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The actually factually correct hostile SCP tier list

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I do not have the remote interest or time and effort to make an image like strawberry's, so instead i'm doing it the old fashioned text way. Split into tiers. Rating is judged purely by how effective the SCP is at helping his team win/escaping/overall power level. This does not take into account player skill possibly affecting the SCPs.


Like most tier lists, this is split into multiple tiers based on the scp's relative effectiveness. The following tiers are


Special: a unique tier for scps who are technically S+ tier, but not in a good way.(Will explain more in each individual scp's case).

S+ tier: The best scps all around.

A tier: The most 'balanced' scps, having reliable counterplay while not being way too weak in return.

B Tier: SCPs who have situations where they can rampage, and situations where they will be utterly worthless. 

C Tier: SCPs who require incredibly specific situations in order to be good, and are useless most of the time, or just generally weaker than a B or A tier scp.

D tier: SCps who are only good if they get good luck, or the situations they are good in are still out-classed by other scps.


S+ Tier:




"WHAT?!" you may exclaim, seeing 106 labeled as among the best scps in the game. 'BUT 106 IS SO SLOW, AND IS NEARLY COMPLETELY INCAPABLE OF KILLING PEOPLE!" And you're right. SCP-106 probably has the single weakest attack out of any scp in the game in terms of actually killing people. Not only does it not provide any points to the SCP team for pocketing people, but people who die inside the pocket dimension don't grant points either. His bleed effect automatically ends once you reach 30 HP, so it can only kill you if you were below said threshold when you start bleeding, and there is plenty of ways to heal the bleed effect before then regardless, thanks to the abundance of medkits, and the coffee machine having the ability to heal it as well. Escaping the pocket dimension is also incredibly easy once you learn how to avoid the pillars, and even easier if someone puts a spray above the pathway that leads to one of two exits(106's cell or a hallway near light containment zone). 


With all this, how is 106 one of the single best and strongest scps in the game? The answer is simple. His large HP pool and how close he spawns to the entrance zone means that 106 can run straight for either gate-a or gate-b(Gate-b being preferable) and start breaking it down. The small cramped rooms near the gate means it is incredibly difficult if not out right impossible to kill or stop 106 from breaking the gates, and if he breaks gate-b down and has at least 1k Hp left, there is absolutely no way you can stop him even if you're camping the surface elevator. This means 106 has the single best escaping ability of any SCP in the entire game if he so chooses, and leaves an easy path to follow for the other scps to also escape. Escaping is the only way 106 grants points to his own SCP team, so theres no reason NOT to just bumrush the gate-b and exit if you care about your team winning.


However, this results in a rather polarizing and unfun experience when playing 106. Playing the 'proper' way results in escaping quickly and sitting out most of the round, and the inability to actually kill people(outside of a sudden lag spike or a newbie) renders trying to hunt for kills pointless, to the point it can end up working against the rest of the scp team. 





SCP-457 is essentially in the same boat as scp-106. Spawning incredibly close to the gate area and MTF area, combined with his large Hp pool, inability to obtain points from kills, difficulty in obtaining kills(Not as weak as scp-106 in this regard, however), and incredibly easy time escaping. While he is more effective than 106 at getting kills, he is also easier to stop from gate camping than scp-106. Enough to make him weaker than 106, but not enough to make him not a S tier scp.


S Tier:



(im aware he doesnt look like that ingame, shush)


SCP-372 is probably the single best scp in the game when it comes to killing people, when played properly. He is the most consistently fast scp, as 682, 457, and 096 all have cooldowns on their sprint abilities. In addition, while he can't kill instantly he does still kill incredibly fast. He is incredibly mobile, being able to jump off of walls or hide in a rooftop area somewhere to set-up an ambush. He lacks a clear moment of weakness(even the moments where he flashes visible aren't really 'weak' moments as he can still attack or leap around during this time), and his cloak, while not 'true' invisibility, is more than enough to let him easily escape through the surface area even if MTF guards are sitting there due to the wide open area.


