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/
SCPs are the main threat and focus of the game, serving as the main antagonists in the game, wreaking havoc upon the facility through a catastrophic containment breach. Their objective is to eliminate every human, with the exception of Chaos Insurgency members.
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
An SCP’s HP will not go any higher than their set Maximum Health unless the Admin Panel is used.
All SCPs, with the exception of SCP-096, have a 0.25 Seconds Jump Cooldown.
There’s a limit of 9 Clicks Per Second when playing as an SCP, going above this value will make the game start discounting clicks.
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SCP-096’s Containment Area. SCP-096 is inside it’s Containment Box, looking at the right corner, crying. |
SCP-096 is a tall, pale white humanoid with very little muscle mass and a distinct lack of hair. It is constantly crying, which can work as a warning to anyone nearby to prepare for an encounter.
SCP-096 is undoubtedly the most powerful support SCP. Human players will be unable to shoot anyone without risking themselves of being killed by an enraged SCP-096. It also excels at killing large groups of people.
Info
Abilities
Calm | SCP-096’s default state, it is constantly making crying sounds. | Default State
Default
Walk Speed and Jump Power.Triggered
state if any part of its face is seen. Range is seemingly infinite, but it can be limited by the Blackout event.
Triggered | Initiates a 4 seconds charge-up animation while making sounds of extreme emotional distress, after which it enters the Enraged Mode. | Activated once a human player sees SCP-096’s face
Triggered
Walk Speed and Jump Power.Enraged Mode | Enters Enraged Mode for a minimum of 12 seconds, however it increases by (TBA) seconds if another person sees SCP-096’s face. SCP-096 makes distinct screaming sounds during this state. Enters a Docile State once it’s over. | Initiated as soon as the Triggered animation finishes.
Enraged
Walk Speed and Jump Power.Docile State | These are 5 seconds of extreme vulnerability after the Enraged Mode has ended. Becomes Calm upon ending. | Initiated as soon as the Enraged Mode ends.
Calm
.SCP-096 is very powerful at fighting large groups of people. Its speed and one-hit kill allows you to kill an entire spawnwave on Surface if played correctly, but don’t expect to get away with this unharmed.
Unlike other SCPs, SCP-096 is unable to attack if you haven’t seen its face. This means it can easily be avoided by looking down. Keep in mind you can accidentally trigger it by being too close to it without crouching, this is also an effective strategy if you are targetting a single human as SCP-096.
You may want to avoid SCP-096 if its accompannied by other SCPs, as SCP-096 works an extremely powerful support since you will be unable to shoot without enraging it, you can use this strategy while playing SCP-096 too, as they can protect you during your Docile State.
SCP-096 is very powerful while enraged, but once its rage phase is over, it is extremely vulnerable during its Docile State. It can be easily killed or at the very least gravely wounded if there’s multiple players shooting it, as not only is it defenseless but it also recieves more damage. It’s recommended to railgun SCP-096 while its docile as you can eliminate a game changing SCP with ease.
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. If you are caught by multiple people while on the Docile State, you are likely to be gravely wounded or die.
It is usually safe to look at the back of 096’s head, but this is not reliable, as lag or other issues could make you accidentally trigger him.
You can also work as utility to other SCPs, breaking keycard locked doors disallows hiding, leaving Gates open can save your team’s life if nuke is unexpectedly activated, opening Gate-A or Gate-B should be your top priority if nuke is currently going off, or the autonuke is expected to start soon.
SCP-096 is capable of uncovering the nuke button if enraged on the surface. You can use this to start a nuke early if all of your teammates are at Surface and are capable of fighting a possible enemy spawnwave.
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SCP-106’s Containment Chamber. SCP-106 is standing infront of the Femur Entrance. |
SCP-106 is an elderly humanoid who appears to be on a state of advanced decomposition. It is covered in a black, slimy substance and has white glowing eyes. SCP-106 has a unique and loud footstep sound.
SCP-106, despite being slow, works as a very effective chaser and a decent tank. It’s able to walk through doors, thus allowing it to kill players camping inside a locked room. SCP-106 can also travel around the facility or go to its pocket dimension with the use of portals, but he can only keep one active portal at the time.
