Welcome to the SCPs page, this page documents all the current SCPs that are playable in Project: SCP. As of now, there are only nine SCPs, of which two are unplayable. More can be read about them in the official SCP Wiki listed here: https://scp-wiki.wikidot.com/
In Project: SCP, SCPs are anomalies captured and secured within the Foundation for study and protection of the public, ranging from beneficial anomalies to dangerous monstrosities capable of warping reality and tearing apart humans with ease. SCPs are the main threat and focus of the game, serving as the main antagonists of Project: SCP, wreaking havoc upon the facility through a catastrophic containment breach.
In the game, SCPs have a health system. They do not have a set amount of hitpoints but instead have something called Health Scaling. The more players there are in a game, the more health the SCP has. SCPs have a base health and maximum health.
((p - 5) / 45) * 3
SCP-096 is an anomaly that behaves, in a way, opposite of SCP-173. It is docile and completely harmless until its face has been observed. Once its face has been observed, it will begin wailing and crying loudly in distress, slowly increasing in intensity as it transitions into screams of rage before pursuing anyone who’s seen its face - an unforgivable transgression in the eyes of this poor creature.
SCP-096 has a rage start or ‘windup’ of four seconds and a rage state of twelve seconds. During this period, SCP-096 is vulnerable as its movement is greatly decreased. It’s advised to run away if you can or shoot at SCP-096 during the rage start. Once fully enraged, SCP-096 runs at an an inhumanely fast speed, relentlessly prying open and destroying doors in its way to reach its target, in which it will then ████ ████ ██████ ████ ██ █████.
It is advised to look down to avoid SCP-096 if it’s crying is heard near you, or you hear screaming.
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SCP-096 is fairly fragile, most commonly referred to as a “glass cannon” by others. SCP-096 is easily killed and/or gravely wounded by multiple players firing on it in its cooldown phase. SCP-096 cannot attack conventionally like other SCPs, needing to be enraged first - which allows anyone looking down to simply run past or through SCP-096, though it is recommended to run around it to avoid looking accidentally looking at its face. Looking down is the best way to both avoid SCP-096 and retain vision to maneuver around it, as you only see its feet and the floor.
SCP-096 is best accompanied by one or more SCPs, as SCP-096 acts as a form of sight-denial, forcing players to look away or pay the consequences - which allows for other SCPs to catch up and swiftly execute them while avoiding damage. SCP-096 capitalizes on its sheer killing potential for large groups - who is able to kill a whole spawnwave on the surface if played right. If you know that there are people around and there is only one target, it’s recommended to spare that single target and run away. One enemy killed at the cost of most of your HP is not worth it.
SCP-096 is also a utility to other SCPs, being able to pry open gate doors and destroy locked doors to disallow any hiding and allowing the SCP team access to points of escape during warhead.
SCP-106 is an anomaly that can travel through solid matter such as doors and windows. It is covered in a black, slimy substance that is highly reactive and can dissolve anything that comes in contact with it (although this is not present in Project: SCP) and has white glowing eyes. SCP-106 has a unique footstep sound and is slower than a human that is sprinting.
SCP-106 can make use of its abilities to travel quickly around the facility or go to its pocket dimension, where human players who are captured by SCP-106 are sent to.
Using this will create a large portal/black stain in the room SCP-106 is in, it only works in L-Halls, T-Halls, and X-Halls in LCZ, HCZ, and EZ. This will not work on the surface. The black sludge slows players down, making them easier prey for SCPs and SCP-106 to catch.
There is a five-minute cooldown between uses.
Human sense is the best ability SCP-106 has, using it will create a portal directly underneath a nearby player. However, if there is already a victim inside the pocket dimension, human sense will automatically target any victim currently inside the pocket dimension.
There is a two-minute cooldown to use this again.
There is no cooldown to this.
The pocket dimension is a dimension where SCP-106 mostly resides and where it sends its human victims. In this place, you require both basic parkour skills and luck to survive and to get out.
