How to Play as SCP in Be an SCP or Guard
Master anomaly movement, target selection, and breach snowballs across the full playable roster.
SCP players in Be an SCP or Guard are not generic killers. Each anomaly is a kit with win conditions, counterplay, and map knowledge requirements. Playing SCP well means choosing fights you win, converting eliminations into zone control, and understanding when guards expect MTF to save them.
Pair this page with How to Contain SCPs when you want the human counterbook. Use this guide as the roster-wide foundation, then drill into SCP-173, SCP-096, and SCP-682 for the three most searched matchups.
How SCP selection works
Public servers rotate anomalies based on developer rules and lobby size. Common patterns include:
- Direct selection when a slot is open and you volunteer from the menu or chamber interact.
- Replacement spawn when the current SCP dies — another player is pulled into the role to keep pressure on guards.
- Update-gated SCPs — Newer additions such as SCP-966 may appear only on certain maps or after patches. Confirm the live list on Playable SCPs and Patch Notes.
If you load in as guard but want SCP, stay alive, learn routes, and take the next open slot instead of griefing teammates.
Universal SCP principles
Regardless of kit, strong anomaly players share habits:
- Target isolation — Punish solo guards and stragglers, not full five-stacks in open ground unless your kit demands it.
- Door economy — Force guards to burn time reopening paths. Time is your ally when breaches stack.
- Information denial — Break line of sight, fake rotations, and use audio cues so comms become messy.
- Objective focus — Kills matter, but zone control wins rounds. Herd guards away from recontain tools.
- Know your counters — MTF players read MTF Guide; you should read guard habits in How to Play Guard to bait them.
Check SCP Tier List before grinding one main. Tier labels shift after balance patches.
Roster overview and where to learn more
| SCP | Playstyle summary | Deep guide |
|---|---|---|
| SCP-173 | Blink proximity assassin; flashing lights near chamber | SCP-173 |
| SCP-096 | Face-triggered rage hunter | SCP-096 |
| SCP-106 | Corrosion and chase through shortcuts | SCP-106 |
| SCP-457 | Fire area denial | SCP-457 |
| SCP-049 | Plague doctor revives corpses | SCP-049 |
| SCP-035 | Possession and mask mechanics | SCP-035 |
| SCP-966 | Sleep and stamina pressure | SCP-966 |
| SCP-682 | Regenerating bruiser | SCP-682 |
SCP-106, SCP-457, SCP-049, SCP-035, and SCP-966 tips
SCP-106 excels at cutting off retreats. Do not overcommit when guards hold long sightlines; instead, touch walls they must cross and force panic pivots. Pair with another SCP when possible so guards cannot focus one angle.
SCP-457 wins by controlling narrow halls. Ignite paths guards need, then rotate before MTF focus fire deletes you. Water choke or wide outdoor spaces are your weaknesses — read map callouts in Getting Started.
SCP-049 snowballs when corpses stay unguarded. Let guards wipe each other, then convert bodies into helpers. Against organized squads, play patient and strike during SCP-096 or SCP-173 chaos.
SCP-035 rewards deception. Hang near fresh fights, steal momentum from distracted players, and avoid revealing possession too early. Guards who read Playable SCPs will check bodies — give them false priorities first.
SCP-966 punishes tired or isolated targets. Coordinate with noise-making SCPs so stamina drains at the worst moment. If guards stack, swap targets instead of face-tanking MTF.
Matchup planning
Before you queue, ask:
- Does this SCP beat the current guard stack?
- Do I know the map corners for this kit?
- Am I photosensitive? If yes, reconsider SCP-173 until you read its warning page.
Use Role Picker when friends need a fill and you are unsure which kit fits the lobby.
Practice route for new SCP mains
- Read Controls for camera and ability binds on your device.
- Play one round each on SCP-173 and SCP-096 to learn blink and face rules from the attacker side.
- Study SCP-682 if you prefer bruiser pacing.
- Redeem training boosts from Codes if available.
- Revisit Guides Hub for MTF counterplay once guards start coordinating.
SCP skill is mostly decision-making. Mechanics matter, but picking the right fight wins more than raw click speed.
Frequently Asked Questions
Quick answers to the most common questions.
What happens when an SCP dies?
Another player is often selected to replace the fallen SCP so anomalies stay active. Treat every life as tempo — even a trade can keep guards pinned.
Which SCP is easiest for beginners?
Many players start with SCP-173 or SCP-457 because their rules are readable quickly, but read the dedicated 173 guide first because of flashing lights near its chamber.
How many SCPs are playable right now?
The roster includes SCP-173, SCP-096, SCP-106, SCP-457, SCP-049, SCP-035, SCP-966, and SCP-682. Confirm live availability on Playable SCPs after each patch.
Should SCP players learn guard routes?
Yes. Knowing guard spawn paths and MTF timings from How to Play Guard makes ambushes and breach snowballs much easier.