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Comprehensive Guide to Among Us Roles

The document outlines various roles in the game Among Us, categorized into Neutral, Impostor, and Crewmate roles, each with unique abilities and victory conditions. Neutral roles include characters like the Jackal, Arsonist, and Executioner, while Impostor roles feature the Fireworks, Serial Killer, and Ninja, among others. Crewmate roles consist of characters such as the Doctor, Mayor, and Spy, each contributing to the game's strategy and dynamics.

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0% found this document useful (0 votes)
229 views23 pages

Comprehensive Guide to Among Us Roles

The document outlines various roles in the game Among Us, categorized into Neutral, Impostor, and Crewmate roles, each with unique abilities and victory conditions. Neutral roles include characters like the Jackal, Arsonist, and Executioner, while Impostor roles feature the Fireworks, Serial Killer, and Ninja, among others. Crewmate roles consist of characters such as the Doctor, Mayor, and Spy, each contributing to the game's strategy and dynamics.

Uploaded by

Cool Blueboy313
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Among Us Roles

Neutral Roles

Jackal - Kills Everyone! Every Last One.

Arsonist - Douses Everyone Secretly & Once


Everybody Alive Is Doused Then All They
Have To Do Is Ignite & Burn All To Win.

Egoist - An Impostor Mate Who Betrays Their


Impostor In The End, Kills All The Other
Impostors To Win Solo & Can't Have A
Lawyer. Other Impostors Will See Them As
An Impostor & Will Win With Other
Impostors If They Die & Impostors Still Win
At The End. But If They're The Only Impostor
Alive Then Only They Will Win. They Can't
Have A Lover.

Executioner - Has A Target They Need To


Vote Out. If Their Target Gets Voted Out
Then The Game Ends & Only They Wins. If In
A Rare Occasion The Executioner's Target Is
A Jester Then They Both Win. If Their Target
Is Killed Not Voted Out Then They Have
Another Player As Their Target. It Continues
Until The Executioner Is Dead.

Jester - Has To Look Very Sus & They Wins


Alone As They Gets Voted Out & Then The
Game Immediately Ends.

Mad Guardian - Just Have To Finish All Their


Tasks To Win.
Lovers - 2 Players In Love With Each Other If
They're The Only 2 Remains Then They Win
But As Soon As One Dies The Other Dies As
Well. They're Not Crew Nor Impostors So
They Wins With Both The Crew Team Or The
Impostor Team. Same With Jackal, Jester,
Executioner & Arsonist.

Opportunist - Alone But Wins Alongside All


The Teams - Crew, Impostor, Jackal All Of
Them Available So All They Have To Do Is
Finish Their Tasks To Stay Alive Until The
End. Once They Finish All Their Tasks The
Can't Be Killed Nor Voted Out. And They
Wins With The Winner Team.
Terrorist - As Soon As Their Done With Their
Tasks They Wins Solo & The Game Ends. So
If They're Killed Before Finishing Their Tasks
Then They Lose. They Win Or Lose Solo.

Champion - Doesn't Have Any Victory


Conditions At All. They Can Win With Either
Impostors, Crewmates Or Neutral Roles. If
They're Killed By An Impostor They're Part
Of The Impostor Team. If They're Killed By A
Sheriff They're Part Of The Crew Team. If
They're Killed By A Neutral Role They're Part
Of That Neutral Team. Other Conditions Are
: ★ When They're Ejected Their Team Won't
Change. ★ If Killed By Warlock's Minions
Their Team Is Impostors. It's Basically
They're Born As A Winner.
Vulture - Walks Around & Eats Bodies, If
They Eat 3/4/5/6 Bodies Before Dying The
Game Ends & They Solo Win The Game.
Eating Requirement Depends On How Many
People Are In The Game.

Hacker - Will Gain 1 Intel As They Fixes A


Sabotage And As Soon As They Gather A
Required Amount Of Intel They Solo Win The
Whole Game. If They Don't Then If Crew
Wins They Wins With The Crewmates.

Juggernaut - It's A Mixture Of Jackal & The


Bounty Hunter. They Have A Target They
Need To Kill Then Their Kill Cooldown Will
Be Short & Even If They Don't Kill The Target
The Cooldown Won't Be Long. And Like The
Jackal They Have To Kill Every Last One.
Werewolf - Everyone The Werewolf Touches
Becomes Werewolves & In The End Every
Player Alive Has Been Infected By The
Werewolf Wins With The Werewolf As A New
Werewolf Team. The Werewolf Can't Be
Killed & Can Only Be Voted Out Or Guessed.
Also The Werewolf Can't Vent.