SCP-372's main weaknesses are not being as tanky as some other scps, not being able to instant kill, and the biggest one, not being able to damage or break gates in any way. This means if 372 is the only remaining scp and none of the gates are open, all he can do is sit around and wait. His low HP does mean that he can be worn down if he gets shot multiple times during failed attack attempts. But the main thing that tends to kill 372s is player skill level and knowledge. A lot of scp-372 players dont know how to use his lunge properly, or don't realize they're not fully cloaked when invisible and end up taking a boat load of damage before being able to attack anyone. This has resulted in the idea or illusion that 372 is not as good as it really is.






While many people consider 017 incredibly overpowered or among the best scps in the game, due to his AOE attack, killing power, and immunity to damage while in shadow form, this is not the case. 017 IS certainly strong, and can kill a lot of unsuspecting players or easily trap someone in a corner unable to do anything to escape. However, he also has clear weaknesses we need to take into account.


His attack doesn't always 1 shot(indeed, he can't even 1 shot omega-9s, Tau-5, or scp-035 even with a direct hit) and he has a delay before he is able to attack again. This opening allows people to run in and essentially beat him up while he is defenseless until he is able to attack again. This, combined with his low speed and low hp, can result in him being killed by door closing. He is also terrible at breaking gates, due to his incredibly slow attack speed.


That being said, he is not instantly worthless even when countered, and is fun to play as well. His sheer potential power level of being able to kill mutiple people at once with an AOE attack, trap players in  a pincher between them and another SCP more effectively than any other, ability to avoid gunfire for extended periods of time, and even being able to attack a short distance through doors and walls solidly places him in the highest of the A Tier.





Again, similar to scp-017, people jump to complain about how overpowered(or in some cases, underpowered) scp-689 truly is. This is inpart due to his high kill speed and silent teleportation powers. However, once again there is clear weaknesses inregard to scp-689. Once again, he is slow and lacks any form of ranged attack or defense(outside of his teleport), allowing him to be easily pumped full of bullets over time. Unlike scp-017, he cannot avoid gunfire for extended periods of time, but also has more HP and can break gates easier.


The main thing that prevents 689 from being S tier, however, is that if you continue moving he is unlikely to be able to hit you even after teleporting to you. This results in being able to effectively avoid 689 provided you are aware he is going to be teleporting to you, keep moving, and dont sit in a small cramped one way room with the door closed, like an elevator. This can result in tearing apart scp-689 and is his main weakness.


However, due to the fact that, unlike his closest counterpart SCP-1471, he is both aware of who he is going to teleport to, can manipulate who he is going to teleport to, and has a shorter cooldown on the teleport, this allows him to effectively play mind games with the other players, who might not be certain if he is still able to teleport to them, or teleporting to them at an idea time to trap them in a bad situation. 


I consider 689 to be on par with 017(possibly better, but i need more ingame experience), and so being placed below 017 should not be considered as me stating he is worse.




While SCP-939 lacks the killing power of similar SCPs on this list(he can still kill things, but not nearly as fast as 689, and he can't instant kill like 017) he makes up for it with his disguise. While it is incredibly easy to break his disguise(Getting hit by crossfire or any form of damage essentially breaks it, and people calling out who you are effectively renders it null and void), there is ways around this, and his ability to ambush people or simply let Guards open the gate for him to escape is nothing to be scoffed at. The ability to re-disguise was a massive boon to him as well, giving him the ability to kill someone who's getting suspicious of him and then disguise again, or to allow him to kill off d-class or researchers without wasting his disguise.


