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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.

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.

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.
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Abilities
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 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.
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Abilities

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.
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Abilities

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.
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Abilities

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.
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Abilities

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.
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Abilities

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.
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Abilities
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.
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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