SCP: Secret Laboratory

SCP: Secret Laboratory

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Shark-Kaboom Aug 6, 2021 @ 10:45pm
SCP Ranking List
Best to Worst, against good humans with good SCPs, go!

1. SCP-079
SCP-079 has little to no counterplay. They ♥♥♥♥ over humans for free and limit their options. Not much to comment on.

2. SCP-049
Surprising, isn't it? SCP-049 is broken due to the fundamental mechanics of the game. The game draws from the spectator pool for spawnwaves. SCP-049-2 are not spectators. They take away from that pool. So for every 049-2 in the match, that's one less MTF unit, which is incredibly good. SCP-049 also insta-kills and is the best ambush SCP in SL. 049-2 can also block damage for other SCPs, so a meat shield for 096.

3. SCP-096
Our good old glass cannon we know and love, SCP-096. They wipe squads and can pressure others during a chase. The AHP is great for tanking loads of damage, and they are the most mobile SCP in the game. Solid SCP. Beyond this point is the bad SCPs. 3 good, 3 bad, wow.

4. SCP-173
This buggy ♥♥♥♥ is next. SCP-173 is by far the strongest of the bad SCPs. Mainly due to them being the only one to instantly kill, and they're synergy with the good SCPs. They go well with both 096 and 079. But... that's really it. 173 gets absolutely shredded by MTF and completely relies on ambush to kill.

5. SCP-106
Second last goes to SCP-106. To start with the pros, walking through doors is really good in the door meta. It could have players end up cornering themselves in a chase. His portal is an excellent mobility tool, allowing 106 to instantly transport to key areas, such as the nuke room or his chamber. Along with his damage reduction giving him 6500 effective health from what I've heard, 106 seems great! Now for the cons... 106 has a really short range for grabbing players, and their attack is completely based upon RNG. Along with the femur breaker, which is ♥♥♥♥♥♥♥ stupid. The micro also kills him basically instantly. Not a fan. Not a fan at all.

6. SCP-939
Who saw this coming? Everyone. 939 has little to no redeeming qualities. Here's the good. SCP-939 causes amnesia, which does basically nothing but inconvenience the human. The other is the silent footsteps. While fun, their downside is too big for it. That downside being 2 hits to kill players. It's actually the worst. This makes 939 unable to kill any good player in a standard chase, relying on dead ends. Not to mention 939 can be avoided by holding a button. This SCP is so bad. 939 needs to be reworked before 106, 106 can at least ♥♥♥♥♥♥♥ function. 939 has too many downsides to warrant 106 to be reworked before.
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Showing 1-3 of 3 comments
Saphirr Aug 6, 2021 @ 10:56pm 
079 is so bad and great a the same time, it can rank first or last depending on the type of round it is thrown in. It's more a utility SCP if any thing. Ranking it with the rest of the SCPs is like comparing apples with oranges.

I'd swap 096 with 049's ranking position and 106 with 939's ranking position though.

096 forcing people to look down to dramatic reduce situation awareness and wiping out squads is just too powerful an asset. Not even 049 can hold a candle to that.

106 is the bottom trash tier. Easily gets contained most times and the most avoidable/jukeable SCP apart from 173. Plus 106 is hardly a confirmed kill even when you do catch your prey. If you know how to play 939 good, it can even give 173 a run for its money. Especially in early game.
Shark-Kaboom Aug 6, 2021 @ 11:18pm 
Originally posted by Saphirr:
079 is so bad and great a the same time, it can rank first or last depending on the type of round it is thrown in. It's more a utility SCP if any thing. Ranking it with the rest of the SCPs is like comparing apples with oranges.

I'd swap 096 with 049's ranking position and 106 with 939's ranking position though.

096 forcing people to look down to dramatic reduce situation awareness and wiping out squads is just too powerful an asset. Not even 049 can hold a candle to that.

106 is the bottom trash tier. Easily gets contained most times and the most avoidable/jukeable SCP apart from 173. Plus 106 is hardly a confirmed kill even when you do catch your prey. If you know how to play 939 good, it can even give 173 a run for its money. Especially in early game.
If you read, I base the rankings with good humans and good SCPs. 079 will always be first.

096 can be killed quite easily once his rage ends, and his abilities are very exploitable. Killing spawnwaves doesn't mean much if you can completely negate the big spawnwave anyways.

106 can actually kill entire spawnwaves if they play aggresively. If they get contained, they get contained. 939, cannot do anything to spawnwaves. Even earlygame, they can just be ignored by doors and holding a ♥♥♥♥♥♥♥ button.
Saphirr Aug 6, 2021 @ 11:57pm 
Originally posted by Shark-Kaboom:
Originally posted by Saphirr:
079 is so bad and great a the same time, it can rank first or last depending on the type of round it is thrown in. It's more a utility SCP if any thing. Ranking it with the rest of the SCPs is like comparing apples with oranges.

I'd swap 096 with 049's ranking position and 106 with 939's ranking position though.

096 forcing people to look down to dramatic reduce situation awareness and wiping out squads is just too powerful an asset. Not even 049 can hold a candle to that.

106 is the bottom trash tier. Easily gets contained most times and the most avoidable/jukeable SCP apart from 173. Plus 106 is hardly a confirmed kill even when you do catch your prey. If you know how to play 939 good, it can even give 173 a run for its money. Especially in early game.
If you read, I base the rankings with good humans and good SCPs. 079 will always be first.

096 can be killed quite easily once his rage ends, and his abilities are very exploitable. Killing spawnwaves doesn't mean much if you can completely negate the big spawnwave anyways.

106 can actually kill entire spawnwaves if they play aggresively. If they get contained, they get contained. 939, cannot do anything to spawnwaves. Even earlygame, they can just be ignored by doors and holding a ♥♥♥♥♥♥♥ button.

Then you'd know as a "good SCP" that playing not solo as 096 and working with your team, nullifies his weakness. You run in. Chop people down. Then when on cool down, have your SCP team members defend you until you're ready to rage again. Whilst 173 is good for when your rage is ready to trigger again. 939 makes an excellent defender for 096 when they're on a rage cool down. 939 able to chase down/away the enemy, and if the enemy decides to shoot 393 when 096 is ready to rage, it's game over for the humans.

If some one throws a single lucky grenade as 106, no amount of teamwork helps you out. Whilst 096's AHP just shrugs it off and 939 can take a number of hits. Not to mention 106 has to abandon its team often, to make sure people die in its pocket dimension and not breaching its containment chamber.
Last edited by Saphirr; Aug 7, 2021 @ 12:08am
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Date Posted: Aug 6, 2021 @ 10:45pm
Posts: 3