Witch Strategy — Timing Revive and Poison
The Witch's rules (seeing the night's attack target, the potions' exact behavior, when they fizzle) are collected in the role dictionary: Witch. This column is about when to spend potions you can spend once.
Revive: never on a guess
The revive is consumed the moment you attempt it — and "no attack victim tonight" has five different causes (see the table in the role dictionary). A Fox bite and a sprung trap are the easy ones to forget, and in rooms seating a Fox or a Trapper they actually happen.
∴ Revive on "probably someone got bitten" and you burn the potion for nothing that much more often. You can see the attack target every night — the evidence is already in your hands. There is no reason to guess.
The revive is worth most on the night the village's backbone falls — a claimed Seer, a claimed Knight. It is not "insurance" to spend blind.
Poison: broadly, two right moments
The poison cuts through guards — and kills even the Fox.
- A confirmed 'Werewolf' — the check landed, but night comes before the vote can.
- A late-game Fox suspect — when no execution can be spared. In a Fox room the Witch holds the village's one spare answer to the Fox problem, beyond "spend a vote on it".
Your revive reads as "the Knight's save"
A no-death morning has more than one cause — your revive looks identical to a connected guard from the outside.
∴ The morning after you revive, the village will misread "the Knight connected". Unclaimed, leaving that misread alone is usually profitable — an overrated Knight draws the bites; you don't.
Common mistakes
- Reviving on "probably someone died" — the five no-victim causes (Fox bites and traps above all) say otherwise. You can see the target: look first, then decide. Nothing is lost by looking.
- Poisoning on "suspicious" — the poison is the village's only guaranteed removal. Held until a confirmed 'Werewolf' or an endgame Fox call, a miss can't bankrupt you.
- Staying silent about the revive to the very end — leaving the misread is profitable until the Knight starts taking heat for it (see the scene). Decide your claiming condition in advance and the moment won't fluster you.
A scene
A 10P Witch Room. On night two, the wolves bit the claimed Seer. The Witch sees the attack target — you watched the Seer about to die, and spent the revive.
Morning: nobody dead. The village concluded "the Knight guarded the Seer" and trusted the Knight's judgment from then on.
Night four: the wolves bit the same Seer again. No revive left this time; the Seer died. The village turned on the Knight — "why didn't you guard them?" — and there you claimed: night two had been your revive. The suspicion lifted, and the village rebuilt.
A revive that reads as a save will eventually need explaining. That's the tax on the best camouflage in the game.
Related
- The role dictionary: Witch — potion behavior and the fizzle table
- Knight Strategy — Choosing Your Guard — the role you get mistaken for
- Fox Strategy — Dodging the Divination Kill — the target your poison answers
- Glossary — Revive, Poison, Failed attack