Arsonist

Basics

 * You have Night Immunity.
 * You are Detection Immune (not suspicious to the Sheriff).
 * You can be killed at night by attacks which ignore night immunity.
 * You will win automatically versus a lone, , , or a  without executions.
 * Despite the wording of their goal, do not always have to live to the end of the game to win; if there are multiple  in a game, you will win as long as at least one of them wins.
 * Anyone that you have doused will not get a notification about the dousing.
 * You will receive a notification if you have been doused by another.
 * An will see doused targets as , , or.
 * If a target is doused and investigated (by an or ) on the same night, they will appear under the 's investigative results.
 * If a target is doused, framed, and investigated on the same night, the will see the target that night as a ",, or ." as the Framer has a higher priority, compared to the.
 * A will see doused targets as an.
 * If a disguises as a doused target and is killed that night or the following day, the Disguiser will appear as the target's actual role and not as an.

Cleaning, Dousing, Igniting

 * If you do not choose an action at night, you will clean yourself. This only matters if there is at least one more that douses you in gasoline.
 * You will not be ignited even if you are doused again this night.
 * If you are role blocked while you're doused, you will not clean the gas off of yourself. This could possibly be a bug.
 * A jailed target can be saved from being doused or ignited, though if they are saved from death by ignition they will still remain doused.
 * Anyone who is revived by a will no longer be doused, regardless of how they died.
 * A will be doused even if on alert. This only matters if there are at least two  in the game or if you get saved by a.
 * If a protects your target when you are dousing, you will kill each other but will not kill you when you ignite your doused targets, regardless of whether they're protecting one of your targets or you yourself.
 * Every can ignite targets that have been doused by other . This makes it possible to ignite a target each night, including the first night.
 * To ignite each night, the who is dousing must select a target before another  selects to ignite said target.
 * Anyone that you have doused that died in some other way than ignition can still be ignited by you. This can be helpful in obtaining the "Disco Inferno" Achievements (Igniting 5 players in one night) since they don't still have to be alive for you to ignite them. When there are multiple in one game, the "Disco Inferno" Achievement is easily attainable.

Strategies
As an Arsonist, you are often the number one target/threat for the, , , and the. This is because you are a very dangerous and versatile role that can get away with almost anything, and because you are one of the two killing roles that can kill through Night Immunity (the Werewolf is the other, of course). So stay undetected as much as possible.

Who to douse

 * Your ideal situation is to reach the end of the game with as many people as possible doused. Therefore, your goal is to figure out who is likely to live until the end of the game, and douse said people, avoiding the ones who are likely to die by other means. Somebody just revealed themselves as the Sheriff. Chances are this player will be dead the following day without you intervening.
 * Dousing people who are quiet has a lot of advantages. They're often evil roles (who tend to live longer) and they're less likely to attract the attention of other killers or a.
 * You don't need to douse absolutely everyone. The wins in all one versus one situations except against the, the  (if they have executions left), the Mayor (they can hang you with their voting power), or the  (if they have alerts left). Eliminating all these roles is essential for victory, though you may want to delay on some of them and hope that they're eliminated by someone else (especially, of course, the .)
 * You don't need to douse and ignite in large chunks. Depending on the roles, it is normally a viable strategy to only douse 2 or 3 targets then ignite said targets. If you know who certain Town Investigative roles are, you should douse and ignite said roles first, to gain some breathing room after your first and possibly second ignition.
 * In particular, while you need the Mayor dead to win, you may want to avoid dousing them yourself in the hope that someone else will kill him for you as he's likely to be protected by Bodyguards and Lookouts.
 * The Survivor and the Witch can win together with you. Likewise, dousing a Jester is pointless because they're trying to die anyway (and because their goals coincide with yours, provided you don't vote guilty on them); dousing an Executioner is also pointless because their goal doesn't conflict with yours either. If you're certain you've identified any of these roles, don't bother dousing them. Avoid dousing Witches in particular as it's important, because they can prevent you from igniting if they identify you.
 * However, remember that evil roles often claim to be a Survivor or pretend to be a Jester or Executioner. The last thing you want is to ignite your doused targets, only to find that you're alone with a Werewolf who kills you the next night, or that the Jester and Survivor you spared are actually members of the Mafia who proceed to lynch you. Additionally, remember that Survivors, Jesters, Executioners, and Witches might vote unpredictably; if you ignite with one member of the Mafia or Townie left and a Survivor or Neutral Evil, you run the risk of the swing vote turning against you and lynching you.
 * The can be a big threat. Survivors, Amnesiacs, etc. might purposely lynch you even if they know you are an, mainly because an Amnesiac or someone pretending to be an Amnesiac wants to become an , or you will attack through Night Immunity and this is a problem for roles such as Executioners and an Amnesiac who might want to remember an immune role and have no difficulties with it.
 * Avoid dousing famous or controversial names. They will often have Bodyguards or Lookouts on them, which will result in your death. Additionally, they're more likely to be killed by someone else.
 * It's important to track who is doused to avoid messing up at your game-finishing ignite. (A great way of doing this is keeping everything on your Last Will)
 * Investigators are important to kill- the Bodyguard is the only Town role that is possible when investigated, and is not only impossible to confirm but is classified as a Town Protective role, where in most modes where an is possible (namely Ranked Practice, Ranked, Custom Mode and Rapid Mode) there is only one Town Protective slot and Random Town is usually already taken up by something else. Coupled with the fact that the Godfather is a high priority lynch target, that investigation result can lead to a lynch.
 * NOTE: Since doused targets now come up as Bodyguard, Godfather, or Arsonist also, killing Investigators is less important. However, they are still usually worth the kill, especially early game,
 * While not foolproof, it is possible to not douse anyone until very late game. This prevents you from dying or being exposed by Bodyguards, Veterans, Jailors, and Lookouts. If you are certain all Town Investigatives are dead, then you can claim a role before dousing. You must find a happy medium between remaining completely silent and talking too much.

