance offers 19 to 24 scrap items at a B hazard rating for zero routing cost — that’s a better credit-per-run ceiling than Assurance (13–16 items) at the same danger level. Squads that discovered it early built significant credit buffers faster than teams still grinding Assurance for familiar terrain.
Sources
- Every Moons Guide — Steam Community
- Lethal Company: Complete Titan Moon Guide — Game Rant
- Lethal Company v50 New Moons Explained — Prima Games
- All Moons In Lethal Company, Ranked — TheGamer
- Average Value for Each Moon — Steam Community
- Lethal Company All Moons Guide: Planet Monsters, Fire Exits, and Hazards — GameSkinny
I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.
