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{{SCP Infobox Test
{{SCP Infobox Test
|MainImage =
|MainImage =  
<div class="infobox-tabber">   
<div class="infobox-tabber">   
<tabber>Enraged=
<tabber>Enraged=
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|AbilityImage2 = [[File:096ShieldSprite.png|middle|75px|Passive]]  
|AbilityImage2 = [[File:096ShieldSprite.png|middle|75px|Passive]]  
|AbilityName2 = Scopophobia (Passive)
|AbilityName2 = Scopophobia (Passive)
|AbilityDescription2 = Enrage when looked or shot at, increasing your Hume Shield and rage time per target.
|AbilityDescription2 = Enrage when looked or shot at increasing your Hume Shield and rage time per target.
|AbilityImage3 = [[File:096TryNotToCrySprite.png|middle|75px|Active]]
|AbilityImage3 = [[File:096TryNotToCrySprite.png|middle|75px|Active]]
|AbilityName3 = Try Not To Cry (Active)
|AbilityName3 = Try Not To Cry (Active)
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|AbilityName4 = Charge (Active)
|AbilityName4 = Charge (Active)
|AbilityDescription4 = Perform a charge attack with right click forcing open any gates you run into.
|AbilityDescription4 = Perform a charge attack with right click forcing open any gates you run into.
|Health = 1500<br>[[File:CATSHIELD.png|12px]] Hume Shield: 350 <br>Rage Time: 15-30 secs<br>Very high jump
|Health = 2000<br>[[File:CATSHIELD.png|12px]] Hume Shield: 1000 <br>Rage Time: 15-30 secs<br>Very high jump
|OtherStat1= [[File:CATSPRINT.png|12px]] Speed:<br><div style='padding: 0px; width: 225px; word-break: break-all; word-wrap: break-word;'>3 m/s entering/exiting rage<br>5 m/s while docile
|OtherStat1= [[File:CATSPRINT.png|12px]] Speed:<br><div style='padding: 0px; width: 225px; word-break: break-all; word-wrap: break-word;'>{{MeterstoHubes|3}} m/s entering/exiting rage<br>{{MeterstoHubes|5}} m/s while docile
|OtherStat2= 12 m/s when enraged<br>25 m/s when charging</div>
|OtherStat2= {{MeterstoHubes|12}} m/s when enraged<br>{{MeterstoHubes|25}} m/s when charging</div>
|Spawn = [[Heavy Containment Zone]]
|Spawn = [[Heavy Containment Zone]]
|Weakness = [[Micro HID]]
|Weakness = [[Micro HID]]
|OtherInformation = Gains 70 Hume Shield for each target. <br> <div style='padding: 0px; width: 350px; word-break: break-all; word-wrap: break-word;'>Each target makes 096's rage last 3 seconds longer.<br> Can only see targets while enraged.<br>Voiced By Bronson "Bronsolo" Bragg'</div><br>'''Class ID''' 9
|OtherInformation = Can only see targets while enraged.<br>Voiced By Bronson "Bronsolo" Bragg'</div><br>'''Class ID''' 9
}}
}}
'''SCP-096''' is one out of {{PlayableSCPs}} playable [[SCPs|SCP]] classes within ''SCP: Secret Laboratory''. <br>


=Description=
=Description=
'''SCP-096''' is one out of {{PlayableSCPs}} playable [[SCPs|SCP]] classes within ''SCP: Secret Laboratory''. <br>
SCP-096 is a tall, pale, humanoid entity that will attempt to kill anyone who happens to see its face. <br>
SCP-096 is a tall, pale, humanoid entity that will attempt to kill anyone who happens to see its face. <br>
SCP-096 acts as an offensive SCP class, meant to disperse groups of people.
SCP-096 is capable of taking out smaller groups of people with ease, but can struggle with larger groups. <br>
SCP-096 is able to silence himself for an ambush on doors by using {{Key Press|Rightclick}} to activate his 'Try Not to Cry' ability.