When to ignite

 * Ideally, you only want to ignite when it would win you the game; this means leaving you with only one other person alive, at most. Igniting before that both causes you to waste a chance to douse, and drastically reduces the number of people who could be the, making you easier to find. Depending on who's left, they might even identify you instantly.
 * Another disadvantage to igniting too early is that it exposes Last Wills. Since Townies' Last Wills provide confirmed evidence, it's to your advantage to avoid making them appear. (On the other hand, remember that very few Last Wills are likely to outright expose you; you are immune to Sheriffs, and even if an Investigator investigates you, you are functionally indistinguishable from a Bodyguard.
 * If you are doused. Just stay idle for the night and don't douse or ignite. This will clean the gas off you, unless you are blocked from doing so.
 * It can occasionally be worth igniting early if you have a number of dangerous threats doused (such as the entire Mafia, the Serial Killer, Bodyguards, the Werewolf, and so on). Try to figure out who will be left after your ignition, and determine if they'll be able to catch you before you can douse and ignite the remaining targets; weigh the risk of getting killed by the threats you've already doused vs. the risk of getting caught by the people you haven't doused yet.


 * If you know for a fact that there are multiple, it may actually be advantageous to ignite early. This is because will for sure kill through Night Immunity, and with multiple  you will have a lot of people doused in a short amount of time - rather than giving the Town time to figure out who the  are and having them lynch, killing 5 people during night 3 (for example) is a good way to shut up a lot of people who pose a threat, and this will help cement an 's win.

Choosing Not to Douse
However, in Ranked Practice and Ranked where there is only one Neutral Killing role, if there is another Arsonist in your team, you could opt to not to kill at all until the end of the game and one of you play as Executioner. If a Townie is lynched, write in the chat something that suggests you won as the Executioner. Players might not think about killing you since you already won. The Executioner claim also explains your Night Immunity. People probably won't suspect another is in the game if the other one dies, and won't vote for you nor think the Any slot is. And at the end, if there is a Mafia and Town left, as the "Executioner" you can pretend to be the "deciding vote" in who will win. The last person will be shocked to see that the has won. If all the Mafia are killed and an is killed while you are the last  and the game continues for the Town, in this tactic, remind the Town that there may still be a Witch to keep the attention away from the possibility of a second.