Outside of his disguise, however, he is a rather big target who is slow and lacks a good gap closer by himself, much like several weaker scps. He can be killed rather quickly by skilled players, and his gate breaking speed, while far from the worst, isn't the best either. There is also ways for skilled players to instantly know theres a 939 that spawned in by looking at the tab menu. If the amount of SCPs shown at the start of the round doesn't seem to match up to the total amount of players, then there is likely a scp-939. 939 also has collision, which can give him away if he accidentally bumps into someone. Regardless, his disguise definitely makes up for the downsides. His lesser killing power does put him slightly below the other A+ scps, but he is far from godawful, nor is he strictly worse. 




Jokes about eevee model aside, SCP-334 is a genuinely good SCP if played right, even if he is definitely weaker than the other A-tiers in some regards. 334 starts out with an incredibly low HP pool for a scp, and his speed and damage isn't particularly great either. However, the more kills he obtains the better he gets. With some help from his SCP teammates(Or good ambushes on d-class/researchers making their way through heavy containment), he can quickly become a force to be reckoned with due to constant health increases/healing and increased speed. 


That being said, his weaknesses are WAY more noticeably than the other A-tiers. He can struggle to kill an armed player if he doesnt have enough stacks/kills yet, and his spawn near the entrance zone can lead to him being quickly overwhelmed by guards if he goes for them too early. His HP/healing is tied to getting kills, so going an extended period of time without kills can start to wear him down. His baseline HP is low enough that he can end up losing it fast if he is not careful, and he is incredibly noticeable from a distance due to his unique model.(This fact may or not change depending on if scp-2935 gets added and what model scp-2935 ends up using, but it should still stand out regardless).


He is very much the lowest of the A-tiers, but i dont feel right giving him a B-tier ranking as he can snowball out of control consistently enough with proper use that he doesnt suffer from the severe flaws holding B-tiers back as much. That being said, he is probably the most questionable A-tier choice IMo, and i would be willing to instead place him as the highest B-tier if I get enough reason to.




SCp-173 is a weird choice for me to put here. While I cannot deny that, provided his abilities actually work properly and dont bug out, and the person using him is decently smart, he is definitely a A tier SCP, and above scp-334 and possibly 939(But below 689 and 017). The problem is, he tends to glitch out and behave erratically, leaving his actual performance woefully inconsistant. This is mainly tied to his blind mechanic, as most bugs tied to blink are generally leaning in favor to scp-173.


Due to the severe bugs with his blind I really don't feel right putting him any higher than the lowest A-tier spot. Otherwise scp-173 boasts one of the highest HP pools out of any SCP, as well as an instant kill melee attack, and great gate breaking speed, as well as being incredibly fast.(Can outspeed 372, but doesnt really count). of course, this is in check due to the fact he cannot move or attack while being watched, and eyedrops existing as an item. His blind is one of the most powerful secondary abilities in the game, essentially rendering those hit by it effectively defenseless to both himself and other potential dangers. 


B Tier:



As the current top of the B-tier(possibly competing with 334, again, possibly), SCP-049 is a popular choice for one of the strongest scps in the game. He has an instant kill attack that turns people into zombies, allowing the amount of scps to quickly skyrocket out of control if given the chance.  He is relatively tanky compared to a lot of scps, and his zombies can also instant kill with a right click. However, he is plagued(shoot me) with a lot more issues than is noticeable at first glance.


The biggest one that is easy to miss is that infecting people to turn them into zombies doesnt actually give the SCP team any points directly. While zombies escaping is sure to skyrocket the scp team's points, as is kills made by the zombies, every person he infects is someone the scp team didnt get points off of killing, and is also a relatively easy target for other teams to kill in order to snag more points of their own. In addition, scp-049 is incredibly weak if he cannot get his zombie army rolling. This particularly stands out more than scp-334 as even after he starts getting people infected, theres no guarantee they'll manage to get much more done, or could even kill people you are trying to infect. This snowball effect IS similar to scp-334 in a way, but i find scp-049 has a harder time pulling off said ambushes against smart players than scp-334 is, due to his spawn location giving his spawn away to attentive D-class and researcher players. It is also incredibly easy to know when a scp-049 has spawned ingame as the scp numbers on tab tend to skyrocket way faster than with the other infectiveous scps.


