All Roles in Super Sus Wheel
Sixty-four roles, and no lobby ever runs more than a fraction of them. SpinyWheel's All Roles in Super Sus Wheel spins the full set at 1.6 percent each, for custom lobby setup, role challenges, and learning what the ones you never see actually do.
Three factions, three different win conditions
Social deduction with this many roles stops being two-sided. The list spans at least three allegiances, and a spin does not tell you which one you got:
| Faction | Roughly | Wins by |
|---|---|---|
| Crew | 25 | Completing tasks or eliminating impostors |
| Impostor | 20 | Outnumbering the crew |
| Neutral | 19 | Their own private condition |
The neutral roles are what make a sixty-four-role list interesting rather than bloated. A neutral wins on terms neither side controls, which means a lobby with several enabled has three or more competing agendas rather than a straightforward hunt.
That also makes a random spin ambiguous in a useful way. Landing on a role tells you nothing about whether you are helping or hindering until you know its allegiance, and learning which faction each belongs to is the single most useful drill this wheel supports.
No lobby runs sixty-four roles
Role counts in a match are capped well below the total available, so the practical question is never which role you want but which handful the host enabled.
That is where the wheel does real work. Spin to choose which roles are turned on for a round instead of agreeing a configuration everyone already prefers, because groups converge fast: most lobbies settle on the same eight or ten roles and never touch the rest.
Spin six with removal on and you have a lobby setup nobody would have assembled. Some combinations will be unbalanced. That is part of it, and an unbalanced round is more memorable than a well-tuned one everyone has played fifty times.
The roles nobody has ever seen
With sixty-four available and a fraction enabled per match, a large share of this list is functionally theoretical for most players. They exist, they have abilities, and nobody in the lobby knows what happens when one appears.
That is a real competitive gap. A role you cannot recognise is a role you cannot counter, and the first time you meet one mid-game is the worst time to learn it.
Spinning as a study drill fixes it faster than reading a list in order. Spin a role, state its faction and its ability before checking, then move on. Working through a list alphabetically lets you predict what is next; random selection does not, which is why it exposes the gaps.
Custom lobbies and challenge rounds
For a group, spin per player before a round so nobody plays their comfort role, and remove each result so no two people are assigned the same one.
SpinyWheel's Dual Wheel returns two results in one landing, so a role and a restriction arrive together: 64 roles against six restrictions give 384 openings, and the rule cannot be chosen to suit whichever role you drew. Blind Mode keeps the labels hidden until the wheel stops, which matters when a group would otherwise see who got what.
For another social deduction role list, the All Among Us Roles Wheel covers a smaller set in the same genre, and browse the wheel library for other gaming wheels.
FAQ
This wheel holds 64, spanning crew, impostor, and neutral factions. The exact total changes as roles are added and adjusted in updates, so any list is a snapshot rather than a final count. Far fewer than the total are enabled in any single match, which is why most players only ever encounter a fraction.
Roles that belong to neither the crew nor the impostors and win on their own private condition instead. A lobby with several enabled has three or more competing agendas rather than one hunt, which changes the whole shape of a round and makes deduction considerably harder for everyone.
Spin rather than agree. Groups converge on the same configuration within a few sessions, which leaves most of the role list unused. Spinning six with removal on gives a setup nobody would have assembled, and the occasional unbalanced round is more memorable than another well-tuned one.
Spin one and state its faction and ability out loud before checking. Random order is what makes the drill work, since going through a list alphabetically lets you predict what is coming. A role you cannot recognise mid-game is one you cannot counter, and the first encounter is the worst time to learn it.