Info
Abilities
Corrosive Entry | Teleports the target to the Pocket Dimension. | Activated upon successfully landing an attack on a human.
Human Sense | Spawns a portal below a random human player. Two minutes cooldown. | Activated on SCP-106’s ability menu.
Place Trap | Places a big black portal, which isn’t used for teleportation, but to slow down players. Five minutes cooldown. THIS ABILITY IS CURRENTLY UNUSABLE, THERE IS NO ETA ON WHEN IT WILL BE FIXED. | Activated on SCP-106’s ability menu. Currently unusable.
PD Portal | Places a portal on the start of the Pocket Dimension. SCP-106 can teleport back to its Containment Chamber by falling off or going through one of the portal doors. No cooldown. | Activated on SCP-106’s ability menu.
Place Portal | Places a portal directly below SCP-106. | Activated on SCP-106’s ability menu.
Go To Portal | Teleports to the latest placed portal. | Activated on SCP-106’s ability menu.
Tresspassing | SCP-106 can walk through any door or gate. However there will be a slight speed debuff while going through them. | Passive ability.
Pocket Dimension
The Pocket Dimension is a place where SCP-106 mostly resides and where it sends its human victims. In this place, you require basic parkour skills and luck to survive and to get out.
There is six portals located in different places of the dimension. However, only two of these can get you out of the dimension alive.
The first portal is found next to the entry point, another one is found nearby, only reachable by doing some basic parkour. The last four portals are found after a wood bridge and a jump.
All the portals have the same chance of being one of the two the escape portals. However, you might have a higher chance of survival depending on where you choose to go, as players often go further through the dimension - thinking that can this increase their chance of survival. This leaves the portals near the entry point unused, which could likely have an escape portal.
When someone escapes from the pocket dimension, the escape portal changes and the used one turns black, becoming unusable until another portal is used.
Human players will recieve damage while being in the Pocket Dimension will gradually increase. When first taken into the dimension, it will take 4 seconds for the first damage tick to start. Initial damage is 3, and increases by 1 every 4 seconds.
Help and Tips
SCP-106 is the third slowest SCP in the game. This means players to easily outrun him if there’s enough free space to do so. And if at a safe enough distance, shooting while looking back.
Its loud and distinct footsteps allow you to hear if it’s nearby. You can use this warning to run away or to prepare to deal as much damage as possible.
Doors are important for fighting and playing as SCP-106, humans will want to keep doors open so they can have higher chances of escaping in case they encounter SCP-106. While SCP-106 can profit off closing doors as it greatly slows down humans.
You should be cautious of any portals nearby. SCP-106 can silently appear from the portals to ambush you when you least expect it.
The portal placing abilities are very useful. Remember to use Human Sense when you are searching for players. Placing portals in key locations, such as Gate-B or Gate-A, will allow you to fast travel from anywhere on the map. Remember the previous portal will be deleted after a new one is made.
SCP-106 can also be instantly killed using the femur breaker in his room some time after the round has started, but it requires a Containment-3 access keycard, such as a Containment Engineer keycard; two players willing to sacrifice, and a person to push the button - 3 players in total. As SCP-106, you need to constantly check back the Femur Breaker and defend it at all cost, the “PD Portal” ability can be used to fast-travel back to your Containment Chamber.
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.
You should always be checking locked rooms for anybody hiding, and respond to requests of other SCPs needing help to kill someone hiding inside a room. SCP-106 is also a great distraction as it can tank more damage than the usual SCP if needed.
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SCP-049’s Containment Area. SCP-049 is inside it’s Containment Chamber. |
SCP-049 appears to be a medieval plague doctor from the 17th century. It wears thick black robes, a black top hat and a ceramic mask of a plague doctor. Its footsteps are notably loud and easy to identify.
SCP-049 is a very well-rounded SCP. It may not have a lot of health, but the ability to heal until half of its maximum health and an instant kill attack allows it to take a decent enough risk to get kills. Its ability to summon SCP-049-2s is very important, as they can work as distractions and meatshields.