(photos of the Dimension)
In the pocket dimension, there are multiple escape points, but not all of them work. Whoever steps into them gets sent to a random location in HCZ. Those unlucky enough to choose the wrong portal and lose themselves to the pocket dimension will have their corpse teleported to one of the “escape” locations from the pocket dimension. the further you travel in the pocket dimension, the higher your chance of escaping - though not guaranteed - and surviving. Parkour makes it slightly more challenging, and you will die to the gradual decay if you stay in the pocket dimension for too long.
SCP-106 in the pocket dimension can jump higher which makes it easier for him to reach people there.
It’s advised to not hold a gun while doing the parkour in the pocket dimension as guns slow you down, which may result in your death.
The higher survival chance in the later portals is due to people going into the first portals more often. All the portals have the same chance of being the escape portal.
When someone escapes from the pocket dimension, the escape portal changes.
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SCP-106 is a fairly sluggish SCP, possibly being one of the slowest SCPs besides SCP-1770. Although SCP-106 has a large health pool, it is not completely immortal. Its slow speed allows players to run and shoot back at SCP-106 without consequence.
A key factor to avoid being cornered and caught by SCP-106 is to listen for its distinct footsteps. If you are looting, it’s best to get out and retreat to more accessible positions if SCP-106 checks your room. SCP-106 is only slightly slowed by doors, but you should try to not close doors- shut doors slow you down more than SCP-106.
You should also be cautious of any portals nearby, do not underestimate them. SCP-106 can silently appear from the portals to ambush you when you least expect it.
SCP-106 can also be instantly killed using the femur breaker in his room at any time, but it requires two sacrifices and a person to push the button.
SCP-106 isn’t a SCP mainly aimed for tanking - SCP-457 and SCP-173 do a better job at doing so. Rather, SCP-106 is a SCP aimed to hunt, support, and distract. SCP-106 should always be checking locked rooms for anybody hiding and responding to requests for it to come to any SCP trying to get into a locked room with someone hiding in it. SCP-106 is also a great distraction as it can tank more damage than the usual SCP if needed.
Make sure to check your femur breaker every now and then to defend it from anyone trying to recontain you, as leaving it unchecked for too long will result in an instant death if someone has coordinated enough to activate the femur breaker.
SCP-049 is an anomaly that represents a plague doctor from the 17th century. It has a bird mask, a doctor’s gown, and a black top hat.
When SCP-049 comes in contact with a human player, its victim will immediately cease all biological functions and die. SCP-049 can then “cure” the victim and make them into an instance of SCP-049-2, a “zombie”. It takes 7 seconds to cure a dead victim.
SCP-049 capitalizes on ambushes as it can then profit off of its kills, converting its victims into fodder and mild, but persistent threats for the SCP team. SCP-049 can also revive some other victims killed by other SCPs.
At a low enough HP, SCP-049 will be able to gain HP from reviving bodies.
SCP-049 can be easily heard by its loud footsteps and fairly sluggish movement.
Wearing SCP-714, a jade ring found in LCZ, protects the wearer from the deadly touch of SCP-049 and SCP-049-2s, though they can force the ring off if they hold E on the wearer for long enough.
One can obtain the top hat accessory by killing SCP-049, though it is not guaranteed.
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SCP-049 is about the “average” speed of SCPs; not too slow, and not too fast. SCP-049 also has its own distinct footsteps, and can easily be recognized in a round by its zombies. SCP-049 has a decent amount of health, but suffers from being alone and in the open - take this opportunity to deal damage to it before it returns with an army of zombie fodder.
Its range is not to be underestimated as well. Keep a distance or run past it with SCP-714 - the jade ring to nullify the doctor’s deadly touch.
Try to pick off zombies if able to. This dwindles the ranks of SCP-049’s army, gradually leaving him vulnerable.
SCP-049 is a fairly “average” SCP with nothing too special. The only special gimmicks of SCP-049 are its ability to be one of the only SCPs to instakill any human with normal attacks, and the first to possess “minion” type SCPs.
SCP-457 is an anomaly, commonly referred to as “The Burning Man.” It uses bio-fuel (such as humans) to sustain itself and survive.
