The most common Lethal Company team wipe isn’t a Bracken sneaking up on the whole group. It’s three players blundering into a turret corridor while the fourth argues about who picks up what. Poor role assignment doesn’t cost you one life — it costs you the run.
This guide covers the four core roles for a full squad, explains why a dedicated ship monitor consistently outperforms a fourth looter, and gives you a workable duty split for two- and three-player teams. Mechanics verified against community research as of version 65 (2025). Values may change with future updates.
Quick Start: Assign These Before Anyone Leaves the Ship
- Designate the ship monitor — one person stays behind, no exceptions on moons with turrets or mines
- Scout takes the pro-flashlight and walkie-talkie; enters the facility first
- Looter and carrier agree on a value threshold — know what’s worth picking up before the run starts
- Monitor confirms the terminal is live: type VIEW MONITOR and check the radar is displaying
- Set a hard return time — agree on a clock when the ground team turns back regardless of remaining loot
- Confirm two walkie-talkies are purchased (one for the ground team, one on the ship)
- Whoever carries the apparatus agrees to pull it last, at the exit door, with the team ready to leave
The 4 Core Roles Explained
Ship Monitor (Mission Control)
The monitor stays on the ship with the terminal open. Their entire value is information asymmetry — they can see the full radar, toggle doors remotely, and disable turrets while ground players can only see what’s directly in their flashlight cone.
Core duties: track red blips (enemies) on the radar and call out incoming threats; type two-character codes to toggle doors, turrets, and landmines; use SWITCH [name] to follow the most endangered player; hit SCAN when the team needs to know how much scrap remains and whether pushing deeper is worth the risk.
One practical habit: monitor by blip size, not just count. Larger red blips indicate larger, more dangerous enemies. This lets you warn the scout about a Forest Giant before it rounds a corner — not after. See our Lethal Company creatures guide for a full breakdown of each enemy’s radar signature and behaviour patterns.
Scout
The scout enters the facility first. Their job is information, not loot — they sweep rooms, call threats, and establish safe zones before the looter commits. A scout who dies chasing scrap is worse than a scout who retreats empty-handed; you’ve lost the highest-risk role to refill and the ground team is now operating blind.
Equipment: pro-flashlight (brighter cone, twice the battery life of the standard model), walkie-talkie. The shovel is optional — scouts who fight usually die. Scouts who run usually don’t.
The scout calls out two things only: creature locations and loot sightings. Keep radio traffic clean. “Snare Flea, entrance corridor, retreating” is useful. A running commentary isn’t. Overloading comms is how the monitor misses the call that matters.
Looter
The looter is the team’s quota engine. They follow the scout’s cleared path and prioritise by sell value. The four-slot carry limit means every pick counts — leave low-value junk on the floor and save slots for items above your agreed threshold.
Key rule: drop high-value items at the exit door rather than shuttling them all the way to the ship. This creates a pickup buffer so the carrier can run ship trips without the looter losing ground time. Selling on day three gets 100% buying rate versus 30% on day one, so the looter’s job is volume collection now, price optimisation later. Check our Lethal Company quota guide for full sell-day timing and profit calculations.
The looter does not fight and does not scout. When they do either, quota production stops and someone else has to cover both gaps.
Carrier / Flex Player
In a four-player team, the fourth role is the carrier: ferry items from the exit door to the ship, protect deposited scrap from Hoarding Bugs and Baboon Hawks — both steal outdoor scrap if left unattended — and act as the team’s rescue buffer. When someone dies, the carrier retrieves the body, which reduces credit fines. When the teleporter is available, that’s their tool first.
The flex label matters in the final stretch: once creature count drops and the facility is largely cleared, the carrier can push deeper alongside the looter while the monitor keeps tracking. This is the only role that legitimately changes function mid-run as a tactical choice rather than a crisis response.

Why the Monitor Beats a Fourth Looter
A dedicated monitor contributes zero direct loot. They prevent loot loss — and the math heavily favours prevention over collection.
A single team wipe on a mid-tier moon means losing everything the dead players were carrying, plus any scrap already collected in the facility. On Rend or Dine, that’s typically 400–800 credits gone in one event. An extra looter running instead of a monitor adds roughly 100–300 credits per run in additional scrap — less than the cost of one avoided wipe. The monitor pays for itself the moment they prevent a single death, which on higher-difficulty moons usually happens within the first five minutes.
When can you skip the monitor? On the beginner outdoor-loot moons — Experimentation and Assurance — where turrets and landmines are rare or absent, a dedicated terminal operator is overkill. Both players can loot together with a shared walkie-talkie. On every other moon, the hazard density makes the trade-off one-sided.
Terminal Commands Every Monitor Needs
| Command | Function | When to Use |
|---|---|---|
| VIEW MONITOR | Toggles map camera on main screen | Enter on arrival — keep it on all run |
| SWITCH [name] | Changes camera to target player | Follow whoever is deepest in the facility |
| SCAN | Shows remaining scrap count and total value | When team debates whether to push deeper |
| [2-digit code] | Toggle door / disable turret / disarm mine | Type before teammate walks through hazard |
| PING [booster name] | Makes radar booster emit a sound | Guides lost players back to a dropped booster |
| TRANSMIT [message] | Signal translator text output | When voice comms are unavailable |
Code colour tells you state: green means the door is open or the trap is active; red means the door is closed or the trap is disabled. Turrets and mines stay disabled for only a brief window — call the teammate through immediately after toggling, don’t wait for confirmation.
