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Every SCP in Secret Laboratory: Full Roster, Stats, and Abilities

Other Games·August 15, 2024·39 min read

The SCPs in SCP: Secret Laboratory are escaped anomalies, each with its own twisted way of ruining a perfectly good shift at the facility. Some resurrect the dead, some mimic voices, and at least one will absolutely lose its mind if you stare at it for too long. This guide walks through every playable SCP, their stats, their abilities, and the non-playable oddities you will find around Site-02.

Overview of the Roster

SCP: Secret Laboratory currently features seven playable SCPs plus a handful of non-playable variants and items. Each playable entity has a distinct stat block, a unique skill set, and a preferred way of turning a containment breach into a very bad day for the human classes. The list below covers them in numerical order, with the relevant numbers for anyone who likes to know exactly how fast they are about to die.

Playable SCPs

SCP-049: The Plague Doctor

SCP-049 is a humanoid figure dressed like a medieval plague doctor and convinced, in the most polite possible way, that humans need to be "cured." The cure is fatal, but on the bright side the corpses do not stay corpses for long. SCP-049 reanimates the dead into SCP-049-2 minions and supports them on the field while applying its own damage-over-time ability up close. Anyone facing this SCP should keep distance, watch their flanks, and stop dropping bodies in convenient piles.

Stats

  • Health: 2,300
  • Hume Shield (initial): 300
  • Hume Shield (at 20% HP): 600
  • Hume Shield regen: 20 HS/s
  • Regen delay: 10s
  • Walk speed: 4.4 m/s
  • Good Sense speed: 5.8 m/s
  • Jump power: 4.9
  • Spawn zone: Heavy Containment Zone
  • Class ID: 5

Abilities

  • Cardiac Arrest: A ranged-touch effect that deals damage over time to a hit target.
  • The Doctor's Call: Grants shields to nearby SCP-049-2 instances.
  • Good Sense of The Doctor: Tags a single human, giving SCP-049 a movement speed buff while pursuing them.
  • Waste Not, Want Not: Revives any corpse on the floor into a fresh SCP-049-2.

Note: before v12.0.0, SCP-049's basic attack one-shot humans. That instakill was replaced with Cardiac Arrest, which is a much more refined approach to homicide.

SCP-049-2: The Reanimated

SCP-049-2 is what is left of a human after the Plague Doctor has finished with them. Nicknamed "zombies" by the playerbase, these units are not the brightest, but they do not need to be. Their value is in numbers. A single reanimated wandering a hallway is a minor annoyance. A pack of six bursting out of a side room is a wipe.

Older builds had a famous T-pose glitch where reanimated players would stand bolt upright in mid-air, briefly turning the game into a helicopter zombie simulator. That is no longer the case, sadly.

Stats

  • Health: 400
  • Hume Shield (initial): 0
  • Hume Shield (cap): 100
  • Walk speed: 4.9 to 5.4 m/s
  • Class ID: 10

Abilities

  • Swipe: An armor-piercing melee swing.
  • Lobotomized Bloodlust: Spotting a human bumps movement speed from 4.9 to 5.4 m/s.
  • Voracity: Eating a corpse restores 100 HP.

SCP-079: The Computer

SCP-079 is the odd one out, because it is not a body in a hallway. It is an advanced AI bolted into a desktop somewhere in the facility, and it spends its time helping the rest of the SCPs while sabotaging the humans. A passive SCP-079 is mostly an annoyance. A coordinated one cuts the lights, locks the doors, and tells SCP-173 exactly where the survivors are hiding.

Stats

  • Health: 0
  • Class ID: 7

Abilities

  • Cameras: Hop between nearby cameras to keep eyes on the map.
  • Surveillance Map: Open the map view and relocate to any room in Site-02.
  • Target Counter: Shows how many humans are alive, with progressively richer detail as the round goes on.
  • SCP Tracker: Marks every active SCP on the map with an orange blip.
  • Door Control: Open, close, and lock doors around the site.
  • Tesla Gate: Manually triggers a Tesla Gate.
  • Speakers: Talks to humans through the facility's PA system.
  • Ping System: Drops a ping marker visible to all other SCPs.
  • Blackout: Kills the lights in one room for 10 seconds.
  • Zone Blackout: Kills the lights for an entire zone for 60 seconds.
  • Lockdown: Locks every door in a single room for 7 seconds.
  • Breach Scanner: Scans the current zone. Any room with a survivor blares an alarm and shows up on the map.

SCP-096: The Shy Guy

SCP-096 is tall, pale, and absolutely begging not to be looked at. Make eye contact and the screen reddens, its speed crawls during the windup, and then it sprints across half the map to introduce itself. New players often die holding SCP-096 because the playstyle is not intuitive, but mastering the rage cycle turns it into one of the scariest SCPs in the game.

