Stats:
HP: 80
Movement Speed: 125
Damage: 14
Cash on Kill: 130
Special Abilities:
β None β SCP-2875 Grizzly has no special abilities.
Resistances:
π‘οΈ Immune to bullet damage β standard turret bullets do no damage to SCP-2875 Grizzly
Tactics:
SCP-2875 Grizzly is a highly durable enemy that ignores all bullet damage, making it a major threat to unprepared defenses. Players must rely towers that not shoot bullets to bypass bullet immunity to stop it before it reaches critical points.
Tips:
β
Use turrets or weapons with non-bullet damage types (e.g., energy, explosives, punches, or special effects).
β
Focus on slowing or controlling its movement to maximize the effectiveness of specialized attacks.
β
Donβt waste resources on standard turrets when this enemy appears.
Stats:
HP: 20
Movement Speed: 250
Damage: 8
Cash on Kill: 90
Special Abilities:
β None β SCP-2875 Black has no special abilities.
Resistances:
π‘οΈ Immune to bullet damage β standard turret bullets do no damage to SCP-2875 Black.
Tactics:
SCP-2875 Black is a fast-moving, low-HP enemy that ignores all bullet damage, making it hard to stop with basic turrets. Its high speed allows it to slip through defenses quickly, so players must use turrets with non-bullet damage types or area control to intercept it.
Tips:
β
Use turrets or weapons with non-bullet damage types (e.g., energy, explosives, punches, or special effects).
β
Use slows or traps to counter its high speed.
β
Donβt waste bullet-based turret fire β it will have no effect.
Stats:
HP: 60
Movement Speed: 125
Damage: 12
Cash on Kill: 120
Special Abilities:
β None β SCP-2875 Brown has no special abilities.
Resistances:
π‘οΈ Immune to bullet damage β standard turret bullets deal no damage to SCP-2875 Brown.
Tactics:
SCP-2875 Brown combines solid health with moderate speed and damage, while being completely immune to bullet-based attacks. It requires players to use alternative damage types to eliminate it efficiently before it reaches and damages key structures.
Tips:
β
Deploy non-bullet turrets to counter it.
β
Combine damage-over-time or area control effects to weaken it before it reaches critical points.
β
Donβt rely on standard bullet turrets β they are useless against this enemy.
Stats:
HP: 5
Movement Speed: 125
Damage: 2
Cash on Kill: 30
Special Abilities:
β None β SCP-2875 Cub has no special abilities.
Resistances:
π‘οΈ Immune to bullet damage β standard turret bullets deal no damage to SCP-2875 Cub.
Tactics:
SCP-2875 Cub is a small, fast enemy with very low health and damage. Its main danger comes from its immunity to bullets β it can slip through defenses that rely only on standard turrets, especially in large groups.
Tips:
β
Use area-of-effect or non-bullet damage turrets to clear swarms of Cubs.
β
Donβt waste single-target high-damage turrets on it β focus on group control.
β
Make sure your defense includes turrets that can hit bullet-immune enemies.
Stats:
HP: 80
Movement Speed: 125
Damage: 14
Cash on Kill: 140
Special Abilities:
π©Έ Cub Leech: When an SCP-2875 Cub loses HP near SCP-2875 Mother, 1.5Γ that lost HP is added to Motherβs HP.
π‘οΈ If Motherβs HP is already full, the stolen HP charges a shield that absorbs incoming damage until it breaks.
Resistances:
π‘οΈ Immune to bullet damage β standard turret bullets deal no damage to SCP-2875 Mother.
Tactics:
SCP-2875 Mother is a dangerous enemy that not only ignores bullet damage but can also heal herself or generate a shield by feeding off damage dealt to nearby Cubs. She becomes especially dangerous in waves with large numbers of Cubs, as she can quickly regenerate or shield herself, making her much harder to take down.
Tips:
β
Eliminate Mother before focusing on Cubs, or separate her from Cubs to prevent her from absorbing their HP.
β
Use powerful, non-bullet turrets to break through her shield and damage her directly.
β
Avoid letting her stay near large groups of Cubs β she will become nearly unstoppable if left unchecked.
Stats:
HP: 90
Movement Speed: 125 (base)
Damage: 16
Cash on Kill: 160
Special Abilities:
π¨ Sprint: Every 5 seconds, SCP-2875 Polar sprints at speed 250 for 5β10 seconds, rapidly closing the distance to the base.
Resistances:
π‘οΈ Immune to bullet damage β standard turret bullets deal no damage to SCP-2875 Polar.
Tactics:
SCP-2875 Polar is a fast and dangerous enemy that uses periodic bursts of extreme speed to break through defenses. Combined with its immunity to bullets, Polar can catch unprepared players off-guard, reaching the base before heavy turrets have time to react.
Tips:
β
Place non-bullet turrets early along the path to catch it during sprints.
β
Use slows, traps, or area-of-effect attacks to control its bursts of speed.
β
Prepare backup defenses near the base β Polar can bypass front-line turrets during a sprint.