Threats

 * Even though you have Night Immunity, night killers like a Serial Killer, Mafioso, and a Godfather are still the greatest threat to you. Most of the time, all it takes is one hit from one and a Death Note outing you to get you lynched. If you do get hit, you need to have a strategy to deal with the accusation; note that there is no strategy that works reliably.
 * You can claim you were transported, but most of the time the Town will expect a Transporter to come forward to confirm this, which means it is not a reliable strategy.
 * You can claim Survivor (or imply that you're an Executioner), but this is unlikely to save you after you've been accused; it's better used as an early claim to avoid getting attacked in the first place.
 * You can claim you were healed by a Doctor (Doctors are less likely to reveal than Transporters, and the Town won't expect it.) But be warned that a Doctor's healing does not produce the immunity message, so your attacker will know if you're lying; however, unless they're a Vigilante, they can hardly say so publicly.
 * You can claim that you're a, but since they only have one bulletproof vest (and therefore the chance of it getting hit is low, especially if you haven't been publicly revealed as a Bodyguard earlier), this rarely works.
 * You can simply say that your accuser is lying, especially if it's a Death Note from an evil role. However, the Town will usually accepts accusations of immunity in a Death Note, especially if people have been announcing they were doused.
 * If there is someone else that the town regards as suspicious, it is good to focus attention on them and off of yourself. Most of the time the Town will not pay attention to death notes, but when they do it is important to shift focus away, and putting it on someone who is already considered possibly evil is a great way to make people forget about you.
 * Role blockers like Escorts, Consorts, and the Jailor can prevent you from igniting, even if they only find you very late in the game. It can sometimes be worth an early ignite to kill them.
 * The Jailor can also, of course, execute you. It's important to have a claim ready for if you're jailed; Bodyguard is a logical claim, since it's the Town entry in your investigative result, but since you share it with the and since it's such a convenient claim, it may make a Jailor suspicious. Other roles with easy-to-fake Last Wills, like the Sheriff, Escort, Vigilante, Medium, and Doctor, are all decent claims as well provided you're not worried about Investigators.
 * On top of this, anyone jailed by a Jailor will survive if you ignite that night, even if they were doused. This can pose a serious problem for you by leaving more people than you expected alive after you ignite. Fortunately, they'll still be doused, so you can ignite them the next night if you can avoid being lynched.
 * A Consigliere is a major threat, since they can identify you flawlessly, alert the Town in a Death Note, and instruct any Consorts to role block you. However, they can be thrown off if they investigate someone who has been doused themselves, because they will get the Arsonist result and go for them instead.
 * The Investigator, while not as serious of a threat as the Consigliere, is still dangerous, since he can "clear" anyone except a Bodyguard or a Godfather of being an Arsonist. If you let them live to late in the game, and you're the only evil the Town is hunting, Investigators will often have enough people confirmed as non-Arsonists that they can simply have the Town lynch everyone who comes up /  / Arsonist.
 * Bodyguards can be extremely serious threats; since you need to douse most of the town, a Bodyguard who simply covers the same person every night will almost certainly kill you. Taking down a Bodyguard is one of the few reasons you might consider igniting early; however, remember that if a Bodyguard is confirmed, then they're likely to be killed by one of the game's other killers.
 * The Werewolf can ignore your Night Immunity and, like the Bodyguard, can catch you by targeting people who haven't yet been doused. Of course, if you know who the Werewolf is, you can often just get them lynched or douse them on a non-full moon night.
 * The Vampires are a threat because they can both identify you by failing to convert you, and can identify you by process of elimination if they take over much of the Town. They're one of the reasons it's a bad idea to ignite early, since even if you thought the non-doused targets were harmless Doctors and Sheriffs, you might find yourself surrounded by Vampires who will immediately deduce your identity.
 * Transporters are dangerous because they can make it hard for you to figure out who was doused. You won't get any indication that your target was swapped, which can lead to you dousing the same person twice and ending up with one more person alive after your ignite than you counted on. Additionally, a Transporter can keep you from igniting (and can sometimes make you ignite early on accident.)
 * The Mayor can kill you one-on-one, and can force you to claim a role; but since they're also a major target for the Mafia (and will often prioritize them over you, especially if they haven't personally been doused), they're often not your first concern. Additionally, one advantage to having a confirmed Mayor is that they very likely tie up the Bodyguard, if there is one, making it safer for you to douse everyone else.
 * A Retributionist can screw up your calculations by reviving someone on the night you ignite. Additionally, note that currently, anyone a Retributionist revives is cleaned of dousing (regardless of the way they died.)  This may be a bug.
 * The Veteran is an obvious threat in that they can kill you if you try to douse them; worse, your usual strategy of waiting for the Mafia to kill them for you might not work here. Since the Mafia is going to want to save the confirmed Veteran for last as well (and that means they're probably going to hit you first.) And worst of all, you don't automatically win 1v1 against a Veteran, so you need to eliminate them somehow. Your best options are to wait and hope someone else takes a potshot at them despite the risk or to eventually douse them near the end and hope they wasted their alerts.
 * The Spy, Sheriff, Vigilante, Doctor, Vampire Hunter, and Medium are usually not threats to you. The Spy can confirm themselves to narrow down the suspect list, the Medium can bring back logic and information from the dead, and a Vigilante can discover your Night Immunity with a potshot, but these are not normally major threats compared to the above. If you're reasonably certain that everyone you haven't doused is one of these roles (plus unaffiliated ), then it might be worth igniting early, since unless you screw up, a Town composed only of these roles will have a lot of trouble catching you.

