Psycho Killer in Werewolf: Abilities and How to Win
The Psycho Killer is on the Werewolves' side, but they and the werewolves do not know each other. Anyone who uses a night power on them goes home that night: the Seer who looks into them (the Seer still sees "not a werewolf" first), the Knight who protects them, the werewolf who pranks them, and also traps, potions and the like. The Psycho Killer is not sent home by a prank; only by the vote or when the Hunter or the Nekomata takes them home.
Psycho Killer at a glance
| Item | Detail |
|---|---|
| Side | Werewolves' side |
| What the Seer sees | Not a werewolf |
| What the Medium sees | Not a werewolf |
| How it counts | Counted as a human |
| Night and day ability | Nothing to choose at night or by day (works automatically when someone uses their power on you at night) |
| How many per table | Up to 1 |
| Default table | Not included. Turn "More roles" to "Pick" in the lobby to add it. |
How the Werewolves win: they win once the werewolves still here are at least as many as the humans. The Villagers win once every werewolf has gone home.
More roles on the Werewolves' side
Besides the Psycho Killer, these roles are also on the Werewolves' side.
After the Psycho Killer
Last updated 2026-10-01 · Run by Qdan, Inc.