The other major issue is that the zombie hit detection is notoriously wonky, making it easy/possible for players to juke them or even run right through them if they time it right. Zombies can even be cured with scp-500s, being effectively an instant kill on the zombies.


That being said, a scp-049 who has snowballed a LOT of 049-2s can be incredibly difficult to stop, if not impossible depending on the amount of surviving players. 





While I still utterly hate 610 with a passion and feel like there is plenty annoying stuff with it, it is still behind scp-049 in terms of snowballing power. While their snowballing power IS similar, 610's tends to be weaker in several key areas.


The main differences are that 610's infections aren't instant, and that his minions will eventually die after 2 minutes or so. This means his snowballs take a lot longer to kick into gear, and can result in him taking a lot of damage, despite his higher HP total than 049(being the highest ingame currently), and his minions having an impressive 1k HP for being minion spawns.  The use of scp-500 can also cure being infected by 610, which allows a much safer window for those with it to attack and kill 610 or minions than it would be to attack 049 or his minions, as the only way they can hurt you is by infecting you. Similar to 049, 610's infections also dont generate points for the SCP team. Add in the fact his minions can't kill either and die over time, and it is much harder to generate points than scp-049. 


610's right click doesnt add enough to really be a major factor in deciding how good he actually is. Regardless, if he can get a big enough snowball going he can be an incredible threat in the form of a literal meat sponge for other scps, and his impressive HP total makes him difficult to stop if he manages to get through gate-b. Particularly pairs well with SCP-106 or 457. 





Bringing up the rear of B-Tier is scp-966. While certain people believe he is stronger than 372(And they are wrong), the fact of the matter is 966's success or victory depends on how many people manage to both be armed and equip NVG. A single person with NVG can easily gun him down due to his incredibly slow speed, loud breathing noises, etc. Chances are, there will be more than a single person armed with NVG< which greatly hampers his effectiveness.


However, the fact remains that against people who lack NVG, the only warnings of his presence is his breathing(which can be hard to hear over other sounds and has a short pause between playing) and being attacked by him. He can kill people rather quickly, and can easily strike fear into people as a result. This makes him an effective 'mop up' scp of sorts, for when the majority of the guards or people with NVG are dead and he can focus on the stragglers.


His biggest strength outside of situations where NVG dont spawn in large quantities, however, is the ability to slip past any reinforcement group if need be. Not a single possible MTF or CI spawn start with night vision goggles, rendering them almost completely defenseless against them if they are unable to quickly obtain a pair. This can also elad to scaring them enough to sit on the surface instead of going down into the facility, in fear of letting 966 slip by or killing them en-mass. 


That being said, his snowballing power is way weaker than both scp-049 and 610, and his weakness is possibly the most obvious and easiest of any SCP on the server. I considered putting him C tier, but he has enough situations where he is useful to barely sneak into B-tier.





I find it incredibly difficult to judge this scp, as he doesn't spawn on site-19, and as such i've gotten very few glimpses of the potential of this scp. From what i've seen, however, he is potentially incredibly deadly held back by his incredibly low HP. While hard to hit due to his small size, it seems unlikely he would reach A-tier due to his HP being chipped down incredibly fast over time. Still, this is probably the single SCP i am the most conflicted about, as I simply lack enough of a chance to evaluate him in a fair setting.


C tier:



Formerly an incredibly strong candidate for A-tier, several nerfs to scp-076-2 has greatly hampered his effectiveness. While far from the most useless scp, his low damage, loud sounds, and low hp renders him a weak threat by himself against skilled players. He simply struggles to effectively do much against players who can aim well, even with his ranged attack.