Enigma - They Have To Decide Which Team


They Wanna Be By Selecting Someone. After
Selecting A Certain Person, The Enigma Is
On The Team Of That Person. Then The
Enigma Can See All The Roles Of That Team.
They Can Even Join Neutrals Excluding Some
Of Them.
Impostor Roles

Fireworks - Kills One Or Multiple Players By


Placing A Bomb. It May Also Result In Killing
Impostors.

Evil Guesser - Can Guess The Crew & Neutral


Member's Roles In The Meeting. If Guessed
Correctly The One They Guessed Dies In The
Meeting. If The Evil Guesser Guesses
Incorrect, Then They Die Instead.

Mafia - The Secret Bonus Impostor. Can't Do


Tasks & Can Just Help The Other Impostors.
As Soon As They Are The Final Remaining
Impostor Then They Can Start To Kill. They
Can Shapeshift, Camouflage, Curse, Place
Bombs, Has Bounty, Track Two Players, Sees
Everything In Full Light, Can Bite People To
Death, Has Sniper Ability, Has Warlock &
Puppeteer's Ability, Reduce Time In The
Meetings, Sweeps Bodies, Can Use Ninja's
Abilities, Be Invisible, Place The Vents,
Activate A Temporary Shield For 10 Sec &
Vent To Hide But Can't Kill Until They're The
Last Impostor Alive. Then They Can Kill & Do
The Other Things As Well. Impostors Except
The Spy Can See Them Red & Their Role
Mafia. The Only Downside Is That Everyone
Will Have A Notification In The Beginning
That There Is A Mafia Among Us & A Huge
Alarm When The Mafia's Ready To Kill. Also
The Jackal & Every Threatening Neutral Role
Turns To Crewmate As They're All One &
Together To Defeat The Mafia. Mafia Can
Even Guess Roles In Meetings.
Puppeteer - Picks Someone & After A Certain
Period Of Time They Kills Whoever Is In
Their Range Crew, Impostors Or Neutral
Roles Anyone Except Just The Puppeteer. It's
Like The Puppeteer Just Set A Mad Serial
Killer On The Loose.

Serial Killer - Has Shorter Kill Cooldown But


They Also Have A Suicide Cooldown. If They
Don't Kill & Their Suicide Cooldown Runs
Out They Self Destruct.

Morphling - Shapeshifts As Other Players &


Can Shapeshift Infinitely Without A
Cooldown.
Sniper - Can Kill Anyone They Want No
Matter Where They Are On The Map But
They Have A Very Long Kill Cooldown.

Timethief - Reduces Meeting Times. But


When They Die The Time They Looted Will
All Return.

Vampire - Kills By Biting Others & Slowly


Infecting Them. Once The Vampire Killed
The Kill Doesn't Happen Immediately But
That Player Moves Slow In A While Then
Dies A Short While Later. If The Vampire
Bites Just Before A Meeting & That Bitten
Player Is Alive Still Then & Shows A Sign To
Everyone That They've Been Bitten By The
Vampire. Of Course Biting Has A Cooldown.
Warlock - Curses Other Players To Kill For
Them. That Cursed Player Kills Someone As
Soon As The Warlock Activates The Curse.
After Killing Someone That Player Is Free
From The Curse. Then The Warlock Can
Curse Someone Else To Do It Again But They
Can't Curse The Same Player. Another
Downside Is That As Soon As The Warlock
Activates The Curse The Warlock Is Frozen
For 5 Seconds & They're Sus If Others See
Them Like This So They Will Have To Do It
Hidden. The Cursed Player Will Know That
They Are In Warlock's Control.

Witch - Has 2 Different Kill Modes. A Normal


Kill Mode & A Spell Mode. They Casts A Spell
On Others & Everyone Can See The Curses By
A Sign In The Meeting. If They Don't Vote
Out The Witch In That Meeting Then The
Players They Cursed Will All Die Right After
That Meeting.

Ninja - Marks Their Target To Tp To Them


Anytime & Kills Them Instantly While Being
Invisible That Way Nobody Else Sees Them.
After Killing All They Leaves Behind Is A Pile
Of Leaves As A Clue On The Dead Bod.

Janitor - Has A Sweep & A Kill Cooldown. So


They Can Kill & Just Sweep Away The Body
Like It Never Happened. That Way Janitors
Can Get Rid Of The Bodies.

Invis - The Invisible Impostor. Has An


Invisible & A Kill Cooldown. Can Also Place
Vents Anywhere They Want. A Button That
Makes Everyone The Same Color & Their
Names Are Question Marked.

Crewmate Roles

Bait - Baits Their Enemies To Kill. If An


Impostor Or The Jackal Kills The Bait Then
They're Immediately Self Reported & The I/J
Who Killed Them Is Revealed To All As Red
In The Meeting To Get Voted Out.

