Witch

Basics

 * Witches are immune to bites.
 * Witches are immune to other Witches controlling them.
 * If the is the only faction remaining, the game will end automatically and all Witches will lose.
 * However, if there is at least one living with remaining uses on their night ability, the game will not end.
 * If only one remains who has shot a Town member the previous night, the game will still end in victory for the Town, even though the Vigilante would commit suicide on the same day. (This may be a bug.)

Controlling a target

 * First target: the player who is controlled. The Witch will visit them.
 * If the Witch's first target is roleblocked by a, , or , the control will have no effect.
 * If the Witch's first target has no remaining uses for their ability, the control will have no effect.
 * If more than one Witch wants to control a target, the Witch who completes his or her action first will get to take control.
 * The controlled target will be notified if multiple Witches attempt to control him/her.
 * Second target: the controlled player will use their night ability on the second target, if the control is successful.
 * If the controlled player has a visiting night ability, they will visit the second target. They will be seen by a and may die to the  or the.
 * Witches will not visit the second target. They will not be affected by Werewolves, Veterans, or Lookouts visiting that target.

Strategy
The Witch is an odd and possibly devastating role that has the ability to control someone's action. This can cause events such as a making a Serial Killer kill someone that will make them more obvious, or causing a Doctor to heal them instead of somebody else.

Messing with Town roles

 * If someone reveals they are a Veteran, it's a good opportunity for you to control someone you want dead and make them target the Veteran; if the Veteran goes on alert, whoever you controlled will die. If the Veteran is not on alert, however, the Veteran will die. This can also be worked to your advantage, however, because the Veteran can be a potentially dangerous role to a Witch.


 * If an Investigator calls you out you are forced into two positions, claim you were transported or are a Survivor (if available). This is why the Investigator is one of your biggest foes, so making sure investigators aren't targeting you is one of the highest priorities.


 * Abuse a Vigilante. If one is revealed, forcing him to kill another Townie, such as a revealed Mayor, will be sure to anger the town and may help you win. Make sure you don't visit a sudden Veteran though since claiming Vigilante is one of their tricks.


 * If you know who the Jailor is jailing, you can force him to execute their target by controlling the Jailor to target the person in jail. That can be devastating if the jailed target is an important Town role, particularly the Mayor.
 * This also works the other way around; if you do NOT want a jailor to execute someone, such as someone in your Friendship, you can force them to target someone else, and they will not be executed.


 * Control a known Escort to role block dangerous Town roles, particularly Investigative or Killing classes.


 * Using your powers to kill townies is not the only strategy a witch can use! If you discover someone is a Doctor or Bodyguard, have them target you. You guarantee yourself protection every night until your unwilling victim is put out of commission. An added advantage of controlling a Bodyguard to protect yourself is that if the Mafia tries to kill you and hits your bodyguard instead, and the Bodyguard indicated (in their will or in chat) that they were being controlled, then the Mafia will learn that you're a Witch and will avoid attacking you in the future.


 * If a Mafia killer is being repeatedly blocked by an Escort and is unable to kill, you can liberate them by forcing the Escort to target someone else.

Controlling evil roles

 * If you find an evil killing role, you have to decide between controlling them continuously or focusing your attention elsewhere. Controlling them continuously has the advantage of ensuring they won't kill you, but it has the disadvantage of mostly wasting your capabilities otherwise (since you're not actually helping them win). If they're Mafia, this can be even worse, since there's a constant risk that you'll make them target their own teammates.
 * Controlling the Werewolf is dangerous, since if they're role blocked, they'll stay home and kill all their visitors, including you.

