Arsonist

Basics

 * You have Night Immunity; you cannot be killed at night.
 * You have Bite Immunity; you cannot be converted into a.
 * You have Detection Immunity (not suspicious to the ).
 * You can be killed at night by attacks which ignore Night Immunity, such as being executed by a or haunted by a.
 * You will win automatically versus a lone, , , or a  without executions.
 * Despite the wording of their goal, Arsonists do not always have to live to the end of the game to win. If there are multiple Arsonists 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.
 * However, they will receive a notification if you douse other Arsonists.
 * An will see doused targets as, , or Arsonist.
 * If a target is doused and investigated (by an or ) on the same night, they will appear under the Arsonist'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  has a higher priority compared to the Arsonist.
 * A will see doused targets as an Arsonist.
 * The will see doused targets' exact role.
 * If a disguises as a doused target and is killed that night or the following day, the  will appear as the target's actual role and not as an Arsonist.

Cleaning, Dousing, and Igniting

 * If you do not choose an action at night, you will clean yourself. This only matters if there is at least one more Arsonist 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 Arsonists 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 Arsonist can ignite targets that have been doused by other Arsonists. This makes it possible to ignite a target each night, including the first night.
 * To ignite each night, the Arsonist who is dousing must select a target before another Arsonist selects to ignite said target, since clicking order matters,
 * 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"achievement (Igniting 5 players in one night) since they don't still have to be alive for you to ignite them. When there are multiple Arsonists 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 you can go through Night Immunity. As is the case with all roles, 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, or another important  role? 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  (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 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 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  and.
 * The and the  can win together with you. Likewise, dousing a  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  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  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 or pretend to be a  or . The last thing you want is to ignite your doused targets, only to find that you're alone with a  who kills you the next night, or that the  and  you spared are actually members of the  who proceed to lynch you. Additionally, remember that, , , and  might vote unpredictably; if you ignite with one member of the  or  left and a  or , you run the risk of the swing vote turning against you and lynching you.
 * The Arsonist can be a big threat to, , and , so these roles might lynch you even if the fact of you being known as an Arsonist is revealed. This is because a  and  know that your attack goes through Night Immunity, and may lynch you if they believe you doused them. An  may lynch you so they are able to remember your role, and a  may want to side with another rival faction or evil role. If they are showing any of these plans, your best bet to survive is to douse (if you haven't already) them and ignite. You may lose a possible ally, but it's better than dying right off the bat. Remember that you should only kill these roles at a last resort as they can't do as much harm to you as other ones.
 * Avoid dousing famous or controversial names. They will often have on them, which will result in your death. Additionally, they're more likely to be killed by someone else, wasting a night for you.
 * It's important to track who is doused to avoid messing up at your game-finishing ignite. (A great way of doing this is writing everything in your Last Will)
 * are important to kill - the is the only  role that is possible when investigated, and is not only impossible to confirm but is classified as a  role, where in most modes where an Arsonist is possible (namely Ranked Practice, Ranked, Custom Mode and Rapid Mode) there is only one  slot and  is usually already taken up by something else. Coupled with the fact that the  is a high priority lynch target, that investigation result can lead to a lynch.
 * NOTE: Since doused targets now come up as, or Arsonist, killing  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, , , and . If you are certain all roles 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 Arsonist, 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 ' 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, and even if an investigates you, you are functionally indistinguishable from a.
 * If you are doused by another Arsonist, wait a night and stay idle. Doing so will clean the gasoline off of you, making you unable to be doused and revealing yourself to the other Arsonist.
 * It can occasionally be worth igniting early if you have a number of dangerous threats doused (such as the entire, the , , , the , 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 Arsonists, it may also be advantageous to ignite early. This is because Arsonists will definitely kill through Night Immunity, and with multiple Arsonists you will have a lot of people doused in a short amount of time - rather than giving the time to figure out who the Arsonists are and having them lynched, killing 5 people during Night 3 (for example) is a good way to silence a lot of people who pose a threat, and this will help cement an Arsonist's win.

Choosing Not to Douse/Ignite
However, in Ranked Practice and Ranked where there is only one 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 an. If a is lynched, write in the chat something that suggests you won as the. Players might not think about killing you since you already won. The claim also explains your Night Immunity. People probably won't suspect another Arsonist is in the game if the other one dies, and won't vote for you or think the Any slot is Arsonist. At the end, if there is a member of the and  left, as the "", you can pretend to be the "deciding vote" in who will win. If all the are killed and an Arsonist is killed while you are the last Arsonist and the game continues for the, in this tactic, remind the  that there may still be a  to keep the attention away from the possibility of a second Arsonist.