=In Game=
=In Game=
SCP-096 spawns in Heavy Containment in its docile state, pacing slowly around the hallways. SCP-096 has a very audible cry that can warn players of its position.
SCP-096 spawns in [[Heavy Containment Zone#SCP-096's Containment Area|Heavy Containment Zone]] in its docile state. SCP-096 has a very audible cry that can warn players of its position.
<br>
While docile, SCP-096 can hold {{Key Press|Rightclick}} on a closed door to lean up against it. Doing so SCP-096 will cry very quietly to the point of being almost silent.
<br>
When a player opens the door, they will view SCP-096's face and trigger him.
<br>
<br>
SCP-096 acts as an offensive SCP class, meant to disperse groups of people. SCP-096 is capable of taking out smaller groups of people with ease, but can struggle with larger groups. <br>


 
== Abilities ==
==Abilities==
SCP-096 begins the game with 2000 HP and 1000 [[Hume Shield]] (the Hume Shield acts similar to Artificial HP [AHP], though, unlike AHP, Hume Shield will absorb all damage while also regenerating over time instead of decaying). After 25 seconds have passed without the player taking damage, the Hume Shield will slowly regenerate by 40 HS/s.
SCP-096 begins the game with 1500 HP and 350 [[Hume Shield]]. The Hume Shield acts similar to Artificial HP (AHP), though unlike AHP; Hume Shield will absorb all damage while also regenerating over time instead of decaying.<br>
*Each active target SCP-096 has will increase his Hume Shield cap by 70. SCP-096 Hume Shield will quickly regenerate to reach the new cap.<br>
*Once SCP-096's rage wears off, his Hume Shield returns to 350.<br>
*If SCP-096 takes no damage for 10 seconds, its Hume Shield will slowly regenerate by 5 HS/s.
<br>
<br>
SCP-096 will enter its enraged state when its face is looked at or when shot at. SCP-096 will 'wind-up' before entering its enraged state. While charging up SCP-096 can move at 2.3 m/s.<br>


SCP-096 will enter its enraged state when its face is looked at or when shot at. SCP-096 will 'wind-up' before entering its enraged state after being triggered. While charging up SCP-096 can move at 3 m/s.<br>
SCP-096s 'Wind-up' time depends on the distance and time taken to look at its face. <br>
SCP-096s 'Wind-up' time depends on the distance and time taken to look at its face. <br>
* (e.g) SCP-096 would become enraged faster if a player looks at his face for a longer duration and a more closer distance; when compared to a player looking at his face at a shorter duration and much farther distance.
*(e.g) SCP-096 would become enraged faster if a player looks at his face for a longer duration and a more closer distance; when compared to a player looking at his face at a shorter duration and much farther distance.
<br>
<br>
Anyone who looks at SCP-096's face or shoots it will become a target. SCP-096 will stay in enraged mode for a base 15 seconds, plus an extra 3 seconds for each additional target, going up to a maximum time of 30 seconds. Targets are made visible by markers  visible only to SCP-096 (even targets wearing [[SCP-268]] will be visible). SCP-096 only gains additional rage time during the calm and wind-up states; he will not gain more time while in enrage mode. <br>


Anyone who looks at SCP-096 or shoots it, will become a target. SCP-096 will stay in enraged mode for a base 15 seconds, plus an extra 3 seconds for each additional target, going up to a maximum time of 30 seconds. Targets are made visible by markers only visible to SCP-096 (even targets wearing [[SCP-268]] will be visible).
While enraged, SCP-096 can do the following:<br>
While enraged, SCP-096 can do the following:<br>
<br>