That being said, he does have the power of constant harassment on his side due to his plentiful respawns, and his ranged attack(even if it is avoidable if people are paying attention), and is particularly nasty when having to deal with him alongside other scps due to his higher than average speed. That being said, you still would much rather face an 076-2 than a 372 or a 017(or any other higher tier scp) on average, and you would much rather face lower tier scps than 076 most of the time. 




096 is a case of more bark than bite. While he does turn invulnerable while getting enraged, and his enrage speed is the fastest movement speed in the game(outside of 173), 096 is held back by some major flaws. His HP, while not particularly bad, isn't particular high either. Similar to another scp that is lower on the tier, shutting doors can render his en-rage useless, and after his enrage is over he is incredibly vulnerable to being attacked due to his slow movement speed(Slowest in the game when not enraged) and being unable to even defend himself in this state. He is also completely unable to break gates.


However, he does have some potential uses. He can quickly kill unprepared players if he can unexpectedly ambush them in a cramped corner or room after being en-raged by another source. His invulnerable  period when enraged, as well as his hitbox, can allow him to serve as a temp body shield for other scps during this time. While he does have a large window where he is vulnerable after the rage is over, he is unlikely to suffer much damage while under the movement speed increase. These tend to be few and far between in most rounds, however, especially with skilled players. 





682 and 096 are incredibly similar. However, there is several things that render 682 weaker than 096. While 682 has a much longer range than scp-096(thanks to his model), and can choose when to sprint, unlike 096, and can 1 shot people AND attack while not enraged, unlike 096,  he has one massive drawback that greatly makes up for it. Similar to 096 he is incredibly slow when not sprinting. His sprint also lasts a lot shorter than 096's, allowing him to be hampered by a single door where as 096 can make it through several doors before his speedboost ends. But the major downside is his massive model and hitbox allowing him to be hit very easily, and even regularly shot through doors and walls. This can completely tear through his HP incredibly fast with a skilled guard team around, and as such renders 096 a lot more effective. 682's main advantage over 096 is being able to break gates and being effective at guarding himself while doing so, but this isn't enough to make him better than 096. Regardless, both scps are heavily on the weaker side.





Even ignoring the infamous claims of how OP the moose/deer was at the beginning, the moose is still not a very good SCP. his attack is slow and horribly telegraphed, and while you can't as easily crowbar him to death anymore, it still takes a long time to kill someone just by being near them. I would honestly consider this SCP in the D tier if it wasn't for the fact the combination of his attack, kill radius, and fast gate breaking speed makes him a good 'buddy' for breaking out if theres no 106 or 457, as he can watch the door/gate while also breaking it. 106 and 457 are still way better at this than he is however, since they have more HP and spawn closer, while 2845 can infact be gunned down before he makes it by a determined MTF squad.





SCP-2521, by himself, is probably one of the worst SCPs in the game, and could easily qualify for a D-tier SCP. He was hit hard by nerfs after people complained about his slow being built into his attack, and is now a separate attack/ability from his damage.  This, combined with his speed, Hp, and lack of an instant kill, results in him being incredibly weak and easy to take out by any skilled players. The effect of being able to see people through walls is hilariously moot as its incredibly unlikely for people to actually type out his name in order to trigger it in the first place. 


However, his slow effect keeps him out of being D-tier due to potentially powerful synergy with scp-049 and 610, where he can slow someone without dealing damage to them to make it easier for the other scps to catch up and infect them. This, while not being the MOST powerful combo in the world, and requires 2521 to sneak up on the target(as well as active team work between the scps) is still enough to keep him out of D-tier, but just barely. 


D tier:




The ball of Beethoven loving spaghetti in all of his lame, lame glory. Having low Hp, being incredibly visible, an attack that, while decently fast at killing people, is easy to avoid 90% of the time and can even be healed through, and large periods where it is vulnerable to being attacked(When not being shot at by range) is just a few of his many problems. SCP-066 is a popular choice for a weak scp or one of the weakest scps on the server, and its not much of a difficulty to understand why. Even in situations where 066 obtains kills, you would much rather have another scp inplace of 066 most of the time. 


