User:Solmization/Claiming priority

Read these from top (best claim) to bottom (worst claim).

General rules for claiming/PMing
 * Roles that cannot easily be targeted (harlot) or serve no purpose other than being a verifiable role (village drunk) are usually the most ideal lead safes. In modes with both harlot and village drunk, claiming is usually up to preference. If either claims, the other should not, and should PM instead.
 * Advantages to harlot claiming: Harlot claiming forces the wolves to take shots in the dark in subsequent nights. Since the harlot likely won't be directly targeted, the other safes can stay hidden for as long as possible, and the wolves will need to make good reads to win. However, there are some situations where it's risky for the harlot to visit and a good wolfteam will recognize those situations and take them out during those nights.
 * Advantages to drunk claiming: Drunk claims are better against aggressive wolves who want to take out important safes as soon as possible. This is because they won't think to target the drunk, and will go after who they think is the seer, possibly targeting the harlot instead and wasting a kill. However, note that harlot can visit the traitor, who will then relay to the wolves to not target them.


 * Roles that only perform their jobs once (i.e. matchmaker, hunter) are also ideal lead safes, but should not claim before drunks and harlots.
 * Someone who was attacked, but protected by a protection totem/GA, is also likely safe. However, in modes with unsafes that can be attacked (lycans, cultists, and minions, as well as lovers if matchmaker is in the game), make sure that these individuals do not gather all of the safes and then backstab the village.
 * Matched safes should not be trusted to claim unless both partners are safe roles. If a matched person claims a safe role, the matchmaker should immediately point out their lover status and gather safes before others are fooled into PMing them.
 * Village-gunners should always PM the lead safe about their identity. If a villager-gunner is skilled/lucky enough to shoot a wolf immediately before a safe claims, they can lead in lieu of a "true" safe. However, if the amnesiac is present, be extremely careful about trusting them if you don't think you can end the game quickly, because they might turn into a wolf-sided role.
 * If hags, sorcerers, warlocks, etc. do not appear when the assassin template appears, assassins are always village-aligned and are encouraged to PM the lead safes about their identity. They should generally not claim publicly, as if they're targeting a villager or a safe, they will become prime targets for wolf kills.

Default

 * harlot (8p)
 * matchmaker (11p)
 * hunter (15p)
 * bodyguard (18p)
 * shaman (7p)
 * seer (4p)
 * detective (12p)
 * augur (20p)

Foolish

 * harlot (8p, 17p)
 * hunter (9p)
 * shaman (11p)
 * oracle (8p)
 * augur (15p)

Mad

 * harlot (15p)/village drunk (10p)
 * hunter (18p)
 * seer (7p)
 * mad scientist (7p)
 * detective (12p)

Due to the low number of true safe roles in this mode at lower counts, a villager-gunner should ideally be the one claiming if at all possible; however, this is much harder in mad mode as they only have one bullet and cannot be fully trusted if they shoot a villager.

Lycan

 * matchmaker (15p)
 * hunter (7p, 10p)
 * bodyguard (11p)
 * seer (7p, 19p)

Aleatoire

 * matchmaker (10p)
 * hunter (17p)
 * seer (8p)
 * guardian angel (13p)
 * shaman (8p)
 * augur (15p)

Alpha

 * harlot (8p)/village drunk (8p)
 * matchmaker (14p)
 * doctor (10p)
 * oracle (7p)
 * guardian angel (11p)
 * augur (17p)

Remember that the last three of those safe roles can turn into powerful wolfteam roles (doomsayer and fallen angel) if bitten by the alpha wolf, so immunizing them is a top priority.

Noreveal
Make sure to distinguish real claims from fake ones. If someone takes a long time to claim or give results of their findings, they're probably a wolf masquerading as a safe that they killed. Another trick as hunter and seer (if you want to claim as either role) is to announce in channel late that you're ending night.
 * mystic (8p)
 * hunter (10p)
 * seer (4p)
 * guardian angel (12p)
 * detective (15p)

Evilvillage
The minion should always PM the wolf as soon as possible and lead the cult. Remember that when the number of cultists equal the number of villagers, villagers automatically win regardless of whether there is a wolf still alive or not.
 * minion (10p)
 * wolf (6p, 15p)

For villagers, the seer should focus on trying to find other safes, hinting the wolves when necessary so that the shaman and hunter may pick them off.

Charming

 * harlot (8p)
 * bodyguard (14p)
 * shaman (10p, 22p)
 * seer (5p)
 * detective (12p)

Sleepy

 * harlot (18p) /village drunk (21p)
 * seer (8p)
 * vigilante (12p)
 * detective (15p)
 * prophet (10p)

The best role to receive a blessing is undoubtedly the vigilante, as they cannot turn when the priest dies, and can kill any wolves that the seer and prophet see every single night. If the prophet sees a villager on the first night, they should have that villager claim in lieu of an actual safe role, to further keep the wolves and dullahan in the dark.

Mudkip (tentative)
From my own experiences, this tends to be the claim order that we use. I still haven't played much mudkip, though, so this is subject to change.
 * shaman (8p)
 * investigator (5p)
 * priest (12p)
 * guardian angel (6p)