* Perform an area-of-effect attack with {{Key Press|Leftclick}} that will instantly kill anyone hit by it, even if you aren't a target.<br>
* Perform an area-of-effect attack with {{Key Press|Leftclick}} that will instantly kill any target hit by it. Non targets take zero damage.<br>
* Jump very high.<br>
* Jump very high.<br>
* Perform a charge attack with {{Key Press|Rightclick}} that last 0.8s and causes SCP-096 to run at 25 m/s. <br>
* Perform a charge attack with {{Key Press|Rightclick}} that last 0.8s and causes SCP-096 to run at 18.8 m/s. <br>
**This attack can be used to cause SCP-096 leap over large gaps.<br>
** Will instant kill targets that 096 runs into
**If SCP-096 charges at a closed gate, he will force the gate open and go through it. The gate then quickly closes behind him.
*** Only deals 40 damage to non targets.
** This attack can be used to cause SCP-096 leap over large gaps.
** If SCP-096 charges at a closed gate, he will force the gate open and go through it. The gate then quickly closes behind him.
***Any non-SCPs that try to slide through a gate that SCP-096 is opening will be instantly killed.
***Any non-SCPs that try to slide through a gate that SCP-096 is opening will be instantly killed.
**The charge attack has a cooldown after being used. Charging through a gate will force the cooldown to end. <br>
** The charge attack has a cooldown after being used. Charging through a gate will force the cooldown to end. <br>
**Anyone who SCP-096 charges into will die.
** Any normal doors SCP-096 runs into will break.
** Any normal doors SCP-096 runs into will break.
** Anyone hit by SCP-096s charge will die.
* {{Key Press|Leftclick}} on doors to destroy them while enraged.
* {{Key Press|Leftclick}} on doors to destroy them while enraged.
<br>
<br>


After his enraged state ends, SCP-096 will enter a 6 second cooldown phase before he can become enraged again. While exiting his enraged state, he moves at 2.3 m/s before going back to his normal docile speed of 3.8 m/s.


After his enraged state ends, SCP-096 will enter a 6 second cooldown phase before he can become enraged again. While exiting his enraged state, he moves at 3 m/s before going back to his normal docile speed of 5 m/s.
When SCP-096 loses all his HP, it will fall to the ground and curl up, covering its face. It will appear to be sobbing quietly.  
 
When SCP-096 loses all his HP, it will fall to the ground and curl up, covering its face. He appears to be sobbing quietly.  
<br clear=all>
<br clear=all>
<br>
<br>
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To take down SCP-096 successfully without the use of the [[Micro HID]], a group often needs to be very coordinated and be able to use good teamwork. A good strategy is to have some people act as bait to trigger SCP-096, then have the rest of the team shoot SCP-096 during its cooldown.<br>
To take down SCP-096 successfully without the use of the [[Micro H.I.D.]], a group often needs to be very coordinated and be able to use good teamwork. A good strategy is to have some people act as bait to trigger SCP-096, then have the rest of the team shoot SCP-096 during its cooldown.<br>


If the group is large enough, then most or all of the team can shoot at him during windup to either contain or deal massive damage to SCP-096. The most effective way to deal with SCP-096 is to shoot him during cooldown and windup. While the Hume Shield can protect with from a single person or a small group, it is always a good idea to shoot at SCP-096 if you know you are a target and there is no elevator near by. A group of targets shooting at SCP-096 during windup have a good chance of taking out his Hume Shield and damaging his HP, which can make it easier to take him down next time.<br>
If the group is large enough, then most or all of the team can shoot at him during windup to either contain or deal massive damage to SCP-096. The most effective way to deal with SCP-096 is to shoot him during cooldown and windup. While the Hume Shield can protect with from a single person or a small group, it is always a good idea to shoot at SCP-096 if you know you are a target and there is no elevator near by. A group of targets shooting at SCP-096 during windup have a good chance of taking out his Hume Shield and damaging his HP, which can make it easier to take him down next time.<br>
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A common mistake people make is when a large group of people trigger SCP-096, only 3-4 people shoot him while the rest scatter or even close an elevator on their teammates. Doing this will make it extremely hard to contain SCP-096.
A common mistake people make is when a large group of people trigger SCP-096, only 3-4 people shoot him while the rest scatter or even close an elevator on their teammates. Doing this will make it extremely hard to contain SCP-096.
<br>
<br>


==Strengths and Weaknesses==
==Strengths and Weaknesses==
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* High mobility while enraged.
* High mobility while enraged.
* Incredibly resistant to small amounts of damage due to Hume Shield.
* Incredibly resistant to small amounts of damage due to Hume Shield.
* Can have incredibly high HP with multiple targets.