The reason scp-066 is top of the bottom tier, however, is due to his niche ability to kill people in elevators through the door. While INCREDIBLY niche as to the situations where this will come into play, it is none the less his main power and advantage over other SCPs. Alternatively his damage does soften people up(Often being hard to avoid taking at least a tiny bit of damage from him) for other scps, such as 076-2 to take advantage of. Even with these 2 small upsides, it is incredibly difficult to consider 066 as being on par with a lot of the other possible scps you could be playing as or against instead.




Malo, the master of pornography everywhere, is one of the worst scps, a fact basically everyone(minus for a FEW insane people) can agree with. Being added mostly due to heavy fan popularity/request, 1471 struggles to do much against even the worst of players. His teleport is on a long cooldown and is incredibly random and unpredictable 90% of the time as to who you will teleport to. His attack, while kills fast, doesnt help much when he is incredibly slow and his teleport stuns him for a slightly bit longer than 689. His HP goes down quickly, and his special ability of only being able to attack or be attacked by people infected by him is more of a blessing than a curse as it limits his options for assisting other scps or even getting kills in general. He is also(far as i can remember) unable to break gates.


What keeps scp-1471 from being the absolute bottom of the barrel when it comes to SCPs is the fact that, similar to066, he does have niche(ableit heavily rng based in his case) uses in clearing elevators or getting a lucky teleport straight to the exit, and is one of only 2 scps(the other being 689 who does the job WAY better with higher consistency) that can stop someone inside the nuke room, provided he is infected.(This does not count if the nuke door is left open). While both are rarely going to come into play due to the high luck and RNG needed to benefit from this, it still gives him a slight edge over the last SCP on this list.





It pains me to say it, it really does, as scp-795 is one of the more unique scps when it comes to gameplay effects(being able to turn people into rats unable to defend themselves and then promptly finishing them off) and is certainly way more fun than 1471, but 795, in term of sheer power level, is likely the weakest SCP in the entire server/game right now. Incredibly low attack power and damage compared to other scps, a HP pool that is about average to slightly below average for SCPs, and a special ability that, while cool, doesnt help as nearly as much as it should. As turning someone into a mouse also reduces their hitbox AND doesnt reduce their speed, this doesnt let 795 have the same ability 2521 has to set up infections for 049 or 610. 


This is mainly due to being a byproduct of converting 795 into a SCP when it was originally foundation sided... where it was promptly incredibly strong as the transform effect is way more useful against SCPs than against normal people. 

Edited by Cpt.Haxray

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1 hour ago, Cpt.Haxray said:

D tier:


Sir, I  " M A I N "  066, and i take offense to this...


Jokes aside i mostly agree with you on these.

Pretty good list.






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I will literally deconstruct and reassemble SCP-795 myself again if I have to, make it the way it should have been.


Edited by Doomnack

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You literally pointed out so many problems with 106 and made him S Tier anyways based off spawn point. If we went by that logic, 049 is S Tier for being super close to the DBlock. 

Another thing, you factored in surprise factor for 017 to bump up his tier, but you didn’t do that for 076-2? Do you know how terrifying a 076-2 (who normally doesn’t swing without already being in combat.) is? There are a lot of inconsistencies between factors on what makes some SCPs better than others. Like 682 generally being capable of pushing other players into another SCPs influence. Or 096’s prowess when the players leave many doors open, allowing him to swiftly flank. You put 334, who is literally a 372 that can’t cloak and starts off with less health in B Tier. Also 372s hitbox is Garbo at times. And generally requires you to sneak around to obtain kills. Please fix inconsistencies.

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15 hours ago, KaitoKiriyama said:

You literally pointed out so many problems with 106 and made him S Tier anyways based off spawn point. If we went by that logic, 049 is S Tier for being super close to the DBlock. 

