Tier List

Be an SCP or Guard SCP Tier List

Community balance opinion for SCP-173, 096, 106, 457, 049, 035, 966, and 682.

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SCP Tier List

This page ranks every currently playable SCP in Be an SCP or Guard using a simple S / A / B / C scale. Labels reflect community ranking opinion from Roblox matches—not official developer charts. Revisit after patches; new anomalies and bug fixes shift power quickly.

Return to the Tier List Hub for methodology, or read Playable SCPs for ability summaries without tier bias.

Ranking criteria (SCP)

We score each anomaly on:

  • Kill pressure — how reliably the SCP converts an opening into eliminations in 40-player lobbies.
  • Map control — ability to stall rescues, split Guard lines, or punish greedy MTF pushes.
  • Counter-play clarity — how well new Guard players can learn counters (line of sight, blink rules, distance checks).
  • Patch volatility — some picks fall after nerfs; we note that in tier notes.

S Tier — consistent round impact

SCP-173 (The Sculpture)

SCP-173 sits at S tier in most community lists because blink discipline is universal: someone must watch the statue or it closes distance instantly. In chaotic pub breaches, even imperfect Guard teams create openings 173 exploits. Flashing lights near 173 (official game warning) can distract humans—factor that into your pathing but do not rely on it alone.

Strengths: burst kills on isolated targets, strong in narrow corridors, punishes split teams.

Weaknesses: coordinated triple-watch rotations, MTF re-containment tools when humans play patient.

SCP-096 (The Shy Guy)

SCP-096 earns S tier when players understand trigger discipline. One bad glance from a Guard across the map can start a chain reaction. 096 teaches humans respect for sightlines—experienced 096 players path toward noise without over-triggering.

Strengths: cross-map threat, forces defensive positioning, excellent against clumped MTF pushes.

Weaknesses: patient Guard squads that never peek, long cooldown windows if triggered early without follow-up.

A Tier — high skill ceiling, still meta

SCP-106 (The Old Man)

SCP-106 lands A tier for pocket-dimension picks and attrition. Community players value 106 when Guards overextend into side tunnels. The role rewards patience more than 173 or 096.

Strengths: isolates stragglers, slows rescues, strong on multi-level maps.

Weaknesses: lower burst than S tiers; coordinated MTF can trade re-containment if 106 overcommits.

SCP-457 (Burning Man)

SCP-457 is A tier in fire-friendly layouts. Area denial around choke points mirrors how Guard lines want to hold doors—457 flips that script when humans stack tight.

Strengths: zone control, punishes door camping, scales in prolonged breaches.

Weaknesses: open areas with long sightlines reduce burn value; water or map-specific counters vary by update.

B Tier — strong in the right lobby

SCP-049 (Plague Doctor)

SCP-049 sits B tier in general pub rankings. The zombie conversion fantasy is powerful in roleplay-heavy rounds but slower than instant-kill anomalies in tryhard lobbies.

Strengths: snowball potential when Guards whiff first contact, unique team pressure if minions coordinate.

Weaknesses: kiting by experienced MTF, slower single-target kills than S-tier bruisers.

SCP-035 (Possessive Mask)

SCP-035 ranks B tier for mind-game potential. Possession mechanics confuse newer Guard players but veterans call bluffs quickly.

Strengths: deception, surprise picks on isolated scientists or Guards, strong in voice-heavy squads.

Weaknesses: falls off when humans play mute-check protocols and stick in trios.

C Tier — niche or high counter-play

SCP-966 (Sleep Killer)

SCP-966 is often C tier in community lists—not because the concept is weak, but because sleep mechanics require setup time and map knowledge newer players lack. Veterans still climb with 966 when Guard teams ignore headphone cues.

Strengths: ambush chains, punishes solo wanderers, scary in dark sectors.

Weaknesses: easily countered by grouped players and alert MTF; lower raw DPS than bruisers.

SCP-682 (Hard-to-Destroy Reptile)

SCP-682 ships as a marquee bruiser but frequently opens at C to B tier while the community learns kits. Tankiness is real, yet coordinated MTF focus-fire and kiting can stall 682 long enough for re-containment. Expect this entry to move as patches stabilize.

Strengths: absorbs damage, intimidates scattered Guard lines, wins long chases if humans panic.

Weaknesses: focus fire, stun chains, and patient MTF re-containment windows.

Matchup cheat sheet

SCPBest againstStruggles when
173Split teams, narrow hallsTriple-watch + MTF hold
096Peek-heavy Guard habitsNo-peek turtle squads
106OverextendersStacked MTF trades
457Door stacksOpen sightlines
049Slow rotationsKiting MTF
035Solo playersTrios with callouts
966Solo wanderersGrouped, alert teams
682Panic fireFocus fire + recontain

How to climb with lower tiers

Pick one B-tier SCP until you understand breach timing. Pair study with Guard role basics so you know what humans fear. When you queue MTF later, read Guard vs MTF tiers to see which kits counter your main.

Disclaimer

Tiers are community opinion. Your lobby skill mix matters more than a letter grade. Update your personal notes when insanepfgb ships balance changes—watch Updates and re-test before copying tier lists into ranked arguments.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Why is SCP-682 not S tier on launch?

New bruisers often start lower while players learn counters and while patches stabilize. Community lists adjust after enough post-update matches.

Does the flashing lights warning affect SCP-173 tier placement?

It is an accessibility concern for humans, not a direct buff. Tier placement focuses on kill pressure and map control once players adapt.

Should beginners pick S-tier SCPs only?

S-tier picks help, but learning one A-tier anomaly deeply usually improves win rate more than swapping letters every round.