SCP-457 has a fuel bar in-game which begins at 3500, it lowers by 5 every second. If SCP-457 runs out of fuel its flames will not be visible and it will begin to take 5 damage per second.
SCP-457 is an exceptional force to be reckoned with in large groups, being able to set fire to multiple victims to gain a formidable amount of fuel. The fuel gain can also out-heal damage taken to SCP-457 from gunfire, allowing for SCP-457 to have the most potential for being one of the tankiest SCPs.
SCP-457 is not only a force to be reckoned with on the SCP team but is also excellent at pursuing players with its fairly high speed and ability to burn down doors at the cost of fuel, flushing out hiding victims.
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The bane of SCP-457’s livelihood is its gradual decay of 5 fuel per second. This means that SCP-457 lives on a clock- it must find victims to set ablaze and gain fuel from, or die. Thus, one should aim to damage SCP-457 as much as they safely and reasonably can to shorten SCP-457’s lifespan. SCP-457 doesn’t deal very much damage too, allowing players to simply run past or through him. By yourself, SCP-457 won’t gain as much fuel from catching you compared to the damage you can deal against it.
SCP-457 is also incredibly loud with its crackling flames- a dead giveaway to its position.
Although SCP-457 obviously lacks the ability to ambush, it trades off that capability with its speed and excellent crowd control. Although it’s frowned upon, SCP-457 can gain a ton of fuel if it catches a spawnwave going down an elevator. Not only can SCP-457 rely on humans for fuel, it can prey on corpses for fuel as well but to a lesser extent than if it had just burnt someone alive. This allows SCP-457 to be an excellent partner for another SCP, especially SCP-096 since it’s almost guaranteed to kill its target- in which you can gain extra fuel from that kill.
SCP-457 should also take its time to pursue players who try to hide behind locked doors, burning them down at the cost of a bit of fuel- which will immediately be regained from setting the victim inside ablaze.
Although SCP-457 may excel at speed, hunting, and tanking, you should take great care to preserve as much fuel as you can. SCP-457 follows a more hit-and-run style of gameplay rather than the traditional rushing tactic. Capitalize on corpses you find for fuel and on groups, and stay away from lone players who are able to shoot back at you. Remember, your fuel is running on a clock- get to fuel, or burn out.
SCP-1507 is a pink lawn flamingo, but animate and hostile. It is commonly referred to as just “The Flamingo.” It uses its beak to kill its targets by pecking them to death.
SCP-1507 is a fairly unique SCP, distinguished by its own unique small body proportions for a smaller hitbox, which allows it to dodge gunfire consistently. Although they are evasive, they lack significant HP to sustain continuous fire. There can also be two SCP-1507 instances present in a round to double up on its deadly and underestimated potential.
SCP-1507 also bypasses all armor, dealing a flat 20 damage for each hit.
SCP-1507 is one of the few classes that are able to naturally outrun a sprinting player, being their raw speed or burst of speed through sprinting. SCP-1507 can also regenerate its HP by taking no damage for a while, regenerating up until a certain point.
Cracks will start to appear on SCP-1507 depending on how much damage has been done to it.
One can earn the “Flamingo!” accessory by killing SCP-1507, though it is not guaranteed.
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SCP-1770 is the only SCP with range capabilities, able to hook victims from afar, pulling them into its chains to turn them into an instance of SCP-1770-1. Alternatively, SCP-1770 can melee a victim to damage and infect them.
SCP 1770 can charge its chain, which it will throw shortly after. Upon successful impact with a victim, it will pull them in while dealing continuous damage to them. Note that in this state, SCP-1770 cannot melee them to hasten the process, though instances of SCP-1770-1 can quicken the infection process.
SCP-1770-1 instances behave similarly to SCP-049-2 instances. The key factors that distinguish SCP-1770-1 (or commonly referred to as “minions”) from zombies are that they usually have double the health pool of a zombie, deal more damage, have a 75% immunity against the railgun and are weakened once they are too far from SCP-1770, gradually taking damage while being slower and weaker until they either succumb or regroup with SCP-1770.