You can obtain the “Doctor’s Top Hat” accessory by killing SCP-049, though it is not guaranteed.
Info
Abilities
Resurrection | Revive a corpse as a SCP-049-2 instance. Takes 7 seconds. | Activated by interacting with corpses that have specific death reasons.
Medical Treatment | Heals [TBA] HP to nearby SCP-049-2 instances every [TBA] seconds. | Passive ability.
Weaknesses
E
.Help and Tips
SCP-049 has relatively average walking speed compared to other SCPs, but it can instantly kill you with one touch. You will want to keep as much distance as possible while shooting. Outrunning it will only be easy if you keep doors open.
You can use SCP-714 to become completely immune to SCP-049 and SCP-049-2. However, SCP-714 can be removed from you if you stay near them for too long, this is done by holding the interact keybind on the target.
Picking off SCP-049-2 instances is a very effective strategy. This dwindles SCP-049’s zombie army, which slowly leaves SCP-049 itself vulnerable.
As SCP-049 you will want to seek for dead bodies with valid death reasons for you to revive. Following the path of other SCPs who have valid death reasons when they kill a human can help you create your army of SCP-049-2s.
Positioning yourself infront of a chokepoint (for example: Gate elevators or Airlock Checkpoints) to abuse your instakill ability may be a dirty, but effective, strategy. This will allow you to get many easy kills and new minions.
The Railgun is usually your best option for eliminating SCP-049. It will instantly kill it on most rounds or leave it at extremely low health. SCP-049 is most vulnerable while reviving bodies, so taying aware of your surroundings while reviving bodies is important.
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SCP-457’s Containment Area, SCP-457 is inside its Containment Box. |
SCP-457 is a sentient humanoid being composed of flame made of an unknown composition. The amount of fire particles it generates and its body’s transparency is dependant on how much fuel it has. While it has fuel, SCP-457 will make a constant burning noise; if not, then it will make normal footsteps while walking.
SCP-457 is the tankiest SCP and has a very powerful crowd-control capability. It is able to burn multiple people in large groups with a few hits, while gaining massive amounts of fuel from it, which essentially nullifies most of the damage it will recieve.
SCP-457 is also excellent at pursuing players with its fairly high speed and ability to burn down doors at the cost of fuel.
Info
Abilities
0.25 seconds
, a “tick” will occur. Each “tick” will deal 1 damage
.Weaknesses
Help and Tips
Fuel management is extremely important for SCP-457, since you are constantly being damaged by burning out. So you have to calculate risks when fighting humans, it is better to fight a crowds on a closed place than fight a single person on Surface Zone.
SCP-457’s dependance on fuel can be exploited by constantly chasing and attacking it from a safe distance. If done correctly, you can take out a large amount of its fuel.
However, you can counter or avoid your hunters as SCP-457 with enough smart-play by using the facility’s layout to your advantage.
Finishing off SCP-457 while he is low is very important, as SCP-457 can clutch its life by burning several bodies or catching players off guard, gaining massive amounts of fuel.
Although you should not rely on this, you can run past SCP-457 if you prepare a medkit a few seconds before contact, although SCP-457 will gain fuel from this. This can be used as a last resort if you are surrounded by other SCPs. Keep in mind you will most likely still die if the door you are going to is closed.
The easiest way to gain fuel quickly is catching a fresh spawnwave going down one of the two gate’s elevators. This is because SCP-457 is very effective on closed enviroments which allow it to hit its targets more consistently.
As SCP-457, it is recommended you split up with SCP-106, SCP-049 and SCP-1770, this is because your abilities directly conflict with eachother. SCP-106 leaves you with no bodies. SCP-049 not only instantly kills but also needs to revive corpses. And SCP-1770 is quite dependant on making SCP-1770-1s.
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SCP-1507’s Containment Area, one SCP-1507 instance is inside its Containment Room, another one is dead next to a rock. |
SCP-1507 is a pink lawn flamingo, but animate and hostile. It is commonly referred to as just “The Flamingo” or simply “Flam”. It uses its beak to kill its targets by pecking them to death.