Another thing, you factored in surprise factor for 017 to bump up his tier, but you didn’t do that for 076-2? Do you know how terrifying a 076-2 (who normally doesn’t swing without already being in combat.) is? There are a lot of inconsistencies between factors on what makes some SCPs better than others. Like 682 generally being capable of pushing other players into another SCPs influence. Or 096’s prowess when the players leave many doors open, allowing him to swiftly flank. You put 334, who is literally a 372 that can’t cloak and starts off with less health in B Tier. Also 372s hitbox is Garbo at times. And generally requires you to sneak around to obtain kills. Please fix inconsistencies.


Oh boy, how do i address this comment? Im very disappointed in you.


A. 106's spawn point isnt the sole reason hes S tier. Re-read it. Hes S-tier because:

-He can break gates incredibly quickly.

-Has a massive amount of Hp points

-His spawn point is near the Gate.


And yes, his spawn point is VERY much a reason hes S tier(or rather, the 'SPECIAL' tier where a scp is S tier but not for a good reason). There is literally fuck all the MTF can do to stop a scp-106 if he just walks right to gate-b. He has too much health and his gate camping ability and gate breaking skills makes it impossible to actually kill him before he can get to the surface and escape. Camping top of the gate doesnt really work either due to his HP pool.


B. I didnt use 'ambushes' to judge scp-017's effectiveness or tier higher than any other scp, as various scps that are also pretty bad have the same ability to do so if they were able to(682, 173, etc). Even if I was, however, 017 would be better due to the fact his attack nearly instant kills and can hit mutiple people at once, AND can't be shot at while hes in the shadow form. 076-2 can take damage at all times, his ambushes aren't any more effective than other scps, and infact is probably less effective due to his low damage.


C. 682 'pushing players into another scp influence' is not a defining factor or a good thing, since again, ANY scp can do it, and various scps do it BETTER than 682.


D. the difference between 049 spawning near d-class and 106 spawning near entrance zone is huge, and is a stupid thing to bring up. 049 takes a good minute to even leave his spawn point to get to d-class spawn. D-class and researchers can escape en-mass before then. Even if they don't, the long hallways and various routes around, as well as the basement area, doesnt instantly result in him mass turning d-class(Unless they're generally godawful at the game or are getting griefed by morons shutting doors).


E. If you're going to use the logic of mutiple open doors for 096, you might as well throw out 682 as well. besides, i dont get your point as having MUTIPLE open doors is a terrible thing for 096 as its more doors for people to shut on its face(And it requires mutiple in order to outlast its enrage).


F. 334 is weaker than 372 yes. No, hes not just a '372 THAT DOESN'T CLOAK'. He has his AOE damage effect, heals off of kills(or gains max health), has stacks that can result in his ground speed being faster than 372, etc.


G. 372 doesnt need to 'sneak around' to get kills, even if that is very much something he could do. His hitbox is 'GARBO' but so is hitboxes in general on the server, and i've had way less issues with his attack registering than 966 or 173, for example. I dont factor in bugs like that unless its a seriously common repeating issue(scp-173).

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6 hours ago, Maximino007 said:

2 5 2 1    I S    B E T T E R    T H A N    0 6 6    A N D     1 4 7 1 ? !



N A N I ? !


A. His slow, main reason hes not bottom tier like 066 and 1471, allows him 'some' mild support and usefulness with scp-049 and 610.


B. If we dont' consider the synergy situation, then he would be bottom tier, ableit better than 1471 and tied with 066, seeing as he doesnt have the requirement of relying on RNG to be able to actually attack someone and can break the gate unlike the other two.

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don't worry haxy I got ya cover covered I made this I have a remote interest in making an image of you to help with your scp tier list. It's you sweeping my list under the rug I hope you like it :) don't forget to include 681.






you actually make a great point with your inclusion of 682 being a bulky alligator-like scp it often drives people the other way potentially into other scps especially since you can't just maneuver around him like you can with say with 017 (after attack) or 066.  



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