Dealing over a certain amount of damage (500 damage) to SCP-1770 while in his chains will cause him to release you, and give you an opportunity to escape his clutches.
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SCP-173 is one of the most iconic SCPs of the SCP franchise, being the first of them all. SCP-173, although it may appear harmless, can end one’s life in an instant if neglected to be a threat. SCP-173 moves while being unobserved, even for a fraction of a second, teleporting long distances in the span of a mere blink.
When SCP-173 is being observed, all players looking at it will blink at the same time every few seconds, allowing it to move quickly toward a direction and kill anyone within its range.
To make up for the lack of movement capabilities while being observed, SCP-173 has a unique form of HP in the form of armor. Until its armor is depleted, it will not sustain any permanent damage to its real HP. Its armor HP will increase accordingly on how much real HP SCP-173 has less; the lower its HP, the greater its armor HP.
SCP-173 is one of the most formidable SCPs out of all the other SCPs. It is incredibly difficult to outrun a persistent SCP-173 as you must maintain eye contact at all times, which will be broken through the twists and turns of the corridors. To counter this, it is crucial to time the blink and period you look away from SCP-173 so it doesn’t immediately teleport and kill you. While SCP-173 is stationary, it cannot attack you- use this opportunity to make distance with it as soon as possible in preparation for the next blink. If you are about to blink and you are not far away enough, jumping around will cause SCP-173 to occasionally miss and teleport behind you instead. A safer option would be to shut a door on SCP-173, which resets your blink and denies SCP-173 the capability to teleport to you.
A certain drawback in excelling at hunting players in the facility section, it struggles to do very much on the wide openness of the surface zone.
While being unobserved, SCP-173 can occasionally teleport to difficult-to-reach places at will.
SCP-173 regenerates its armor HP after being undamaged for a while.
Being killed by SCP-173 will cause a player’s head to fall off, surprisingly enough.
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SCP-049-2 is the cured victim of SCP-049 and has a black, torn-up gown. It is weak but can be very deadly in groups as it can deal 25 damage to a human player.
SCP-049-2 has a slow movement speed, and like SCP-049, is easily outran.
A headless variant of a zombie (can be get by resurrecting a 173 victim)
Preventing damage from a SCP-049-2 instance is possible by using SCP-714, which is the jade ring.
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SCP-1770-1 is very dangerous at the first glance but is extraordinarily weak considering it must stay in a ranged box within 1770 or it will start to gradually lose health over time. Use this to your advantage and lead them away then kill them.
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SCP-610 is an anomaly that appears to be a red fleshy humanoid entity, it is also referred to as “The Flesh that Hates.” When SCP-610 comes in contact with a living human and attacks them, they will take 1 damage and become infected with SCP-610. The progress of infection can be quickened by sustained attacks on a victim. The infection will progress over time until the player has used a healing item.
SCP-610 can only be naturally created using Cups of 610 with SCP-294. Alternatively, it can be spawned by the admin panel.
Infecting yourself with SCP-610 via. SCP-294 will grant you the Patient Zero accessory.
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ERROR - SCP-939 IMAGE DATA LOST
[DATA EXPUNGED]
SCP-939 IMAGE DATA - DELETED.
SCP-939 is an anomaly which appears to be a fleshy red colored, Lizard-Like dog, and is quadruped, using all 4 of its limbs to move. it is commonly refered to as “Dog.”
SCP-939 is blind (although in game it can see) using sound in a form of echolocation. It can see humans whenever they are moving.
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SCP is broken.
SCP-079 is an anomalous Exidy Sorcer Microcomputer built in 1978, in Project: SCP, it has a loading screen on it which remains static, and tape recorder, a compact disc insertion unit, and a memory unit.
SCP-079 is merely just an SCP for the show and does not do anything in the game, trying to spawn as SCP-079 will partially work, with some elements slightly or completely broken.
SCP-079 used to be a playable class in Project: SCP, but it no longer spawns naturally due to the amount of bugs it has.
Check the SCP Items page for information on SCP items in PSCP.