Quota deadline: three hours. You have 247 credits worth of scrap on the ship floor. The quota is 500. Your three teammates are dead — a Bunker Spider got the intern in the basement, the scout walked into a Snare Flea, and the captain got greedy on a fourth trip and never came back.

You’re the only one left, standing in the doorway of the ship on Assurance, staring at the moon you picked this morning. The problem wasn’t the monsters. The problem was the moon you landed on. You needed 500 credits, you had three days, and you spent two of them farming a free moon with a 350-500 scrap ceiling. You physically cannot hit quota from here no matter how well you play.

Moon choice is the single biggest lever in Lethal Company. It decides how much scrap exists on the map, what tries to kill you, how far you walk, and how much you pay just to land. Get it right and you cruise past quota. Get it wrong and you lose everything before a single monster spawns.

This guide ranks every moon by real profit — not by what the terminal says, but by what you actually walk away with after the monsters, the walking, and the deaths are counted.

How Moon Profit Actually Works

Here’s the mistake every new crew makes: they read a moon’s scrap number and think bigger is always better. Titan advertises huge loot, so they fly to Titan. Then they wipe in six minutes and lose the 700-credit landing fee on top of the run.

Real profit has three moving parts.

Scrap value is how much the map can spawn in total. Titan can push 1,200-1,600 on a full clear. Experimentation tops out around 400. That’s the number everyone looks at.

Walking time is the part nobody counts. A moon with high scrap but a huge map — looking at you, Dine — makes you walk for minutes between the ship, the entrance, and the fire exit. You spend 60-70% of the run just moving. Your profit per minute collapses even though your scrap total looks fine.

Hazard level is the killer nobody prices in. Higher hazard means more monsters, deadlier monsters, and more monsters active at night. A B-tier moon you clear with three survivors beats an S+ moon you wipe on every time. Profit per minute only matters if you survive the minute.

Put it together and you get the actual rule: the best moon is the one with the best scrap-to-time-to-survival ratio, not the highest scrap number.

Picture this. Day 1, quota 250. You can fly to Experimentation for free and clear maybe 300-400 scrap if you’re lucky. Or you fly to March for free, where the map has a fire exit that cuts extraction time and a scrap pool that includes higher-value items like Laser Pointers and Gold Bars. Same price, better ratio. March is the objectively correct Day 1 pick, and most new crews never check because “free is free.”

That’s the whole guide in one paragraph. Now here’s the full ranking.

The Full Moon Profit Tier List

Here’s every moon in one table, ranked by what actually matters. “Profit/min” assumes a crew that knows the map and survives — if you don’t know the map, subtract a tier from everything.

TierMoonCostHazardAvg Scrap/Full ClearProfit/MinThe One-Liner
STitan700S+1,200-1,60055-70/minBest ceiling, worst floor
SArtifice1,200S+1,500-2,00050-65/minHighest scrap, one wipe ruins you
ARend550B800-1,10045-55/minThe real money moon
ADine600B750-1,00030-40/minWalking simulator, needs a Cruiser
BOffense40C500-75030-40/minBest first paid moon
BMarch0C400-65025-35/minBest free moon, has fire exit
BAdamance400B550-80025-35/minSituational, tricky terrain
CAssurance0C350-50020-30/minFine for Day 1 only
CVow0C300-45020-30/minBridge deaths are common
CExperimentation0B250-40015-25/minTutorial moon, outscaled fast
DEmbrion150D150-300NegativeYou lose money on average

Note on Liquidation: it only exists in modded games, not vanilla. If you play modded, its numbers depend on your modpack, so check the terminal. Everything below assumes vanilla.

Now let’s go tier by tier, because the why matters more than the number.

S-Tier: Titan and Artifice

Titan is the profit king for a reason. Its indoor map is compact — no wasted walking. Scrap density is absurdly high. The fire exit shortcut cuts extraction time in half. A good crew can clear it fast and walk out with 1,200-1,600 scrap.

The catch is the S+ hazard. Every monster in the game can spawn on Titan, and multiple night-time enemies go active at the same time. Coil-Heads in the corridors, a Jester winding down the main hall, and a Ghost Girl haunting whoever fell behind. You don’t get beginner luck here.

Here’s the scene that separates the crews. Your four-man team lands on Titan with 700 credits spent. You clear the first floor in twelve minutes, 800 scrap already on the ship. Everyone’s alive. You have two options: call it, bank the 800, and fly home 100 short of a risky quota — or push the fire exit for the last 400. The greedy crew pushes. A Coil-Head catches the scout in the back hallway. The captain goes back for the body. Now it’s a Jester and a Coil-Head in the same wing, and the ship operator is spamming teleport but nobody’s standing still long enough. Fifteen minutes later the ship flies home with 800 scrap, two survivors, and two dead crew whose pro-flashlights and stun grenades are gone forever.

