Tier List

Merge an SCP Guns, upgrades, and what to buy first

Role ranking for boss rounds. No invented weapon names. No fake DPS.

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Weapon Ranking

Merge an SCP sells firearms because the merge floor is also a breach floor. This ranking covers how you should spend cash on defense, not a damage-per-second table. Merge Empire has not published magazine sizes, fire rates, or HP values. Anyone listing a full named arsenal with made-up DPS is writing fiction. We will not do that here.

What we can rank is role. There is a cheap starter SMG — about 5,000 cash in observed shops — that exists so your first containment round is not a fistfight. There are later shop firearms that unlock as the lab grows. There are facility upgrades that keep paying you after the siren stops. Morphs from the SCP Tiers list are bodies, not guns, but they are part of the same survival budget.

If you came here from a wipe, read boss rounds for positioning and timers, then come back for the buy order. If you are broke, skip the gun wall and open farm cash. SCP ranks sit on SCP Tiers and the parent Tier List Hub.

Role ranking

RankToolRoleWhen it is correct
SFacility upgradesLong-term defense and orb incomeAlways, once the starter SMG is in your hands.
AStarter SMG (about 5,000 cash)First breachesBuy before you brute-force the T4 merge wall.
BLater shop firearmsHeavier boss roundsBuy only when orb income restocks ammo and still funds copies.
CHigh morph as a meat shieldExtra body, not a gunUseful at T7+ (049 / 096), wasted if you skipped the SMG.
DPanic second gun / no gunWallet damageA second firearm before upgrades, or punching a breach with a T1 blob.

S is the boring answer on purpose. Upgrades keep working after the round. Guns are a tax you pay so the round does not delete the upgrades.

Starter SMG

The starter SMG is the only gun we will name by role, because it is the one players actually quote a price for: about 5,000 cash. That is a first-hour purchase, not an endgame flex.

Buy it when:

  • You can clear T1–T3 without emptying the shop.
  • A boss round has already tagged you once and you learned that R6 fists do not contain anything.
  • You still have copy money for the next three-match merge.

Do not buy it when:

  • You have not picked up orbs yet and the pad is empty. Go to farm cash.
  • You are one copy from a T4 and the SMG would delay that merge by a full round. Finish the merge, then buy.
  • You are saving for a later shop firearm but have never owned the SMG. Own the cheap gun first.

The SMG is not “balanced for T15.” It is balanced for “you just bought 999 and the siren is already loud.” Treat it as a ticket, not a build.

Later shop firearms

The shop grows as the facility grows. Later firearms cost more, look heavier, and still have no public DPS sheet. Rank them as a budget tier, not as named legendaries:

  • If buying the next gun delays a two-copy late merge, the gun is a downgrade.
  • If the gun lets you stand on your own pad during a breach instead of kiting through seven other labs, it is an upgrade.
  • If you cannot describe what the gun changed after one round, you bought a cosmetic with a trigger.

We will not invent names for those firearms. The in-game shop labels them. This wiki labels the decision: merges first, SMG second, later guns third, upgrades always.

Ammo and restock behavior are also unpublished. Play as if every round spends cash you could have turned into copies. The merge planner is the sanity check: if the planner says you are four copies from T7 SCP-049, a shiny later gun is how you stay on T6.

Facility upgrades are the real weapon track

The experience description tells you to upgrade the facility. That line is the progression. Upgrades feed orb value, shop stock, and the pad you are trying not to lose. A player with a mid morph, an SMG, and upgraded income will outlast a player with a later firearm and a naked lab.

Spend upgrade cash when:

  • The starter SMG is already bought.
  • Orbs on the floor are no longer the bottleneck — your pad is.
  • You have died to a boss round with a gun in hand, which means the problem was space, not the lack of a second muzzle.

The getting started checklist puts upgrades next to orbs for this reason. Weapons are the emergency lane. Upgrades are the tycoon.

Morphs are not shop guns

Your R6 body is an SCP morph. That is defense, but it is not a weapon rank. A T8 SCP-096 body does not replace the SMG. A promo SCP-682 costume does not replace facility upgrades. Put identity questions on the SCP roster and the morphs guide. Put “what do I click in the shop before the siren” on this page.

During a round, the gun is how you contribute without wandering. Eight players share the floor. Sprinting through someone else’s copies to “find a better angle” is how you scatter orbs and eat friendly fire. Stand on your pad, shoot the threat, merge when the timer ends. The boss rounds guide is the positioning half of this ranking.

Buy order you can actually follow

  1. Buy SCP-999. Merge matching tiers. Early rungs often need three copies.
  2. Sweep orbs. Do not stand still while cash despawns.
  3. Buy the starter SMG at about 5,000 cash.
  4. Feed facility upgrades until shop restock feels automatic.
  5. Resume the climb toward T7/T8 using SCP Tiers.
  6. Buy a later shop firearm only when step 4 still runs after the purchase.
  7. After a shutdown, re-check prices on patch notes before you assume 5,000 is still the SMG tag.

Scripts that auto-shoot or auto-buy sit on scripts and auto-merge. This ranking assumes you are clicking the shop yourself. A money script does not change the S-tier upgrade advice; it only changes how fast you can ignore it.

There is no secret legendary named in a Trello, because no public Trello was verified. If a video overlay prints a custom gun name, treat it as the creator’s label, not an official item ID. Your shop is the source. Your orb count is the budget. Your next merge is the opportunity cost.

If the siren is up and you still have no SMG, stop reading ranks and buy the cheap gun. If the siren is quiet, leave this page, farm orbs on farm cash, and spend the next wallet on copies — not on a second muzzle you cannot explain.

FAQ

Frequently Asked Questions

Quick answers to the most common Merge an SCP questions.

What is the first gun I should buy?

The starter SMG, observed around 5,000 cash. It is the first-breach tool. Do not wait for a later shop firearm. Pair the purchase with farm cash.

Why is there no DPS table?

Merge Empire has not published one. This page ranks roles, not invented damage numbers. Fight flow lives in boss rounds.

Are facility upgrades really S-tier over guns?

Yes for long sessions. Upgrades keep paying after the round. Guns are the ticket so the round does not wipe the lab you just upgraded.

Do later shop firearms have official names on this wiki?

No. We will not invent names. Use the in-game shop label and buy them only after the SMG and upgrades are covered.

Should I buy a gun or merge T4 first?

If you are one copy from T4 and still alive, finish the merge. If a boss round already flattened you, buy the SMG first. SCP Tiers explains why T4 is the first wall.

Does a high SCP morph replace weapons?

No. T7 049 and T8 096 help presence, but they are bodies. Keep a gun. See the SCP roster for how morphs appear.