Stats

  • Health: 2,500
  • Hume Shield (initial): 450
  • Hume Shield (at 20% HP): 900
  • Hume Shield regen: 20 HS/s
  • Regen delay: 20s
  • Distressed/Calming speed: 2.55 m/s
  • Docile speed: 3.9 m/s
  • Charge speed: 18.50 m/s
  • Jump power: 3.7
  • Spawn zone: Heavy Containment Zone
  • Class ID: 9

Abilities

  • Scopophobia: SCP-096's signature mechanic with four phases.
  • Docile: Cannot hurt humans. Its default mood.
  • Distressed: Triggered when a human looks at it or shoots it. Speed drops, non-targets fade from awareness, and the screen reddens.
  • Raging: The attack phase. Hume Shield regen pauses, speed spikes, and offensive abilities unlock.
  • Calming: Stops screaming. All non-targets become visible inside its sight cone.
  • Melee Attack: A wide-arc swipe.
  • Charge: A locked-direction sprint that also chews through doors.
  • Try Not to Cry: While Docile, standing still on a flat surface lets SCP-096 settle down without entering Distressed.

SCP-106: The Old Man

Nicknamed "Larry," SCP-106 is the slow horror of the roster. It does not chase, it appears. It can submerge into the floor, glide through walls, and pop out the other side of the map without warning. Pair that with SCP-079 calling out positions and Larry becomes a teleporting ambush specialist. The trade-off is that its raw stats are not impressive, so a reckless dive into a squad of armed humans will end the round early.

Stats

  • Health: 2,300
  • Hume Shield (initial): 350
  • Hume Shield (at 20% HP): 600
  • Walk speed: 2 to 7 m/s
  • Spawn zone: Heavy Containment Zone
  • Class ID: 3

Abilities

  • Stalk: Submerges into the floor and speeds up to 7 m/s.
  • Capture: Applies the Corroding status. Hitting a Corroding target again banishes them to the Pocket Dimension and grants SCP-106 a Vigor bonus.
  • Hunter's Atlas: Opens the map and teleports SCP-106 to nearby rooms.

SCP-173: Peanut

The original anomaly that built the SCP brand, SCP-173 is a concrete statue that cannot move while someone is looking at it. Look away, blink, get distracted, and you are dead. In Secret Laboratory, Peanut excels in one-on-one situations where it can punish a single careless camera angle. Against a coordinated group with overlapping sightlines it has a much harder time, since it can only fix its gaze on one target at a time.

Stats

  • Health: 4,500
  • Hume Shield (initial): 750
  • Hume Shield (at 20% HP): 1,500
  • Hume Shield regen: 30 HS/s
  • Regen delay: 10s
  • Walk speed: 7.3 to 12.4 m/s
  • Jump power: 5
  • Spawn zone: Heavy Containment Zone
  • Class ID: 0

Abilities

  • Neck Snap: An instant kill on any player Peanut can reach while unseen.
  • Blink: Forces nearby humans to blink, teleporting SCP-173 to a marked spot. Appearing right next to a human kills them on the spot.
  • Breakneck Speeds: Moves up to 1.8x faster while no one is watching.
  • Tantrum: Leaves a puddle of filth that applies Stained to anyone who steps in it, cutting speed by 20% and disabling sprint.

SCP-939: The Dog

SCP-939 is a quadruped predator with terrible eyesight and excellent hearing. Its kit is built around deception. Mimicry lets it record human voices and replay them elsewhere to bait targets into a hallway, while Focus and Lunge punish anyone who walks into the trap. SCP-939 is not as fast as Peanut, but the combination of audio tricks and sudden pounces makes it a reliable flanker, especially when grouped with another SCP that can flush survivors out of cover.

Stats

  • Health: 2,700
  • Hume Shield (initial): 350
  • Hume Shield (at 20% HP): 700
  • Hume Shield regen: 30 HS/s
  • Regen delay: 10s
  • Walk speed: 4.6 m/s
  • Sprint speed: 6.8 m/s
  • Jump power: 5.6
  • Spawn zone: Heavy Containment Zone
  • Class ID: 16

Abilities

  • Claw: A short-range swipe that hits multiple targets but does reduced damage against armor.
  • Focus: After two seconds of crouching, perception improves and Lunge becomes available.
  • Ultrasensitive: On-screen indicators show nearby audio sources, compensating for the poor eyesight.
  • Amnestic Cloud: A toxic cloud that applies Amnesia, blinding affected players to SCP-939.
  • Sprint: Burns stamina for a major speed boost.
  • Lunge: A forward dash with damage, available during Focus.
  • Mimicry: Captures and replays human voices and ambient sounds.

Non-Playable SCPs and Items

The facility is also stocked with SCPs you cannot embody but can absolutely pick up, swallow, throw, or be killed by. These are the most common ones to keep in mind during a round.

  • Anti-Cola: A soda that slows the drinker and regenerates HP over time.
  • SCP-018: A throwable rubber ball that deals more damage with each bounce.
  • SCP-207: A consumable that boosts movement speed and grants infinite stamina, at the cost of slowly draining HP.
  • SCP-244: An ancient vase that, on touch, releases a heavy cloud of icy fog.
  • SCP-268: A hat that grants temporary invisibility to whoever wears it.
  • SCP-330: A candy dish. The first two pieces are fine. The third kills the player instantly, which is a strong argument for self-control.
  • SCP-500: A pill that fully heals the user.
  • SCP-914: A containment unit that upgrades or downgrades any item placed inside.
  • SCP-1576: A phonograph used to talk to Spectators.
  • SCP-1853: A syringe that boosts accuracy, lowers recoil, and speeds up item usage.

Knowing the full SCP roster, what each one can do, and how their stats line up is half the battle in Secret Laboratory. The other half is convincing your team to actually look at the door when SCP-173 is on it.

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