Titan isn’t about scrap. It’s about knowing when to stop. See our Monster Bestiary for the Coil-Head and Jester counterplay you need before you set foot here.

Artifice is Titan’s richer, meaner cousin. It has the highest possible scrap spawn at 2,000+, but the 1,200-credit entry fee means one wipe costs you nearly a full quota run. You only go to Artifice when your quota is so high — 1,500+ — that Titan alone can’t cover it. This is the flex run, not the quota run.

Best for Titan: 3-4 player experienced crews, quota 800+. Avoid if: solo, duo, or you haven’t learned Coil-Head and Jester counterplay.

A-Tier: Rend Is the Real Money Moon

Rend is the best return-to-risk ratio in the game, and most crews take three campaigns to figure it out because it doesn’t have Titan’s reputation.

B-tier hazard means a manageable enemy pool. No Coil-Heads, no Jesters. You face Brackens, Thumpers, Bunker Spiders, and Masked — threats that punish bad positioning but don’t require specialist counterplay. The mansion interior is easier to navigate than the factory layout once you learn it. And the scrap? 800-1,100 per full clear, A-tier value at B-tier danger.

That combination is why consistent crews farm Rend quota after quota. You don’t gamble the whole run every time you land. You land, clear, extract, repeat.

Here’s the decision that plays out on Rend every week. Quota 700, Day 2, your crew is solid but not elite. Titan would technically get you there in one run, but the weather is foggy and fog on Titan is a death sentence. Rend is clear. You land on Rend, clear 900 scrap, and hit quota with everyone alive. That’s the moon doing its job. You could have gotten 1,400 on a good Titan run, but you also could have gotten 0 and a dead crew. Rend gives you the 900 that’s actually real.

Dine is Rend’s trap sibling. Comparable scrap, B-tier hazard, but the map is enormous. You spend 60-70% of the run walking between the ship, entrance, and fire exit. The profit per minute tanks. Dine is only worth it if you have a Cruiser to cut travel time — without one, it drops to B-tier and honestly, you’re better off on Offense for a fraction of the cost.

B-Tier and Below: The Value Moons

Offense is the best introduction to paid moons in the game. At 40 credits, it’s nearly free. C-tier hazard means Brackens, Thumpers, and Bunker Spiders — manageable threats that teach you core skills without punishing every mistake with a wipe. The scrap is modest but reliable at 500-750. Every crew should run Offense five to ten times before touching Rend.

March is the best free moon, full stop. It’s the only free moon with a fire exit, which speeds up extraction dramatically. Its scrap pool includes higher-value items — Laser Pointers, Gold Bars — that don’t spawn on Experimentation. If you’re running free moons, always pick March over Vow or Experimentation.

Assurance is fine for Day 1 of a quota and nothing else. Vow is free but its bridge kills careless players constantly. Experimentation is the tutorial moon; it teaches you the controls and then you outgrow it within a couple of quotas. Adamance sits at 400 credits for B-tier hazard and 550-800 scrap — situational, with terrain that punishes teams who don’t know the layout.

And then there’s Embrion. 150-credit entry, D-tier hazard, 150-300 scrap. You literally lose money on average. There is no reason to ever fly there. If you’re tempted, go re-read the profit formula above.

The Wipe Replays: Where Moon Choice Goes Wrong

Every failed quota is a moon decision that looked fine at 8 AM. Here are the three most common ones, why they happen, and how to recover.

Wipe one: the Titan gamble on Day 3. You need 800, you have 300 banked, and you’re down to your last day. Titan promises 1,200, so you go. The landing fee drops you to 0 credits of runway, one Coil-Head wipes you in four minutes, and now you have zero scrap, zero credits, and a failed quota. The mistake wasn’t the monsters — it was betting your entire run on an S+ moon with no margin. Recovery: when the quota is close, take the safe moon that gets you most of the way and sell, rather than the risky moon that gets you all of the way or nothing. A partial quota fail costs less than a total wipe.

Wipe two: underestimating the interior. Your crew reads “B-tier hazard” on Rend and walks in like it’s Experimentation. You split up, nobody calls out positions, and a Bracken picks off the lone scout in the furnace room. The rest of the team panics, runs, and gets Thumped in a dead-end hallway. B-tier still means monsters that kill you. Recovery: treat every paid moon like it’s one hazard tier higher than the terminal says until you’ve survived it three times. Move as a group, keep the ship operator on radar, and don’t split up on a moon you don’t know cold. This is exactly why we wrote the Co-op Team Roles Guide.

