Antewise

Lethal Company Co-op Guide — Splitting Weight, Not Just Loot

Updated 27 Oct 2026 Source Data parsed from lethalcompany.wiki.gg (Bestiary and scrap tables) and cached in src/data/ By
Data status: The facts on this page were checked against the source named above. Game values can still shift with a patch, so re-check anything that looks off.

Four players, one weight budget

Co-op does not make Lethal Company easier. It makes it faster, which is not the same thing. The scrap table has 70 items, 16 of them two-handed and 24 of them weightless, and a crew that splits those three groups correctly moves several times the value of a crew that splits rooms evenly.

This page works from src/data/lethalcompany-scrap.json and src/data/lethalcompany-monsters.json, both parsed from lethalcompany.wiki.gg and cached locally. Every figure is checkable.

What a second, third and fourth diver is worth

A solo diver carries one item per hand. A crew of four carries eight hands, and the table’s shape decides what those hands should hold:

  • 24 of 70 items weigh 0 lbs — 34% of items cost a hand but no speed.
  • 16 of 70 items are two-handed — 23% of items cost both hands.
  • 23 of 70 items are conductive — 33% are a storm liability.
  • 70 items average 47.0 credits — so ten items per diver is about 470 each.
  • Four divers at ten items each is roughly 1,880 credits at average rolls.

That last number is the one to plan around. A four-player crew does not need one hero hauling a Gold Bar. It needs four people carrying ten light things each.

The three weight classes and who takes them

ClassCountExamplesWho carries it
Weightless24 itemsZed Dog 99/0 lbs, Perfume Bottle 75/0 lbs, Teeth 71/0 lbsScout, no escort needed
Light (1 to 19 lbs)31 itemsToilet Paper 73/5, Hairdryer 79/7, Egg 119/19Main carrier, one hand free
Heavy (30 lbs and up)7 itemsGold Bar 155/77, Cash Register 119/84, Yield Sign 27/42Two-diver job, escort required

Assign by class and the crew stops bunching up in the same room. The scout clears the weightless layer, which is 929 credits at average values across the whole table, and never slows the group down.

The two-handed problem is a crew problem

Sixteen items take both hands. Solo, that is a personal risk. In co-op, it is a coordination failure waiting to happen, because the diver with both hands full cannot light the corridor for anyone.

The heavy end of the list is what matters:

ItemAvg valueWeightTwo-handedCrew answer
Cash Register11984 lbsYesTwo carriers, rotating
Gold Bar15577 lbsNoOne carrier, one escort
Yield Sign2742 lbsNoLeave it
Chemical Jug5732 lbsYesOnly near the exit
Apparatus8031 lbsYesOnly near the exit
Panting9131 lbsYesOnly near the exit

Notice that the Cash Register is both the heaviest item and two-handed. One diver physically cannot fight, light or run with it. The correct crew answer is not “carry it faster”, it is “two people, short distance, after the route is clear”.

By contrast the Gold Bar at 77 lbs is one-handed, which makes it a legitimate solo carry with an escort — 155 credits is the highest average in the file and the ratio (2.01 per lb) is bad but not disqualifying.

Storm days: 23 conductive items

Twenty-three items carry the conductive flag, and 18 of them also weigh something. In a storm, metal on your back is a liability, and a crew that loads four divers with conductive scrap multiplies the exposure.

The crew fix is simple: on a storm day, the scout takes the weightless non-conductive layer and the heavies stay on the floor. That layer is where the value hides anyway — Zed Dog, Perfume Bottle, Teeth, Laser Pointer, Airhorn and Clown Horn are all weightless, and none of the six is conductive.

Check the forecast before the split, not after. The weather guide covers the storm cycle.

Sharing the haul: the arithmetic that avoids arguments

Crews argue about who carried what. The table settles it without a spreadsheet:

  1. Each diver’s haul is valued by ratio, not by item count. Ten Coffee Mugs (45 each, 5 lbs) is 450 credits and 50 lbs. Two Gold Bars is 310 credits and 154 lbs. The mug carrier did more.
  2. Weightless items belong to whoever is closest. 24 items, 929 credits, no cost. There is no reason to route a second diver for a Zed Dog.
  3. Heavy items are crew property. The Cash Register is a two-person job; the credits split, the risk splits.
  4. Bank in shifts. Two divers return while two keep looting. That halves the exposure of the bank run without stopping the haul.

The per-diver target is ten items at 47 average, or 470 credits. If one diver is at six items and another at fourteen, the split is wrong regardless of who found the Gold Bar.

What the bestiary says about splitting up

Splitting rooms is the standard co-op advice, and the entity table explains why it is conditional. Indoor, 6 of 16 entities rate 70% or higher — Bracken, Butler, Coil-head, Jester, Maneater, Thumper — and the indoor median is 70%. A lone diver who meets one of those six has no second pair of hands and no one to open a door.

Two specific rows change the arithmetic:

  • Jester: 90%, power 3, HP “Invincible”, max 1. There is no crew tactic that kills it. The crew tactic is leaving together, which is easier if you were never split far.
  • Nutcracker: max 10. The highest spawn cap in the file, and it is indoor. A room can hold more than one.

So the working rule is not “never split”. It is split by weight class within call range, and re-form before any 70%+ zone. Outdoors, where only 2 of 9 entities rate 70%+, splitting is cheap. Indoors it is not.

The crew loop

Where this lands in practice:

  1. Scout goes first, hands free. Weightless items only, calls out hazards.
  2. Carrier follows at one room’s distance. Light items, one hand always free for a light.
  3. Heavy team works last, together. Cash Register, Apparatus and Panting move only after the route is confirmed clear.
  4. Bank in pairs. Two out, two still looting.
  5. Re-form at 70%. Any confirmed high-band entity collapses the split into a single group heading for the exit.

Five rules, and every one of them is a direct read of the weight and hazard columns rather than a guess. The solo guide covers the one-diver version of the same maths, and the best loadout page covers what each role should be holding.

Frequently asked questions

How many items should each diver carry?

About ten. At the 47.0 average that is 470 credits per diver, and four divers is roughly 1,880. Fewer, heavier items usually means the crew is over-weight, not over-performing.

Should the scout carry loot at all?

Yes — the 24 weightless items. They cost no speed, and the weightless layer is 929 credits across the table. Zed Dog alone is 99 credits at 0 lbs.

Who carries the Cash Register?

Two people, over a short distance, after the route is checked. At 84 lbs it is the heaviest item in the file and it is two-handed, so a solo carry removes both the carrier's light and their ability to fight.

Is splitting up ever correct?

Outdoors, yes — only 2 of 9 surface entities rate 70% or higher. Indoors, no: 6 of 16 rate 70%+, and the Jester's HP field reads Invincible.

Do conductive items matter more in co-op?

They matter more because there are more of them on the field. 23 of 70 items are conductive, and 18 of those have weight, so a four-diver storm load can put a lot of metal in the open at once.

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.