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{{multi-listen item|filename=Rage to Docile.mp3|title=Rage to Docile|description=SCP-096 when exiting rage}}<br>
{{multi-listen item|filename=Rage to Docile.mp3|title=Rage to Docile|description=SCP-096 when exiting rage}}<br>
{{multi-listen item|filename=Shyguy Killed.mp3|title=Recontainment|description=SCP-096 when he is recontained}}<br>
{{multi-listen item|filename=Shyguy Killed.mp3|title=Recontainment|description=SCP-096 when he is recontained}}<br>
{{multi-listen item|filename=OnKill.mp3|title=Splat|description=SCP-096's sound effect when killing}}<br>
{{multi-listen item|filename=PlayerWasSeen.mp3|title=Target|description=Players hear this sound when they become a target}}
{{multi-listen item|filename=PlayerWasSeen.mp3|title=Target|description=Players hear this sound when they become a target}}
{{multi-listen end}}
{{multi-listen end}}

Revision as of 19:55, 8 October 2021

SCP-096
Abilities
Section yet to be converted to new tabber system
Stats
Health: 2000
Hume Shield: 1000
Rage Time: 15-30 secs
Very high jump
Walk: 3.9 m/s
Hume Shield (Initial): 450 Sprint: m/s
Hume Shield (20% HP): 900 Jump Power: 4.9
Hume Shield Regen: 15 HS/s
Hume Shield Regen Delay: 15s
Other Information
Spawn Location: Heavy Containment Zone
Can only see targets while enraged.
Voiced By Bronson "Bronsolo" Bragg'
Class ID 9
Class Color: EC2222
Article Link: Page

SCP-096 is one out of seven playable SCP classes within SCP: Secret Laboratory.

Description

SCP-096 is a tall, pale, humanoid entity that will attempt to kill anyone who happens to see its face.

In Game

SCP-096 spawns in Heavy Containment Zone in its docile state. SCP-096 has a very audible cry that can warn players of its position.
SCP-096 acts as an offensive SCP class, meant to disperse groups of people. SCP-096 is capable of taking out smaller groups of people with ease, but can struggle with larger groups.

Abilities

SCP-096 begins the game with 2000 HP and 1000 Hume Shield (the Hume Shield acts similar to Artificial HP [AHP], though, unlike AHP, Hume Shield will absorb all damage while also regenerating over time instead of decaying). After 25 seconds have passed without the player taking damage, the Hume Shield will slowly regenerate by 40 HS/s.
SCP-096 will enter its enraged state when its face is looked at or when shot at. SCP-096 will 'wind-up' before entering its enraged state. While charging up SCP-096 can move at 2.3 m/s.

SCP-096s 'Wind-up' time depends on the distance and time taken to look at its face.

  • (e.g) SCP-096 would become enraged faster if a player looks at his face for a longer duration and a more closer distance; when compared to a player looking at his face at a shorter duration and much farther distance.


Anyone who looks at SCP-096's face or shoots it will become a target. SCP-096 will stay in enraged mode for a base 15 seconds, plus an extra 3 seconds for each additional target, going up to a maximum time of 30 seconds. Targets are made visible by markers visible only to SCP-096 (even targets wearing SCP-268 will be visible). SCP-096 only gains additional rage time during the calm and wind-up states; he will not gain more time while in enrage mode.

While enraged, SCP-096 can do the following:

  • Perform an area-of-effect attack with Left Click that will instantly kill any target hit by it. Non targets take zero damage.
  • Jump very high.
  • Perform a charge attack with Right Click that last 0.8s and causes SCP-096 to run at 18.8 m/s.
    • Will instant kill targets that 096 runs into
      • Only deals 40 damage to non targets.
    • This attack can be used to cause SCP-096 leap over large gaps.
    • If SCP-096 charges at a closed gate, he will force the gate open and go through it. The gate then quickly closes behind him.
      • Any non-SCPs that try to slide through a gate that SCP-096 is opening will be instantly killed.
    • The charge attack has a cooldown after being used. Charging through a gate will force the cooldown to end.
    • Any normal doors SCP-096 runs into will break.
  • Left Click on doors to destroy them while enraged.


After his enraged state ends, SCP-096 will enter a 6 second cooldown phase before he can become enraged again. While exiting his enraged state, he moves at 2.3 m/s before going back to his normal docile speed of 3.8 m/s.