Wipe three: overvaluing the big item. You see a gold bar worth 80+ credits and ignore the two paintings worth 40 each sitting by the entrance, because the bar feels like the win. You haul the bar across the map, get caught, and die. Meanwhile the paintings were sitting there for the taking. Scrap value isn’t the number on the item — it’s the number you actually get back to the ship. Recovery: prioritize time-to-credit. Two one-handed items you can carry in a single trip beat one two-handed item that needs a second trip. If you want the full math on this, read the Quota Management Guide.

The Two-Way Decision: Bet Big or Grind Steady

Every moon choice eventually collapses into one question, and it’s the same question every campaign: do I bet the run on a high-risk moon, or grind a safe moon and bank smaller guaranteed wins?

Here’s the fork, made concrete. Quota 900, Day 2, your crew has 400 in the bank. Option A: fly to Titan. If you clear it, you’re done — 1,400 scrap, quota crushed. If you wipe, you lose the 700 fee plus everything and you’re staring at a 900-credit hole on Day 3. Option B: fly to Rend twice over two days. You clear 850-950 each time, hit quota comfortably, and keep everyone alive.

The Titan math looks better on paper. The Rend math wins more campaigns. Here’s why: a single wipe on a high-cost moon doesn’t just lose that run — it costs you the landing fee, the scrap, your crew’s equipment, and the time you don’t get back. A stable moon you clear at a 90% survival rate compounds. Titan at a 60% survival rate is a coin flip, and you don’t win campaigns on coin flips.

The rule: bet big only when you have margin. If your bank covers a full wipe and you still survive the quota, go gamble. If one wipe ends your run, grind the safe moon. Most teams get this backwards — they gamble when they’re desperate and grind when they’re comfortable, which is exactly the opposite of correct.

The Counterintuitive Truth: Chained Short Runs Beat One Big Run

Here’s the advice that sounds wrong until you see the numbers: three short, safe moon runs in a row usually out-earn one long, high-risk moon run.

Most players think of profit as “what’s the biggest single haul I can get?” and aim for Titan or Artifice. But profit per minute across a whole quota is what matters, and safe moons you can clear repeatedly with zero deaths compound in a way a single gamble doesn’t.

Look at the actual rotation. Offense costs 40 credits and clears 500-750 scrap at C-tier hazard. You can run Offense twice in the time it takes to do one careful Titan run, at a fraction of the risk, and walk away with 1,000-1,500 total. No S+ monsters, no 700-credit fee, no coin-flip survival. Meanwhile one Titan run gets you 1,200-1,600 if you survive, and costs 700 up front.

The counterintuitive part: the “cheap” moon isn’t cheaper when you factor in reliability. A moon you clear every time is a money printer. A moon you wipe on half the time is a slot machine. And over a full campaign, printers beat slot machines.

This is also why Dine is a trap despite its scrap numbers. Its walking time makes every run inefficient, so you’d need to perfectly execute a long map just to match what a chained Offense run gives you for free. The moon that looks premium on the terminal isn’t always the one that pays.

Rotation by Crew Size

Your ideal moon rotation changes with your headcount, because the risk math changes completely.

PlayersBest RotationWhy
SoloAssurance → March → OffenseSkip paid moons until confident; one death ends it all
DuoAssurance → Offense → RendRend is your ceiling; skip Titan entirely
3 playersAssurance → Rend → TitanYou have the bodies to risk Titan on the final day
4 playersMarch → Rend → Titan → ArtificeArtifice only at high quota (1,500+)

Solo is its own game. With one player, every mistake is fatal, so you live on free moons and cheap Offense runs and never touch anything with a landing fee you can’t afford to lose. Read the Solo Survival Guide for the full solo rotation.

Duo crews cap out at Rend. Titan’s S+ hazard needs bodies to cover corridors and body-run for each other, and with two players a single death leaves one person to loot an entire facility alone. Three players unlocks Titan on the final day when you have the numbers. Four players unlock Artifice, but only when the quota is high enough that Rend can’t cover it.

One more layer on top: check the terminal for weather before you commit. A clear-sky Rend is the best moon in the game. An eclipsed or stormy Rend is a death trap. A cheap moon with good weather beats an expensive moon with bad weather, every single time.

The Bottom Line

Moon choice isn’t about memorizing a tier list. It’s about the three numbers — scrap, time, and survival — and being honest about which one your crew actually has today. A fresh crew on Titan is a donation, not a strategy. A steady crew on Rend is a machine.

Pick the moon that pays your crew, with your gear, on your quota. Bank the safe wins. Save the gambles for when you have margin. And when in doubt, chain the cheap moons and let the compounding do the work.

That’s how you stop landing on the wrong moon.