Revealing yourself to evil roles and teaming up with them

 * If you can find who the Serial Killer or the Mafia is it would be best to team up with them because you can win with the Mafia, Arsonist or Serial Killer. Sometimes it would be best to make friends with both to avoid being killed at night. The best way to find out who anyone is is by who you tell your target to kill.
 * Such as if you told person A to target person B. The next day, target B is dead by Mafia. Then you can find a quiet way of talking to them, such as a whisper to target A: "I know what you are we can work together." This has its risks, though. The last thing you want to do is let the Spy know who and what you are and who the mafia is if you want to win. If they don't work along with you, then you can always rat them out in your will.
 * It's generally not to your advantage to kill off the Mafia, since you can win with them; however, remember that unlike actual Mafia members, you always lose if you die, and are capable of winning with the Serial Killer or the Arsonist. Therefore, you can kill a Mafia member if you intend to side with the Serial Killer or Arsonist and the Mafia somehow becomes a threat to you -- it isn't gamethrowing provided you legitimately believe killing them increases your chances of surviving. Similarly, since you have no victory condition after you die, it isn't gamethrowing to name them in your will (doing so can even be a useful threat to keep them from killing you.) Part of playing the Witch is about building trust and cooperation with other Evil roles, and having that trust fall apart is a legitimate part of the game. That said, siding with the Mafia is usually your best path to victory, so killing them should be avoided whenever possible.
 * Keep in mind that coincidences can happen. If Person B dies to a Serial Killer, it doesn't automatically mean that Person A is the killer.
 * Another Strategy is to whisper to the person you witched that you visited them last night. As your visits leave a notification in chat, they should realise you where witched. The good thing is that this doesn't necessarily tip off the spy.
 * One way to identify yourself to an evil killing role the night after witching them is to announce you were witched the next morning. Assuming there's only been signs of one Witch up until now, they will ideally realize you're lying, which will hint to them that you're the actual Witch.
 * It is generally a better idea overall to team up with the Mafia rather than the Serial Killer if you have the choice. If it comes down to you, the Serial Killer, and the Godfather, the Serial Killer will likely kill you in order to secure their victory, whereas the Godfather needs you alive in order to lynch the Serial Killer.
 * Provided you haven't been doused, you also have the option of teaming up with an Arsonist; remember that if they do make the mistake of dousing you, and you've identified them, you can prevent them from ever igniting by controlling them every night.
 * While you can win with the Werewolf as well, you're often better off siding with someone else and trying to get them hung. This is because the Werewolf is both unique and the most dangerous part of your Survivor / Witch / Werewolf investigative result; once the Werewolf is dead, you're much less likely to called out and hung by an Investigator, and much safer if you previously claimed Survivor. Additionally, as a visiting role, you're at risk of being killed by the Werewolf even if they know you're on their side.
 * The witch is unique among Evil roles in that (unlike the Serial Killer and the Arsonist) you generally need to cooperate with someone else to win, yet (unlike the Mafia) you lack a reliable way to communicate. You should be careful when whispering; not only does this expose you to a Spy, but the simple fact that you're whispering a large amount can arouse suspicion, especially if anyone you're talking to gets exposed. At the same time, your lack of night immunity means you need to alert anyone you intend to cooperate with at some point or you'll likely end up killed by them.
 * If you've decided on one evil role you want to side with, it can often be advantageous to throw others at a confirmed Veteran. Either they'll kill the Veteran for you, or they'll die and won't be a problem anymore. This can be a particularly useful way to rid yourself of a Werewolf, who can be dangerous to side with (and beneficial for you to kill) for the reasons outlined above.
 * Even though a Witch is essentially a free vote for evils, claiming Witch early with no pressure from anyone else is a bad idea, even if you swear never to Witch. Not only will this most likely result in a execution from the Jailor or a bullet in the back from a Vigilante, but a Town with a majority of any kind will almost certianly lynch you. Even in modes where Town has the minority, such as Rainbow or Custom, this will most likely end up with a killing role like the Serial Killer, for example, ending your life when the rest of the Serial Killers have died and the last Serial Killer now finds themselves as the minority.

Claiming a role

 * Publicly claiming to be a Survivor early on can reduce the chance that you'll get killed at night, and neither Investigators nor Sheriffs can falsify that claim. However, if you use your powers, a Lookout might spot you visiting, so if you're going to use this claim it might be best to hold off on controlling anyone early on. Additionally, Survivor is a common claim by the Werewolf, who both the Town and the Mafia want dead.
 * Acting like a Jester or Executioner is another way to reduce the risk that the Mafia will target you, since they don't need to kill those roles; however, you face the risk of being killed by a Vigilante or Jailor, or hung by a Town that misreads your signal. Additionally, this clashes with your Investigative results; since a Survivor wouldn't generally pretend to be either, Investigators are likely to assume you're a Werewolf.
 * Your ability gives you a degree of information, which (in an emergency) you can use to try and confirm yourself as an Investigative by outing a Night Killer you previously controlled. This can be particularly useful for discarding one evil role when you've decided to side with another (eg. getting rid of the Werewolf when you intend to side with the Mafia.)  This should be done with caution, however, for a variety of reasons.  You ultimately need to side with one evil role or another to win; worse, convincing the evil roles that you're an Investigative might get you killed by the people who are supposed to be on your side.  Additionally, the target you controlled will know they were Witched and might figure out that that's how you identified them, outing you with their last words or in their will.
 * If you are going to claim a town investigative role, one easy one to choose is lookout. Not only is a lookout will easy to make up (much better than investigator), you can also use who you witched to write down visits. If you control person A to visit person B, write in your fake lookout will that you watched person B and that they were visited by A. Any accurate info besides "nones" in a fake lookout will will often be the difference between you getting lynched and being pardoned by the town.
 * You should always declare your true role the moment you think the Town no longer has a majority to protect yourself from being killed or lynched, especially if there's an Arsonist and you haven't yet been doused. Even when the Town still has killing roles or still has a majority, it can often be safer to declare your true role than you might think; first, many people will take you for a jester, and second, you're low-priority from the Town's perspective -- you can't kill directly, and they don't actually have to kill you to win. This doesn't mean it's safe; Vigilantes and Jailors in particular are a huge danger to an exposed Witch. But you have to weigh this against the protection you get from the Mafia and from Neutral Killing roles.
 * This is especially useful in Rainbow mode where the Town has only two members, maximum three counting the "Any" in the role list. However distrust is especially rampant in Rainbow mode, due to the massive amount of different teams. The killing roles may just kill you because they are afraid you will side with the rest of the evils against them, while the mafia may kill you just because they may think you are lying. The town has a valid reason to take you out and most importantly, there is nothing you can do to keep yourself safe, since every team is made up of 2 killings with the exception of the mafia. So even if you try to keep a confirmed arsonist or serial killer from killing you, there is always the second member of that team to worry about.

