Antewise

Best Solo Loadout in Lethal Company

Updated 22 Oct 2026 Source Entity behaviour from the game's own bestiary; store prices from the game's own item list By

The short version

Solo, bring one Shovel and one flashlight. Then plan around the entities that need a second person, because those are the ones that end solo runs outright.

The rule that makes solo profitable is not gear. It is short trips.

What solo changes

Almost every dangerous moment in this game assumes someone else is there.

A teammate knocks a Snare Flea off your head. A teammate watches a Coil-head while you back out. A teammate confirms the Bracken is behind you while you keep your eyes forward.

Alone, none of that exists. The counter-play for most entities becomes “do not get into the situation”, which makes route choice more important than loadout.

The loadout

Shovel, 30 credits. It deals with what you can actually fight, and it is the only weapon cheap enough to lose.

Flashlight, 15 credits. Non-negotiable. Solo divers die to things they did not see, and you have nobody to tell you what is ahead.

Nothing else. Every other credit should go toward the quota, because solo capacity is the tightest constraint in the game.

Do not buy the Zap Gun. Do not buy the Jetpack. Both are luxuries for crews that already have a second person to cover the gap.

The entities that end solo runs

These are the ones to plan around, because you have no answer once they start.

Snare Flea. It drops on your head and you cannot remove it yourself. Solo, that is fatal with no counter, which is why checking the ceiling matters more alone than in any other mode.

Coil-head. It only moves when nobody is looking at it, and backing out of a corridor while facing it is much harder without someone watching your back.

Bracken. The counter is never turning your back on it, which means walking backwards to the exit. That is survivable solo, but slow, and slow is its own risk.

Ghost Girl. Only the player she haunts can see her, and the answer is to walk out. Solo there is nobody to walk you out with, so the moment you see her, the run is over and you should leave.

The short-trip rule

Solo runs pay when they are frequent, not when they are deep.

Go in, clear the first rooms, and leave. Do not go deeper because the bag is not full, because the bag being half full and delivered beats a full bag you never got back.

Repeat that three times and you have beaten one greedy run that ended in a corridor.

Weight discipline alone

Without a carrier to share the load, weight matters even more than usual.

Fill with small, high-value items and ignore anything heavy. A Yield Sign at 42 pounds is a worse idea solo than anywhere else, because there is nobody to cover you while you stagger back.

The Kitchen Knife is the exception worth repeating: zero weight, sellable, and it works as a melee weapon.

When solo stops working

Solo play hits a wall when the quota grows past what a few shallow trips can cover.

That is the signal to bring people, not to buy better gear. The wall is not a gear problem, it is the fact that several entities need two players to solve at all.

Time, not inventory, ends solo runs

Solo divers rarely die because the bag was too small. They die because they were still inside when the day ran out.

Set a turnaround time before you go in and treat it as fixed. Half a bag at the ship is a profit, and a full bag in a corridor after dark is nothing.

The clock also decides what you can attempt. Anything that needs you to walk backwards out of a facility, like backing away from a Bracken, costs minutes you may not have.

Mistakes solo players make

  • Going deep because the bag is not full. Delivered and half full beats lost and full.
  • Ignoring the ceiling. A Snare Flea has no solo counter, so this is the single most important habit.
  • Buying luxuries. The Zap Gun and Jetpack do not fix any of the problems that end solo runs.
  • Fighting instead of leaving. Without a teammate to finish a fight, starting one is a bad trade even when you win.
  • Running solo on expensive moons. The cheap moons are where the short-trip rule pays; the expensive ones need a crew.

Frequently asked questions

What should you bring on a solo run?

One Shovel and one flashlight, and nothing else. Solo capacity is too tight to spend on gear, and a weapon you cannot swing your way out with does not help.

What kills solo runs instantly?

A Snare Flea. Once it is on your head you cannot remove it yourself, so a solo diver has no counter at all.

Is solo play worth it?

It works for small, frequent hauls on cheap moons. It does not work for big quotas, because the entities that need a second person are the ones that end the run.

More Lethal Company guides

Sources

Figures and item data on this site are read from the game’s own reference wiki before publishing. Where a value could not be confirmed there, the page says so instead of filling the gap.