One monitor habit that prevents silent wipes: switch camera view every 30–60 seconds even when nothing is happening. The Bracken circles behind isolated players slowly and quietly, and an idle monitor watching the wrong feed provides exactly as much protection as no monitor at all.
Scaling Down: 2-Player and 3-Player Role Collapse
When the squad is smaller than four, drop roles in this priority order:
Drop first: the carrier role. The looter carries their own items to the exit door; the scout helps ferry when the facility is cleared. You lose efficiency — nothing critical.
Drop second: the scout role. Fold it into the looter — enter carefully, sweep before committing. Risk increases but loot production stays alive.
Never drop: the monitor — unless you’re on Experimentation or Assurance with no indoor turrets or mines.
3-player split:
- Ship monitor (full terminal duties)
- Scout / Comms Officer — enters first, calls threats, carries the walkie-talkie
- Looter / Carrier — follows the scout’s cleared path, ferries scrap to the exit door
The scout-comms fusion works because both roles share the same gear: walkie-talkie and flashlight. A Zap Gun is worth buying for the three-player ground team — it provides a 30–60 second stun window to slip past a creature rather than fight it, which is always the preferred outcome when you’re one player short.
2-player split:
- Player A: ship monitor — stays at terminal, manages radar and doors, calls every threat
- Player B: looter / scout hybrid — enters with full loadout, radios back threat calls
Terminal duty is optimal even on a two-person team because it lets you trap enemies behind Bulkhead doors and disarm mines the solo ground player has no other way to avoid. A solo player without terminal support is operating blind in both directions and relying entirely on luck past the entrance corridor.
In-Run Role Adaptation: When to Switch
Roles aren’t permanent. Two trigger points justify mid-run changes:
Monitor goes loot (end of run): When SCAN shows three or fewer scrap items remaining and confirmed threats have been neutralised or avoided, the monitor can leave the ship for a final sweep. Leave the terminal running — SWITCH keeps cycling if a teammate stays near a Radar Booster inside the facility.
Scout becomes carrier (mid-run): Once all target rooms are mapped and creature positions are known, the scout’s information value drops sharply. Fold them into the carrier role for the final push to maximise scrap retrieval before the clock runs out.
One pre-agreed commitment anchors both adaptations: whoever carries the apparatus agrees to pull it last. Pulling it early cuts facility power, disables the door controls the monitor is actively using, and distorts the radar display. Pull it at the exit with the full team ready to board — not mid-run while the ground crew is still relying on the monitor’s door codes to stay alive.
Role Assignment by Player Type
| Player Type | Best Role | Priority Focus | Avoid |
|---|---|---|---|
| New player | Carrier | Learn ship layout, handle exterior threats only | Entering facility solo |
| Casual | Looter | Memorise 5 high-value items, stick to scout’s cleared path | Fighting creatures |
| Hardcore / optimiser | Ship Monitor | All terminal commands, radar blip pattern recognition | Abandoning terminal before run ends |
| Completionist | Scout | Map every room, record creature spawn positions | Pushing solo on high-risk moons |
FAQ
Do you need a dedicated monitor with only 2 players?
Yes, on any moon above Experimentation difficulty. Terminal control — door toggling, mine disabling, creature tracking — prevents more wipe scenarios than a second looter generates in profit. The exception is beginner outdoor-loot moons where turrets and mines don’t appear indoors. On those, both players can loot together without losing much.
What should the monitor do between threats?
Keep switching the camera view every 30–60 seconds and run SCAN periodically to track remaining scrap. Idle monitors default to watching one player and miss the Bracken circling behind another. The monitor is also the team’s clock — calling “10 minutes left” and “5 minutes left” is as operationally valuable as calling any creature threat.
Can the carrier role be skipped in a 4-player team?
On easier moons, yes — looters can self-carry to the exit and the carrier role merges naturally into the looter’s workflow. On harder moons like Rend and Titan, the carrier’s real value is scrap protection from Hoarding Bugs and body recovery after deaths. Skipping it there tends to cost more in lost scrap and unrecovered bodies than the extra looter gains.
What’s the single biggest mistake in 4-player runs?
Running all four players into the facility. Every team that has lost a run to a turret corridor they could have toggled, or a mine someone walked into while the would-be monitor was also inside collecting scrap, has paid this tuition. One player on terminal duty is the highest single-decision ROI a 4-player team can make — and the one most squads skip until they’ve wiped enough times to prove the point themselves.
Key Takeaways
Assign the monitor before anyone moves. Send the scout first. Follow with the looter. Station the carrier at the exit. That sequence survives most failure scenarios and keeps everyone with a clear job instead of four players competing for the same scrap while a turret waits around the corner.
For smaller teams, collapse roles in order — carrier first, scout second — but protect the monitor until you’re on an outdoor-loot-only moon. The terminal gives you leverage no ground player has, and that leverage is worth more than any single inventory slot.
New to the game or need a refresher on quota, gear, and first-shift survival? Our Lethal Company beginner’s guide covers everything before your first drop.
Sources
- “Lethal Company Employee Handbook: Team Roles” — Steam Community Guide
- “Lethal Company: 7 Best Team Roles To Have” — Game Rant
- “Ultimate Roles Guide for Co-Op in Lethal Company” — The Nerd Stash
- “Lethal Company Beginner’s Guide and Tips” — Esports Rambles
- “All Terminal Commands In Lethal Company” — Game Rant
- “Ship Terminal Guide and Commands” — Game8
- “How To Meet Quota & Maximize Profits In Lethal Company” — Game Rant
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.