General notes

 * Take note on how those whom you've controlled act. If they are not alarmed by being controlled, or even go out of their way to feign ignorance of your existence, it is very likely that they are on your side. In particular, when someone asks if anyone else has been Witched the night after you Witched them, they're signalling to you that they're evil.
 * When using your power to try and sound out who people are, remember that your primary goal is to impede the Town and to support evil roles; above all else, you want to avoid harming the evil roles you need to win. Therefore, try to make sure your second target is Town, or at least non-evil, and try to avoid deliberately controlling Evil roles unless you're certain you can benefit from it or if you're worried they'll attack you if you don't. If someone has previously signaled to you that they're evil (by, for instance, ignoring the fact that you witched them), don't target people at them unless you know what you're doing, since you probably don't want to kill them by accident.
 * When you're experimenting, never make your victim self-target (unless for achievement purpose). If they're a Mafioso, you'll kill an ally; if they're a Werewolf, you'll kill yourself; and most Town won't have any special effect when self-targeting. The only Town who will really benefit you to self-target (the Vigilante) is even more effective when they target another Town. Additionally, making someone self-target generally gives you less information, since they're unlikely to announce something that would reveal their role whereas if you make a roleblocker, blackmailer, or arsonist target someone else you can usually figure it out based on their victim's reactions; and of course if you make a Godfather or Serial Killer target someone else, it's usually immediately obvious, whereas nothing will happen if you make them target themselves.
 * You can make a known or suspected Arsonist self-target in order to make them ignite, which can be useful if you think they've mainly doused Town and not Mafia. However, if you have been doused yourself, you should make Arsonist target someone else every night to prevent him from igniting his victims including you. If you feel like the Arsonist is the last obstacle to other evil roles' victory, rat the Arsonist out as an Investigator or Lookout or Vigilante or even like Witch yourself.
 * Investigator, Lookout, Doctor, Bodyguard and Sheriff will not know who they are looking at if you tell them to look at a certain person. For example, if Sheriff A looks at target B, who is Mafia, and Sheriff A is controlled by witch to look at target C (Doctor), the result would be the same as if they were originally looking at target C. For Town Investigative roles, however, because the user knows they are controlled, they will usually end up scrapping the data for that night, regardless of the outcome, since there is no way of finding out who they ended up actually looking at.

Friendships
For example: If you found the Godfather, Serial Killer or Arsonist and wanted to make sure they do not attack you if you stop controlling them, you would probably whisper ( /w (name or number) (message) ) them not to attack you. However if there is a spy lurking around, then you would have to be a lot more careful in what you whisper, especially if someone is a proven Spy.

This is because if spy discovers you whispering to someone suspiciously, then they may record it in their will, thus when they die you will be under suspicion. If the spy is proven, and you control the serial killer or godfather or arsonist to attack them, then they may be protected and not die (Doctor protection), wasting a night or you would lose your killer (Bodyguard protection). Additionally if the spy is proven they will probably have no qualms in just telling the town what you whispered. If what you whispered is even slightly suspicious most smart towns will simply jump the gun and attempt to have you lynched which is quite annoying to deal with.

However, most of the time if you can see that there are only 2 Town Investigatives and none of them are spy then you may want to whisper, as it will help guarantee your friendship with a killing role, leaving you time to create havoc amongst the rest of the town. If you are checking the role list for spies then make sure to also check Random Towns and Anys. However factor in that most of the time taking the risk is important and very beneficial to you.

Whispering to a killing role that you have found is incredibly beneficial and most of the time they will accept your help. After all, you both have basically the same goals in mind and killing roles are usually alone, with the exception of Godfather unless all of the Mafia have died, thus partnering with you ensures them your support and another vote, which can be devastating.