Two SCP-1507 instances spawn when the round starts. SCP-1507 is a simple SCP, distinguished by its own unique small body proportions which gives it a very small hitbox, allowing it to dodge gunfire consistently. Although they are evasive, they lack significant HP to sustain continuous fire.
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.
Info
Stats
Abilities
20 damage
per hit. Bypasses armor.30 seconds
. Heals +4 HP/s
until 75% of Maximum Health
.
+10 HP/s
until 87.5% of Maximum Health
.+10 HP/s
until 87.5% of Maximum Health
.Experienced SCP-1507 users can be very formidable opponents. As they often jump around to evade bullets, using their small hitbox to their advantage. Their apparently low damage shouldn’t be underestimated.
However, explosive weapons such as grenades or grenade launchers are very effective if used correctly; they are very hard to dodge completely, but can be blocked with nearby props. Shotguns and the M82 Barret may also be used as they offer high damage.
The most effective strategy to kill SCP-1507 is by obtaining a full inventory of grenades (less may be needed if there isn’t many players on the server), keybind it to 1-4, then bait it inside the elevator. When the door fully closes and you are inside it with SCP-1507, throw the grenades by rapidly clicking RIGHT-CLICK
and the selected keybind. This kamikaze attack is likely to either completely kill SCP-1507 or gravely wound it.
Utilizing SCP-1507’s small hitbox to your advantage is crucial to your survival, as you aren’t able to tank as much damage as other SCPs. This can be done by moving around while constantly jumping.
Explosive weapons are your biggest enemies. Avoid being hit by these by either dodging or using a nearby prop (box, wall, etc.) to block it.
Targetting is important to secure kills. You will rather keep attacking the same player until death than trying to hit multiple people at once. Focus on troublesome players who are using explosives to not lose as much health.
You must avoid “suspicious” elevators to prevent yourself of being bombed by a full inventory of grenades, which will either kill you or gravely wound you. Humans will usually wait for you to get in the elevator before closing it.
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SCP-1770’s Containment Area, SCP-1770 is inside its Containment Room. |
SCP-1770 is a mass of steel chains shaped as an average sized humanoid. It has bright white eyes, which are visible on the dark.
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.
Info
Stats
Abilities
25 damage
per hit. Does not bypass armor.[PLACEHOLDER] damage
until death. You can escape this if SCP-1770 has recieved 300 damage
.
75% Immunity
.85% immunity
from the Railgun.SCP-1770’s and SCP-1770-1’s footsteps are very loud, you can use this to your advantage to avoid them or prepare an attack.
Using SCP-1770’s chain requires a lot of skill, as the attack is not instant and can be dodged if you’re at a far enough distance, on top of there being a cooldown after firing. This means you can juke SCP-1770 as it’s melee attack doesn’t do as much damage while wearing armor, unless it has some minions accompanying it. SCP-714 can be used to reduce a lot of damage recieved.
The Shield can be used to block SCP-1770’s chain attack. Railgun isn’t recommended to use unless it’s the last SCP.
Placeholder
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SCP-173 Containment Area, SCP-173 is inside its Containment Chamber |
SCP-173 is one of the most iconic SCPs of the SCP franchise, being the first of them all. In Project: SCP, it spawns in the Light Containment Zone, SCP-173 will be unable to leave it’s chamber until it’s containment chamber’s gate cooldown is over.
When SCP-173 is being observed, all players looking at it will blink at the same time once SCP-173’s cooldown is over, allowing it to do a limited range teleportation and instantly kill anyone within it’s 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, usually referred as “Shield”. This type of armor will absorb all damage until it’s completely broken (however, Railgun can damage past it), it’s able to repair itself after around 30 seconds of not being damaged. The armor limit increases the lower SCP-173’s base health is.
While being unobserved, SCP-173 can occasionally teleport to difficult-to-reach places at will.
Info
Stats
Abilities
SCP-173 is very difficult to outrun as you must maintain eye contact at all times, which will often be broken on corner hallways, allowing it to freely move and catch up to you.
While SCP-173 is stationary, it cannot attack you; use this opportunity to make as much distance as possible in preparation for the next blink, or quickly move past it while maintaining eye contact. If you aren’t able to move far away enough, jumping around might cause SCP-173 to miss and teleport behind or next to you instead, this will not work most of the time however.