Dictator - One Shot Crewmate. Dictators


Don't Have To Vote In A Meeting But If They
Vote Then All The Other Votes Are Deemed
Ineligible & Only The Dictator's Vote Counts
So Whoever They Votes Gets Voted Out. If
They Vote Out A Crew Then They Also
Immediately Dies. So They Have To Be Sure
To Vote Out Impostor Or The Threatening
Neutral Roles. Also When They Vote Their
Roles Are Revealed & Their Survival Becomes
Hard. They Can Even Vote During Discussion
Before Even The Voting Time Begins. As
Soon As They Vote It'll End The Meeting.

Doctor - Can Know Everyone's Health Status


Anytime Anywhere. Also The Doctor Knows
Everyone's Cause Of Death.

Medic - Shields Someone & They Can't Be


Killed Or Doused Or Bitten Or Other Curses
Until The Medic Dies.

Nice Guesser - Guesses Impostor & Neutral


Roles If They Guess Right Then That Player
Dies & If They Guess Wrong Then They Die
Instead.

Lighter - Sees Full Vision & Everything Even


In The Blackouts.

Mayor - Can Vote Multiple In One Meeting.


Can Save Their Votes & Use Wisely In Every
Meeting.

Watcher - Sees Everyone's Votes.

Sabotagemaster - Fixes Sabotage Instantly!

Tracker - Has A Tracker & Can Track Any


Player(s) They Want. Their Screen Will Turn
Black If Any Of Their Tracked Person Dies.
Also Everytime A Crew Dies The Tracker Will
Be Notified As Their Screen Will Flash Red.

Sheriff - Hunts Down & Shoots All Of The


Impostors, Jackal & Some Neutral Roles. But
If They Tries To Kill A Crew Then They Die
Instead & That Crew Doesn't Die. So They
Have No Tasks But Still They're Crew. Also
They Can't Kill Any Of The Lovers.

Snitch - As Soon As They Finishes All Their


Tasks They Sees All The Impostors, Their
Roles, Neutral Roles & Even All Crew Roles.
And The Evil Guesser Can't Guess To Kill The
Snitch Once The Snitch Is Revealed.

Boost - Can Move Fast & Completes Task Fast


In Just One Click. After Finishing All Their
Tasks They Can Also Boost Other People To
Move Fast As Well. If They Boosts Another
Crew Then That Crew Will Also Finish Tasks
In A Click.

Trapper - Randomly Places Traps & Only The


Jackal, Impostors & Some Other Neutral Roles
Falls Into Those Traps & Dies.

Frosty - As An I/J Kills Them That I/J Gets


Completely Frozen & Cannot Move Until
After The Next Meeting That Way They're
Caught Standing Right Next To The Frosty's
Body. It's Called The Frosty's Revenge.

Friendzone/Silencer - Mutes Someone In


Every Meeting & That Muted Person Can't
Talk.
Spy - The Impostor Among Impostors. The
Spy Knows Who The Impostors Are & They
Have To Take Out All The Impostors. They
Can't Kill But They Can Vent. They Have To
Do Their Tasks & Convince The Impostors
That They Are On Their Team. The Spy Is
Immune To Special Impostor Skills So The
Impostors Can Only Kill Them Or Vote Them
Out But Not Anything Else So They Blend.

Security Guard - Places Security Cameras


Anywhere They Want To Watch Them. It Has
A Cooldown.

Swapper - Swappes All The Votes To Any


Other Player & That Player Gets Voted Out
Instead. After Using Their Ability In A
Meeting, The Swapper Needs To Do At Least
One Task To Refill The Swapping Power In
The Next Meeting. If They Don't They Can't
Use Their Swapping Ability In A Meeting
Until They Finish A Task.

Glitch - The Glitch Can Guess Someone's


Role. If The Player They Guess Is Correct
Then That Player's Role Is Revealed To
Everyone Good Or Bad. Besides Meeting They
Can Use The Glitch Ability To Throw The
Game & Reveal All Roles & All Players Near
Them & Everybody Sees Each Others Roles
Which Can Only Be Used Twice. They Can
Also Fix Sabotages In An Instant. They Can
Vent To Hide From Bad People & They Can
Stop People From Voting In The Meeting As
Many As They Want. But As Soon As The
Glitch Uses Any Of Their Abilities, Everyone
Knows That They Are The Glitch Because
Their Role Is Revealed.

Portalmaker - Makes 3 Sets Of Portals To


Teleport & Everyone Can Use Those.

Detective - Investigates All The Murders


After The Meeting & They Have No Tasks.

Bastion - The Bastion Can Vent & Place A


Bomb In A Certain Vent That Way If An
Impostor Or The Engineer Vents They'll Blow
Up & Die. Then The Bastion Can Place
Another Bomb Not Before That. Bomb
Placing Doesn't Have A Cooldown But Only
One Bomb Can Be Placed In Any Vent.
Bodyguard - Only Picks One Target In A
Game & When Someone Tries To Kill The
Target Bodyguard Protected That Killer & The
Bodyguard Both Dies & The Target Remains
Alive. So The Bodyguard Has An Option To
Use It Or Not Use It.