However in the unlikely event that the killing role that you have found decides, "Lets kill the witch!", then you may want to "inform" them that their names will be in your will, along with their roles and also the reason why you believed they were bad. This will most probably either enrage them and make them kill you out of spite, in which case you may as well screw them over, or make them cooperate, a bit of a dodgy unwanted friendship but needed.

Who you choose to control and when is very important.
You want to ensure as many Town die as possible and that your killing friend is not suspected. As a witch more attention to the roles is needed as you need to ensure that your friends survive. Towns are always first killing priority because if worst comes to worst, they are the only group you cannot win with.

For example: You have found the Godfather early in the game (this rarely happens but this is an example) and you know who the rest of the mafia is. If one of the mafia eg. Blackmailer and Consigliere are found out by an investigator then you may want to attempt to destroy their plan or ensure that town forgets about it.

You can do this by telling Godfather to attack someone who was supporting the investigator/sheriff's accusation and you, yourself can control a doctor to heal the accused, this ensures that a) the Investigator/sheriff's accusation is weakened and you can simply brush it aside without too much suspicion and b) The accused is not shot by a Vigilante.

The reason why you should not be attacking the investigator/sheriff themselves is that this generally enrages Town more and most people will make the connection that whom they have accused has killed them to try and get rid of any suspicion. The investigator/sheriff may become a martyr and in most likelihood the accused will get lynched.

Dangers
Witch can be incredibly powerful and incredibly damaging however it is up to you to use your mind and figure out what to do. However be aware of potential dangers.

Spy: Does it really need to be said? Spy can quickly and easily take you out if you're not careful. One suspicious whisper towards a potential ally and Spy will call both you and them out, if not directly, then in their Last Will, unless you side with mafia and a Janitor/Forger does their ability on the Spy. Even if you avoid getting lynched by claiming Survivor, if there's a good Vigilante in that game, they will shoot you, and you will die. Since your only way of getting in contact with an evil role is whispering, the Spy is potentially the biggest threat to a Witch's success, as while a Lookout can be discredited as an Executioner if you're lucky, and an Investigator may be fooled by a Survivor claim if there is no Vigilante in game, a Spy is quickly and easily proven through the "Spy test", leaving you and your potential ally up the creek without a paddle.

Lookout: If you have been consistently controlling a Town Protective role to heal yourself then a smart lookout might visit the Town Protective to see who has been visiting them. Ignore this danger if the lookout is stupid, the Protective role has not been saying they are getting repeatedly controlled and if you desperately need protection that night.

Veteran: Pay attention to who this role has killed and guess/estimate how many alerts they have left. If they have used all 3 then do not bother will them as they cannot do anything anymore and are not worth your time. However if they have confirmed their role as Veteran, they do not have any alerts left and Town trust them then it will be best to kill them off and ensure a Protective role does not guard them. This way you will have more leverage and a better chance to convince town that you are good.

Investigators: An Investigator will read you as Survivor, Witch or Werewolf; since this has no Town options, many of them will call you out. Witches are low-priority from the Town's perspective (since you don't kill directly), but Werewolves are a major danger, so the most likely situation when an Investigator calls you out is that they suspect you're a Werewolf. Claiming Survivor after an investigator has accused you is dangerous, since the Town loses little by hanging a Survivor. Sometimes, the appropriate thing to do is admit to being a Witch; this will may get the evil roles on your side, and late in the game (when they're at risk of losing the majority if they don't hang a killer), the Town might not be able to spare the time to hang you. If it's early in the game, you can accuse the Investigator of being an Executioner, but this is dangerous, since they can often prove themselves by posting their will.

Others: Sheriff are not a huge danger to you, since you show up as not suspicious; if you are accused by one, either you were framed, or it's a Jester or other evil role trying to stir up suspicion. React the way an innocent Town would; ask for their will or other details to prove their role, suggest you may have been framed (which a Spy may be able to confirm), call them out as an Executioner when they fail to provide corroborating information and so on.

Early game: You are most vulnerable early game because you do not know any roles and you will be discovered immediately if someone simply points out that there is a witch. In early game pay attention to how people act and what that may mean their role is. Discovering an important role early is your precious key to winning the game, so use whatever you can to protect it (without getting yourself lynched obviously). However if there seems to be solid evidence that your killing role has been discovered...It would be smarter to add to the prosecution and completely ignore them. Early game is when most witches will fall short.

Last Will: In your Last Will you can keep a record of who you control and what. This is useful for your own records, and the knowledge that your will likely incriminates them will keep smarter night killers from killing you if they've identified you. If you wish, you can blank or edit your will if you expect to be hung in order to avoid incriminating evil roles; however, note that you're not required to do so. Witches have to be alive to win and always lose the game when killed, so (unlike actual Mafia members) it's not gamethrowing for you to incriminate your fellow evil roles when you die.

Sorcière