Antewise

Lethal Company Tips That Pay — Six Numbers Worth Memorising

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.

Six numbers, six habits

Most Lethal Company tip lists are collections of things you already do. This one is six numbers pulled from 70 scrap items and 25 entities, each of which changes a decision you make several times per run. The numbers come from src/data/lethalcompany-scrap.json and src/data/lethalcompany-monsters.json, parsed from lethalcompany.wiki.gg.

If you only take one: the weight column is the game’s real difficulty setting. The table ranges from 14.60 credits per pound to 0.45, a 32-fold spread, and nothing else in the game has that much leverage.

Tip 1: the ratio column outranks the value column

Two items can sit in the same room and differ by an order of magnitude in what they are worth to carry:

ItemAvg valueWeightCredits per lb
Toilet Paper735 lbs14.60
Easter Egg373 lbs12.33
Hairdryer797 lbs11.29
Old Phone555 lbs11.00
Coffee Mug455 lbs9.00
Cash Register11984 lbs1.42
Big Bolt2519 lbs1.32
Player Body511 lbs0.45

The habit: when you enter a room, look at what is light first, not what is expensive. The Cash Register is the second-most valuable item in the file by average value and only 41st of 46 by credits per pound among the items that weigh anything. Four light items (Toilet Paper, Easter Egg, Hairdryer, Old Phone) beat it by 125 credits while weighing 64 lbs less.

Tip 2: 24 items are literally free

Thirty-four percent of the table weighs nothing. That is not a rounding quirk — it is a designed layer, and it totals 929 credits at average values.

ItemAvg valueWeightTwo-handed
Zed Dog990 lbsNo
Beehive950 lbsYes
Perfume Bottle750 lbsNo
Teeth710 lbsNo
Laser Pointer650 lbsNo
Airhorn610 lbsNo
Clown Horn610 lbsNo
Rubber Ducky510 lbsNo

The habit: check weight before you check anything else. An item at 0 lbs only costs you a hand, never speed. The only one of those eight with a real cost is the Beehive, which is two-handed and brings Circuit Bees at 90%.

The remaining sixteen weightless items are small money — Bone 10, Ear 7, Foot 13, Hand 7, Tongue 9, Dust Pan 21, and so on — but they are free money on the way out.

Tip 3: plan to the minimum, not the average

Every scrap row has three values, and the gap is where quotas go missing:

ItemMinAvgMaxSpread
Egg401191995.0x
Beehive40951493.7x
Zed Dog099199n/a (min is 0)
Red Soda1853894.9x
Rubber Ducky2519949.5x

The habit: count your haul at the minimum, or add 25% to your average estimate. Ten items averaging 47 is 470 credits on paper and about 300 if the rolls run cold. The quota guide builds a whole planning method around this.

Zed Dog is the extreme case. Average 99, minimum 0, maximum 199 — it is either the best free item in the game or worth nothing at all, and you cannot tell until you sell.

Tip 4: 70% is a wall, not a warning

The bestiary gives 18 of 25 entities a numeric rating. Here is how the indoor half distributes:

BandCountEntities
70% and above6 of 16Jester 90, Thumper 90, Coil-head 80, Bracken 70, Butler 70, Maneater 1000
20 to 50%2 of 16Snare Flea 30, Bunker Spider 20
5% and below3 of 16Spore Lizard 5, Hoarding Bug 0, Hygrodere 0
No rating5 of 16Barber, Nutcracker, Ghost Girl, Mask Hornets, Masked

The habit: memorise the six. A confirmed 70%+ entity ends the looting phase of the run, no exceptions. Six names is a two-minute memorisation that pays back on every dive.

Two of them cannot be fought at all. The Jester’s HP field reads “Invincible” and its log says “You cant hide from it, just evacuate.” The Thumper at 90% has no HP value recorded, so no kill threshold exists to plan around.

Tip 5: heavy means two-handed more often than you think

Sixteen items take both hands. For a diver in a facility, that means no light, no shovel and no second slot — a cost that never appears in the value column.

The pattern to notice: the heaviest items are usually the two-handed ones. Cash Register (84 lbs, two-handed), Chemical Jug (32, two-handed), Apparatus (31, two-handed), Panting (31, two-handed). Four of the seven items at 30 lbs or above cost both hands as well as speed.

The habit: before lifting a heavy item, ask what else you are giving up. If the answer is “my light and my ability to run”, the 119 credits are not 119 credits.

There is one happy exception. Egg is two-handed at 19 lbs and pays 119 — 6.26 per lb, seventh-best in the file. That is the one two-handed item worth routinely sacrificing your hands for.

Tip 6: sell in units of 470

The table’s mean is 47.0 and its median is 44, so ten items is a natural unit: about 440 to 470 credits per trip.

The habit: treat the trip, not the run, as the unit of planning. Two trips of ten items beats one trip of twenty, because the first 470 is banked before the second is at risk. It also means the quota drops between trips, which lowers the target for the deeper, riskier half of the day.

A practical breakdown for a four-player crew: 40 items across eight hands is roughly 1,880 credits at average — four banked trips, not one heroic haul. The co-op guide covers how to split that across roles.

What none of these numbers cover

Two of the biggest factors in a run are absent from both data files: the facility layout and the clock. Neither lethalcompany-scrap.json nor lethalcompany-monsters.json records where the exit is or how much day is left, so any guide quoting a “typical run length” or a “most common death” percentage is making it up.

What the data supports is the mechanism. Weight slows the walk back, the indoor median hazard is 70%, and 24 items cost nothing to carry. Those three facts explain most losses without needing a statistic that does not exist. The survival guide turns them into a procedure, and the common mistakes page prices the errors.

Frequently asked questions

What is the best item in the game by the numbers?

Zed Dog: 99 credits, 0 lbs, one hand. Toilet Paper has the best credits-per-pound ratio at 14.60, but it is two-handed.

How much is a full inventory worth?

There is no fixed inventory size in the data. The useful unit is the trip: ten items at 47 average is about 470 credits, and two trips is 940.

How many entities should I memorise?

Six. Bracken, Butler, Coil-head, Jester, Maneater and Thumper are the entire indoor 70%+ band, and six of the eight 70%+ rows overall.

Does the hazard rating tell me how likely an entity is?

It is a danger rating, not a spawn probability. Its value is in the banding: 6 of 16 indoor rows sit at 70%+, versus 2 of 9 outdoor.

Why do heavy items pay so little per pound?

Because they are mostly low-value props. Yield Sign is 27 credits for 42 lbs (0.64), Tattered Metal Sheet 15 for 26 lbs (0.58). The one heavy item with real value, Gold Bar, still only reaches 2.01 per lb.

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.