Antewise

Zap Gun in Lethal Company — Is 400 Credits Worth It?

Updated 22 Oct 2026 Source Store price and item function taken from the game's own item list. By

The Zap Gun is the most expensive weapon in the store apart from the Jetpack, and it is the one crews regret buying most often.

The reason is simple: it stuns, it does not kill. For 400 credits you are buying time, not a solution.

What it does

The Zap Gun fires an electric arc that stuns an entity and holds it in place. It runs on battery, so the effect is not unlimited.

A stunned entity is a window. You walk past it, or you leave the room, or you get your teammate out from under it. What you do not get is a corpse.

That distinction decides everything about when this gun is worth buying.

What it does not do

  • It does not replace a shovel. A shovel costs 30 credits and kills what it hits. The Zap Gun costs more than thirteen times as much and leaves the entity alive.
  • It does not solve the entities that kill most crews. Coil-head, Ghost Girl, the Giant, the Earth Leviathan and the Jester are answered by avoidance. A stun window changes nothing about any of them.
  • It does not pay for itself. Four hundred credits is a meaningful fraction of an early quota. Money spent here is money not spent on lights, walkie-talkies and the quota itself.

How it compares

OptionPriceWhat happens to the entity
Shovel30Dead. Does nothing to five entities
Stun Grenade30Stunned for a few seconds
Zap Gun400Stunned, and it costs battery

Read that table as a question about what you are actually buying. The Zap Gun is a reusable Stun Grenade that costs thirteen times more and needs charging.

That is a real advantage late in a cycle, when you are deep on a moon and one grenade is not enough windows. It is not an advantage when you could have bought thirteen shovels.

When it earns its price

The Zap Gun is a good purchase in exactly one situation: the quota is already handled and the crew has credits to spare.

At that point the problem you are solving is no longer “can we pay” but “can we go deeper safely,” and a stun window on a threatening entity is genuinely useful for that.

Crews farming expensive moons late in a cycle are the ones who should own one.

When to skip it

Skip it on day one. Skip it while the quota is tight. Skip it if nobody in the crew has used one, because the first time you discover it stuns rather than kills should not be during a chase.

Buy lights and a shovel first, then a Radar Booster, then walkie-talkies. The Zap Gun comes after all of that, if it comes at all.

Frequently asked questions

Is the Zap Gun worth buying in Lethal Company?

Not early. At 400 credits it costs more than a full starting kit, and it stuns rather than kills, so it does not replace a shovel.

What does the Zap Gun do?

It stuns entities with an electric arc and runs on battery. A stunned entity is a window to walk past, not a dead entity.

When should you buy it?

When the quota is already comfortable and the crew has spare credits. It is a late purchase for crews solving problems other than survival.

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.