What to Claim

 * One option is to claim to be a Survivor, which explains your Night Immunity; this is more likely to get you lynched if people are getting killed by a Neutral Killing, because Survivor is a common claim for Neutral Killers, whom both the Town and the Mafia want dead. If you do claim Survivor, it's important to do it early, before you get attacked; claiming it after you're accused of being immune will almost certainly get you lynched, since the Town has no real reason to keep a Survivor alive.
 * Another option is to imply that you're an Executioner; accuse someone at random, and (assuming they're Town) thank the Town after they're lynched. You can even just thank the Town after a random lynch of any innocent Townie. This will both divert attention and explain your Night Immunity. You can also explain your invest results by claiming you were transported-this is believable as often transport themselves with immune roles to ward off suspicion or claim you might be doused. However, it carries several risks; you may be executed by a Jailor or lynched by a vengeful Town, and Investigators and Consiglieres can still identify you. Also, if you delay on dousing to reinforce your disguise, you may find the Town turning their suspicion back to you, with no real way of ending things quickly.
 * If you're going to claim a Town role, Bodyguard is the logical choice. Aside from that, you can almost always fake a Last Will to improve your chances of people believing you.
 * Claiming to be a Witch with only Mafia or Neutral roles alive can help your survivability, however, if no one has been controlled, the Neutral Evil slot is taken by Executioner or Jester, or you have ignited, then this will not work. If you claim to be a Witch in a 1v1v1 scenario, you can cause the Mafia, or any other Neutral role to lynch the last remaining opponent, thus winning all other match ups. This strategy can work if you have not doused, meaning a more "pacifist" playstyle.
 * If an Investigator lets out your investigation result and attracts suspicion to you or if you're directly accused by one, you can claim any believable Town role and then claim you must've been doused and thus framed. Although this tactic does not always work and the Town wouldn't usually believe you, it's more effective in the start of the game or mid-game when there's a good number of people that could possibly be doused and the Town doesn't have their suspicions confirmed or fully locked on to you.
 * Careful, though, if the Arsonist ignites and people remember you claimed doused, you will be cast under extreme suspicion from the Town causing you to likely be lynched

Playing against Arsonists

 * If multiple people are showing up as an Arsonist's result, then they may be doused themselves. To use this tactic, you will need to refer to the role list and your gut to find out who is doused and who isn't, since you will have no way of knowing otherwise.
 * If you are an Investigator and a Lookout has died with a person visiting another, then investigate that person, especially if you already have. If they came up as the same result before, they aren't doused. If they come up as Bodyguard, Godfather, or Arsonist, then that person has been doused, and the person that visited him is an Arsonist.
 * If you are a Jailor, take your claims very seriously. Someone that is doused has a completely different investigation result, and talk with their claim. If they were shown to be doused, think about their claim and the role list. The Arsonist might of doused a Consort who claims Escort in jail, and you not executing that Consort gives the Mafia another chance. Depending on the role list, sometimes you might have to go with your gut feeling and execute that person.

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