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.
SCP-173 is the easiest target for the railgun, it wont have a way of escaping if you manage to guess it’s path and preemptively start charging it before someone makes eye contact.
You may use stealth strategies as SCP-173, since rushing to a group of players isn’t a viable strategy due to the nature of the SCP, which leaves you very vulnerable to attacks from all angles. SCP-173 often works as a effective chaser or in some cases, camper. (Note that round stalling can get you punished by a moderator)
One very powerful camping spot for SCP-173 is the HCZ-EZ Airlock checkpoint, on top of the sign. You can get to this location by teleporting on it from below.
SCP-173 can get in and out from the Intercom room through the vent in the second floor with multiple teleports. But, don’t expect this to be quick.
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SCP-049-2 |
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.
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Headless SCP-049-2 |
This is a headless variant of SCP-049-2, which can only spawn by resurrecting a SCP-173 victim.
Preventing damage from a SCP-049-2 instance is possible by using SCP-714, which is the jade ring.
Info
-Sats
Abilities
25 damage
per hit. Does not bypass armor.Weakness
E
.SCP-049-2 is very weak by itself, it’s not very fast and can be easily juked. However they can be a nuisance if left unchecked.
You can use SCP-714 to become immune to their attacks unless they manage to take it off from you.
It’s recommended to stay as a group with SCP-049 and other SCP-049-2 rather than going out by yourself trying to get kills. Teamwork can be a very effective strategy.
You can stay close to SCP-049 to slowly heal.
Be sure to tell SCP-049 of any revivable corpses you find, you may get a new ally.
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SCP-1770-1 Class-D instance |
SCP-1770-1 instances behave similarly to SCP-049-2 instances. But they are a lot more tankier.
A group of SCP-1770-1 can be very powerful, as their relatively low damage is essentially negated due to their numbers, while each one of them having a lot of health, and being able to turn people into other SCP-1770-1 instances if they’re within SCP-1770’s reach.
Stats
Abilities
20 damage
per hit.65% damage reduction
from the Railgun.Weakness
Due to the difference in speed between SCP-1770 and SCP-1770-1, you can easily get individual SCP-1770-1 instances away from SCP-1770, which allows you to kill them easily.
Explosive weapons are very effective against groups of SCP-1770-1 instances.
You will be forced to stay near SCP-1770, or else you will start taking damage. You may assist SCP-1770 on finishing off players it catched to prevent them from escaping and obtaining a teammate.
You can stay close to SCP-1770 to slowly heal.
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SCP-610 |
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 slowly 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.
Infecting yourself with SCP-610 via SCP-294 will grant you the Patient Zero accessory.
Info
Stats
Abilities
5 damage
per hit. Does not bypass armor.SCP-610 can only be naturally created drinking 5 Cups of 610 with SCP-294. But this isn’t guaranteed to work, as every time you drink the cup, there’s a 25% chance of death due to “bad immune system”. This process can be speed up with the help of multiple players.
It is recommended to maintain as much distance as possible from any SCP-610 instance, not only this prevents you from being infected, but also disallows SCP-610 instances to heal.
You should try to do as much damage as possible in an attempt to kill them, this may be tough due to their high health. If you are forced to get close to them, prepare a healing item to reduce your percentage of infection.
Stealth is a useful strategy, your footsteps are unrecognizable from human footsteps, although you can’t crouch, this can let you catch players off-guard.
Closing doors is important as they wont let human players escape from you as easily.
SCP-939 is planned to be added to the main game.
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SCP-939 |
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.
Info
Stats
Abilities
65 damage
per hit. Does not bypass armor.SCP-939 is incomplete. This is easily noticiable as the walking animations are completely broken.
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SCP-079’s Containment Chamber |
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. Before being removed, trying to spawn as SCP-079 would partially work, with some elements slightly or completely broken.
This SCP has been completely removed from the game.
SCP-079 used to be a playable class in Project: SCP, but it has been removed permanently due to the amount of bugs it has.
Check the SCP Items page for information on SCP items in PSCP.