When SCP-096 loses all his HP, it will fall to the ground and curl up, covering its face. It will appear to be sobbing quietly.

Countering

SCP-096 is a powerful SCP, capable of taking down unprepared groups. SCP-096 can be countered by looking at the floor, by doing this, you will not become a target.

It is not a good idea to hide in common hiding spots from SCP-096 when you are not a target; as a smarter SCP-096 might check common hiding spots when they have no more targets. Leaving the room that SCP-096 is in will increase your chances of survival.

While stacking SCP-207 can't make you faster than SCP-096, the speed increase might help you get to a safe place, like an elevator in time, or even get far enough away that SCP-096 focuses on closer targets. Two to three SCP-207s is often enough for this.

While SCP-096 is fast enough to run through a Tesla Gate without stopping, they may still be useful for getting away from SCP-096 as less experienced players are more likely to stop.


To take down SCP-096 successfully without the use of the Micro H.I.D., a group often needs to be very coordinated and be able to use good teamwork. A good strategy is to have some people act as bait to trigger SCP-096, then have the rest of the team shoot SCP-096 during its cooldown.

If the group is large enough, then most or all of the team can shoot at him during windup to either contain or deal massive damage to SCP-096. The most effective way to deal with SCP-096 is to shoot him during cooldown and windup. While the Hume Shield can protect with from a single person or a small group, it is always a good idea to shoot at SCP-096 if you know you are a target and there is no elevator near by. A group of targets shooting at SCP-096 during windup have a good chance of taking out his Hume Shield and damaging his HP, which can make it easier to take him down next time.

A common mistake people make is when a large group of people trigger SCP-096, only 3-4 people shoot him while the rest scatter or even close an elevator on their teammates. Doing this will make it extremely hard to contain SCP-096.

Strengths and Weaknesses


Strengths:

  • Has multiple abilities that makes it very difficult for targets to escape in most circumstances.
  • Can access targets behind gates.
  • High mobility while enraged.
  • Incredibly resistant to small amounts of damage due to Hume Shield.



Weaknesses:

  • Little synergy with SCP-079. (e.g) Breaking doors that 079 could otherwise have utilized to stall players.
  • Is an easy target to hit while winding up or docile.
  • Enemies are able to manipulate when 096 starts to enrage.
  • Vulnerable to burst damage weapons such as the Logicer, MicroHID and Fragmentation Grenades when not enraged.
  • People can easily wait out his rage with elevators.
  • Easily contained if all or most of his targets shoot him during windup.
  • People looking at the floor.
  • Large Groups.



Related Achievements

As SCP-096, dying to any weapon while entering rage will grant the Involuntary Rage-Quit achievement.

Sounds

The following are sounds that SCP-096 will make.

SCP-096 while in his docile state


SCP-096 while using Try Not to Cry


SCP-096 while entering rage


SCP-096 while enraged


SCP-096 when exiting rage


SCP-096 when he is recontained


SCP-096's sound effect when killing


Players hear this sound when they become a target


Gallery

Trivia

  • SCP-096 has 2 unused animations.
  • A charging SCP-096 is the fastest thing ingame.
    • SCP-096 is also one of the slowest SCPs ingame due to his entering/exiting rage speed only being 3 m/s.
  • Acording to Wavepoole, SCP-096's cry ability was named after the "Lie down, try not to cry, cry a lot" meme.
  • SCP-096 was the 2nd SCP to be reworked, be given new abilites as well as introducing the Hume Shield mechanic.
    • Despite popular belief, reworked SCP-096's enraged speed is slower than old SCP-096. Old SCP-096 had an enraged speed of 12.36 m/s while reworked has an enraged speed of 12 m/s. Though, docile speed was increased from 4.7 m/s to 5 m/s in the rework.
  • SCP-096 is the only SCP with an animated ragdoll. Upon reaching zero HP, SCP-096 will curl up into the ball and lay on the ground for the rest of the round. Because of this, SCP-096 does not actually get terminated when their HP reaches zero.
    • Despite this most C.A.S.S.I.E. lines will still say SCP-096 was terminated.
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