Threats

 * Even though you have Night Immunity, night killers like the, and a  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 will expect a  to come forward to confirm this, which means it is not a reliable strategy.
 * You can claim (or imply that you're an ), 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 ( are less likely to reveal than, and the  won't expect it). But be warned that a 's healing does not produce the immunity message, so your attacker will know if you're lying; however, unless they're a , 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 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 usually accepts accusations of immunity in a Death Note.
 * 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 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, , and the can prevent you from dousing people and igniting, even if they only find you very late in the game. It can sometimes be worth an early ignite to kill them.
 * The can also, of course, execute you. It's important to have a claim ready for if you're jailed;  is a logical claim, since it's the  entry in your investigative result, but since you share it with the  and since it's such a convenient claim, it may make the  suspicious. Other roles with easy-to-fake Last Wills, such as the, , , , and , are all decent claims as well provided you're not worried about.
 * On top of this, anyone jailed by a 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.
 * can be a threat, since they can identify you if not many people have been doused. They could also alert the in a Death Note, and instruct any  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 might go for them instead.
 * are no longer that dangerous to you, because all doused targets show up as, , or Arsonist to them, preventing suspicion to you. Still, though, your investigative result is still suspicious, especially if it's the beginning of the game or you have just ignited (since not many people have been doused). If you are accused by one, you could claim to be doused yourself, but when you ignite and are still alive, that remembered your douse claim will likely lynch you.
 * can be extremely serious threats; since you need to douse most of the town, a who simply covers the same person every night will almost certainly kill you. Taking down a  is one of the few reasons you might consider igniting early; however, remember that if a  is confirmed, then they're likely to be killed by one of the game's other killers.
 * The can ignore your Night Immunity and, like the, can catch you by targeting people who haven't yet been doused. Of course, if you know who the  is, you can often just get them lynched or douse them on a non-Full Moon night.
 * The 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 . 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  and, you might find yourself surrounded by  who will immediately deduce your identity.
 * 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 can keep you from igniting (and can sometimes make you ignite early on accident).
 * The can kill you one-on-one, and can force you to claim a role; but since they're also a major target for the  (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  is that they very likely tie up the, if there is one, making it safer for you to douse everyone else.
 * A can screw up your calculations by reviving someone on the night you ignite. Additionally, note that currently, anyone that a  revives is cleaned of dousing (regardless of the way they died). This possibly is a bug.
 * The is an obvious threat in which they can kill you if you try to douse them; worse, your usual strategy of waiting for the  or the  to kill them for you might not work here, since the  and  want to save the confirmed  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, 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, , , , and  are usually not threats to you. The  can confirm themselves to narrow down the suspect list, the  can bring back logic and information from the dead, and a  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  composed only of these roles will have a lot of trouble catching you.

What to Claim
The Arsonist is a powerful role, but you dousing many people could be a waste if you're just going to be lynched (or executed) anyway. There are ways your role could be revealed like investigation, but you need to have a back-up story if you are investigated, a role of course is the most believable, here are claims that could potentially fool other players if used correctly.
 * One option is to claim to be a, which explains your Night Immunity; this is more likely to get you lynched if people are getting killed by a , because is a common claim for , whom both the  and the  want dead. If you do claim to be a , 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  alive. If people are saying that they got controlled by a , the  will often lynch  claim, so be careful.
 * Another option is to imply that you're an ; accuse someone at random, and (assuming they're ) thank the after they're lynched. You can even just thank the  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  or lynched by a vengeful, and  and  can still identify you. Also, if you delay on dousing to reinforce your disguise, you may find the  turning their suspicion back to you, with no real way of ending things quickly.
 * If you're going to claim a role,  is the logical choice. Aside from that, you can almost always fake a Last Will to improve your chances of people believing you. However, claiming to be a  after a revealed  or confirmed  died can be extremely suspicious, since the  will wonder why you weren't protecting them. You can even claim to have used your bulletproof vest if someone calls you out as being immune but this will not work against  conversion.
 * Claiming to be an with a Last Will that shows everyone you doused as, , or Arsonist can work well, as you can also claim you were doused yourself. However, you can be busted by a  who notices the shift between everyone that has been doused. This works in situations where you need to claim a role and otherwise you get lynched.
 * However, this has a downside of revealing who was doused, which can create many other problems for you, like people panicking and making you the top threat. To counter this, change some names to quiet people to create more confusion and less panicking.
 * Claiming to be a with only  or  roles alive can help your chance of survival. However, if no one has been controlled, the  slot is taken by  or, or you have ignited, then this will not work. If you claim to be a  in a 1v1v1 scenario, you can cause the , or any other  role to lynch the last remaining opponent, thus winning all other match ups. However, experienced killers will ask who you have controlled and their exact roles, so be wary. This works best if you haven't doused.
 * If an lets out your investigation result and attracts suspicion to you or if you're directly accused by one, you can claim any believable  role and then claim you must've been doused and thus, framed. Although this tactic does not always work and the } 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  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 causing you to likely be lynched.

Playing against Arsonists

 * If multiple people are showing up as an Arsonist's result, then they might 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 and a  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 a, , or Arsonist, then that person has been doused, and the person that visited him is Arsonist.
 * If you are a, 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 who claims  in jail, and you not executing that  gives the  another chance. Depending on the role list, sometimes you might have to go with your gut feeling and execute that person.
 * If you are a and have found the Arsonist result, ask the  or the  to attack them, if they were immune, then they are likely an Arsonist.

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