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Role guide

The Witch: Two Potions, Two Game-Changing Moments

Witch strategy — when to heal, when to kill, information advantage, and potion timing in Werewolf.

One potion heals. One potion kills. Both single-use. No second chances. The Witch is a Villager-aligned role who learns the Werewolves' target each night and holds two potions that can completely reshape the game — if used at the right time.

Role Card

  • Faction: 🟢 Villager (Town)
  • Ability: Two single-use potions — a healing potion to save the Werewolves' victim, and a death potion to eliminate any player
  • When you act: Each night, after the Werewolves choose their target
  • Win condition: All Werewolves and the Maniac (if present) are eliminated

How It Works

Each night, the Game Master shows you who the Werewolves targeted. You then decide: do you spend your one-time healing potion to save that player, or do you hold it?

After the heal decision, you may use your one-time death potion to eliminate any player (except yourself). The death potion bypasses the Doctor's protection — no one can save your target.

Both potions can be used on the same night, or on different nights, or never at all. Once a potion is used, it's gone for the rest of the game. The Game Master skips your turn entirely once both potions are spent.

If the Courtesan blocks you, neither potion takes effect that night — but neither is consumed either. You keep them for a future round.

Strategy

When to Heal

The healing potion is most valuable in the early game. Saving a key Villager (like the Seer or Doctor) can swing the entire game. But if the Werewolves target someone you're less sure about, it might be worth holding.

Don't panic-heal on the first night. If you're unsure, save it for a round where losing that player would be devastating.

When to Kill

The death potion is your nuclear option. Use it when you have strong reads on a Werewolf — remember, this bypasses the Doctor, so it's guaranteed.

Late-game kills are especially powerful. If you can identify the last Werewolf and take them out with the potion, the village wins on the spot — unless a Maniac is still prowling, in which case the game goes on until he's out too.

But if you guess wrong, you've killed a Villager and wasted your strongest weapon.

Information Advantage

You know who the Werewolves targeted every night, even if you don't use either potion. That's valuable information for day discussions. Be careful sharing it, though — if the Werewolves figure out you're the Witch, you become a priority target.

Common Mistakes

  1. Using the healing potion too early — Night 1 saves feel safe, but the heal is often more critical in later rounds when the player pool is smaller.
  2. Death potion on a hunch — A wrong death potion is worse than not using it. Wait until you're confident.
  3. Revealing your role — The Witch has the most powerful single-use abilities in the game. Announcing yourself paints a target immediately.
  4. Forgetting the information angle — Even without using potions, you learn the Werewolves' target each night. That intel matters.

Interactions

  • Seer divines Witch → Shows as Villager
  • Courtesan blocks Witch → Both potions are blocked but NOT consumed
  • Doctor heals Witch's death-potion target → Cannot — the death potion is unsaveable
  • Werewolves had no target → Healing potion is not offered (no victim to save)
  • Witch targets a Werewolf → Allowed (can target anyone except self)