Medium - Can See Where The Body Is When


Reported In A Mini Map. And The Medium
Can See How They Dies & Which Role Killed
Them.

Oracle - The Oracle Picks Someone They


Think Is Sus & When The Oracle Dies The
Player They Picked Will Be Revealed With
The Player's Role To Everyone.
Veteran - When The Veteran Is Alert Any
Player Who Tries To Kill The Veteran Will Be
Killed Instead.

Bewilder - Whoever Kills The Bewilder Is


Now Cursed With An Inch Of Vision For The
Rest Of The Game.

Sleuth - The Sleuth Will Know The Role Of


The Dead Body They Reported Only If They
Report In That Meeting.

Chronolord - Rewinds 10 Seconds To Prevent


Murders & Can Also Add Times In Meetings.

Star -

Superhero -
Ruler -

Common questions

Powered by AI

Both the Werewolf and Vampire roles transform other players but in conflictual manners: the Werewolf converts others into werewolves, needing them all for a singular win, while the Vampire infects slowly, leading to isolated deaths. This creates a dynamic clash as both roles aim to dominate through expansion yet require discreet execution to avoid the inevitable meeting elimination. The Vampire’s bite induces paranoia, potentially sabotaging the Werewolf's more overt strategy by causing players to target prevalent threats, revealing these central figures early .

The Dictator's role allows them to single-handedly control the voting outcome during meetings by declaring their vote, rendering all other votes invalid. However, this power is used at the risk of dying if they vote out a crewmate. This role can quickly shift the game's balance by eliminating threats instantly but requires careful judgment to avoid self-destruction and to maintain the integrity of the crewmate team .

The Mafia role bears strategic depth, combining a silent influencer with high late-game lethality, affecting every player’s actions due to its notification-based presence. While initially unable to kill, Mafia manipulation via shapeshifting, role guessing, and tool variety challenges crews and impostors by altering traditional expectations. Their later active threat emergence after alarm alerts requires players to anticipate and preempt roles potentially compromised by Mafia tactics .

While both the Medium and Detective roles are focused on death investigations, the Medium sees the location of bodies upon reporting and learns how they died and by whom. In contrast, the Detective investigates murders post-meeting with no task responsibilities, providing a broader yet less specific approach. The Medium's role allows more immediate and context-rich information, whereas the Detective must rely on deduction post-discussion, influencing how information is prioritized and relayed .

The Hacker wins solo by gathering a required amount of intel from fixing sabotages. If the required intel is not collected and the crewmates win, the Hacker wins with them. This requires strategic sabotage fixes and avoiding eliminations, influencing crewmate and Impostor actions to benefit from sabotage repairs while not appearing suspect or losing to Impostors .

The Jackal's alignment as a killer targeting all players introduces a destabilizing wildcard, as they are independent yet can augment threats against crews or impostors. Obligated to eliminate every other player for victory, their actions must balance aggressive elimination with survivor evasion, exploiting game chaos to remain unanticipated. This forces crews and impostors to reconsider alliances and survival plans, given the added lawlessness the Jackal incites .

The Trapper deploys traps across the map to catch hostile roles like Jackals and Impostors, directly inhibiting their movement. Successful trapping forces hostile roles to alter paths or use caution, slowing their operations, while crewmates can coordinate around known trap zones for safer navigation. This adds layers to strategy as roles like the Jackal must assess trap risks when planning attacks, potentially exposing their presence or incapacitating their movements, ultimately affecting game flow and alignment strategies .

The Puppeteer can unleash chaos by having an indirect kill mechanism allowing them to control who dies next, impacting neutral players who need precise eliminations. By picking someone and having them kill within their range, the Puppeteer can disrupt carefully laid plans of roles like the Jester or Arsonist that depend on being suspected or completing a cycle without interference, forcing them to adapt their strategies to survive .

The Egoist is an Impostor-aligned character who ultimately betrays their fellow Impostors to win solo. They must kill all other Impostors to win alone. If they die and Impostors still win, they win with them, but if they're the last Impostor alive, only they win. The Egoist cannot have a lawyer or a lover, and other Impostors see them as an ally until betrayed .

The Snitch offers a strategic advantage by revealing all roles, empowering the crew with critical intelligence post-task completion, thereby negating Impostor surprise tactics. However, this role bears limitations as task completion is a precondition, and the exposure of roles can provoke preemptive targeting from keen adversaries like Evil Guessers, prompting protective crew vigilance. The information surge creates rapid targeting opportunities but imposes reliance on task execution and cross-role reliance, both vulnerabilities amidst elimination threats .

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