Tier List

Jump To Steal SCP Monsters SCP monster ranks

Income potential versus steal risk for Sep 2026 — heuristic labels, not official DPS.

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SCP Monster Tier List

This page ranks SCP monsters in Jump To Steal SCP Monsters by income potential versus the risk of getting them home. It is an early-meta income-and-rarity heuristic for Sep 2026. Code&Bricks has not published a complete official drop table, cash-per-second sheet, or named roster with numbers. Letter grades below describe how we plan upgrades and trades on five-player servers, not a promise that a given crate will hatch a named unit.

If you are still choosing which platform to jump toward, switch to the Lucky Block tier list. For the ranking method (cash, steal risk, jump height, trade value), start at the tier list hub. New accounts should read starter SCP monsters before they skip Common fuel.

S through F income heuristic (Sep 2026)

S — Godly and Secret income cores. Place these when you actually own them. Godly SCP is confirmed as a Pro Pack product (499 Robux together with 1,000,000 cash, Dual Red Coil, and a Godly Lucky Block), so it sits at the top as a paid ceiling, not as a farm we pretend is common. Secret is the top of the climb described in official-style copy from Common to Secret. Both labels win on cash-per-second and Trade Update chip value. They lose on steal risk: everyone on a five-player server will contest the same high platform, and you still have to land. If you cannot survive the descent, the grade is theoretical. See Secret and Godly SCPs for the climb-versus-pay split.

A — High-rarity keepers you can actually park. Anything that clearly out-earns your current pad and is not a duplicate you would rather trade. A-tier is “keep and upgrade,” not “ignore Common forever.” Without a published table we do not invent names or percentages for this band. Judge by in-game rarity tag plus the cash the unit prints after you place it.

B — Mid-rarity workers. These are the monsters that make a second pad worth building. They are worse than Secret on trade value and worse than Godly on raw ceiling, but they are the realistic target after you leave the tutorial platforms. Upgrade the monster and the jump shop in parallel so you are not stuck looking at A/S islands you cannot reach.

C — Early uniques that fill empty pads. A first unique monster is C on a mature account and A on a brand-new one. The grade is relative to your pad count. Empty pads earn zero. Fill them, then replace from the bottom.

D — Duplicates you should sell or trade. A second copy of a Common worker is fuel for the Trade Update or vendor value, not a second income core unless the game lets stacked copies multiply in a way we have not seen documented. Do not spend jump cash protecting a duplicate while a pad sits empty.

F — Unplaced loot and contested steals you cannot finish. A monster in your inventory that never reaches a pad is F until it is placed. A Secret-looking crate on a platform your jump cannot clear is also F for this session. Come back after the next jump upgrade.

Common as early fuel, not as an insult. Common sits at the bottom of the rarity climb and at the top of your first-hour plan. The first Lucky Blocks you can steal without dying should be opened, placed, and left to tick — including offline. That cash buys jump height, which buys better blocks. Skipping Common because a letter list put Godly on S is how accounts stall. Details live on starter SCP monsters.

Double Money (79 Robux) multiplies whatever you already placed; it does not move a Common into Secret. Auto Collect (55 Robux) reduces the time you spend walking pickups so you can steal again. Neither gamepass changes the heuristic on this page. Prices and pack contents are on gamepasses.

How steal risk and jump height change the rank

Income potential is only half of the grade. The other half is whether a five-player lobby lets you keep the steal.

High platforms imply better Lucky Blocks and therefore a better chance at high-rarity monsters, but they also imply longer hang time on the way down. How to steal is the practical pair to this list: coil timing, carry slots, and not celebrating in mid-air. The Starter Pack (149 Robux) adds a free SCP, a jump upgrade, +1 carry slot, Bouncy Coil, and 25k cash — that pack is an early-risk reducer, not a Secret ticket.

VIP (109 Robux) adds VIP doors and a tag; VIP+ (210 Robux) is the higher VIP product and matters for which Trade Update servers you can sit on. Trading a Secret you cannot use yet can be smarter than forcing a pad swap. Fair-trade habits are in how to trade.

If your jump cannot reach the band, stop ranking the monster and rank the upgrade. The getting started loop is still steal low, place, upgrade jump, steal one band higher.

Community watchlist, not official stats

Video creators have called out Verity Ultimate and Doctor Nowhere. This wiki records those as community-reported names, not as official cash-per-second rows. We do not attach invented income numbers, fake spawn rates, or made-up abilities to them. If you see either name on a pad or in a trade window, treat it as a high-interest keep-or-trade decision and compare the live cash tick to your current best worker.

Foundation inspirations versus confirmed in-game drops

Jump To Steal SCP Monsters is based on the SCP Foundation Wiki (CC BY-SA 3.0). Classic Foundation designations such as SCP-173, SCP-096, or SCP-682 may appear in art, marketing, or community talk as inspirations the experience is licensed from. That is not the same thing as a confirmed in-game drop with a rarity tag and a cash tick. This page does not publish a fake in-game roster of those numbers as if they were units you can hatch from Lucky Blocks.

Confirmed in this live loop: Lucky Blocks unlock SCP monsters; monsters generate cash including offline; rarity climbs Common through Secret; Godly SCP exists via the Pro Pack. Everything else waits for an official table or a screenshot you can reproduce.

There are no confirmed codes as of Sep 2026; codes stays empty until a real redeem string appears. For the Roblox experience link and studio references, use the official links hub. Patch timing is on the updates hub.

Re-read this list after each jump shop breakpoint. The S row does not move; your access to it does. A Common that funded the Dual-coil height you needed to contest Secret was the correct pick that hour, even if the letter next to Common never changes.

FAQ

Frequently Asked Questions

Quick answers for Jump To Steal SCP Monsters on Roblox.

Why are Godly and Secret at the top if we have no official DPS sheet?

Because rarity plus paid ceiling is the only honest signal in Sep 2026. Godly SCP is a Pro Pack item; Secret is the top of the Common-to-Secret climb. Both are S as an income-and-trade heuristic, not as measured cash/sec.

Are Common monsters actually F-tier?

No. Common is early fuel. On a new pad they are C or better. They become D when they are duplicates you should trade, and F only if they sit unplaced. See starter SCP monsters.

Is SCP-173 a confirmed in-game unit on this list?

No. Foundation designations are license inspirations from the SCP Foundation Wiki (CC BY-SA 3.0), not a confirmed Lucky Block roster. We do not invent that table.

Where do Verity Ultimate and Doctor Nowhere rank?

Watchlist only. They are community-reported names from videos, not official stats. If you own one, compare its live cash tick to your best worker and read Secret and Godly SCPs.

Does Auto Collect or Double Money change these letter grades?

They change how fast parked monsters pay you, not the rarity of the next steal. Auto Collect is 55 Robux; Double Money is 79 Robux. Details are on gamepasses.

Should I trade a Secret I cannot use yet?

Often yes, if the Trade Update lobby is fair and the offer funds jump height or an empty pad. Use how to trade and do not dump Godly for Common stacks.