All Among Us Roles Wheel
Nine roles, three of them Impostor and six Crewmate, each at 11.1 percent. SpinyWheel's All Among Us Roles Wheel spins the full set for custom lobbies, house rules, and practice, and the odds it gives are nothing like the odds a real game gives.
The wheel and the game disagree on your chances
A spin hands you an Impostor role a third of the time. A standard lobby does not come close to that:
| Setting | Chance of being Impostor |
|---|---|
| This wheel | 33.3% |
| 1 Impostor, 10 players | 10% |
| 2 Impostors, 10 players | 20% |
| 3 Impostors, 10 players | 30% |
| 2 Impostors, 5 players | 40% |
Most lobbies run one or two Impostors, which puts a real player somewhere between 10 and 20 percent. Spinning at 33.3 percent gives the deceptive roles more than triple their usual weight in a full lobby.
That makes the wheel useful for practice and misleading for expectations. If you are drilling Impostor play, the inflated rate is a feature. If you are trying to model a real game, weights fix it: entering 1, Imposter and 3, Crewmate on each side brings the split closer to what a ten-player lobby actually produces.
What the nine roles do
Six Crewmate roles and three Impostor roles, and the split within each side matters more than the split between them:
Crewmate side. Engineer uses vents, which is the role most likely to get someone ejected for behaving exactly like an Impostor. Scientist reads vitals on demand. Tracker follows a player's position. Noisemaker signals a location on death. Guardian Angel keeps playing after dying, protecting the living. Plain Crewmate has no ability at all.
Impostor side. Shapeshifter takes another player's appearance. Phantom turns invisible. Plain Impostor has neither.
The plain roles are on the list deliberately. A lobby with every role enabled at full chance produces chaos, and the base versions are what most games actually assign.
Vanilla roles change the meta more than the special ones
Guardian Angel is the outlier and worth understanding before it lands. It is the only role that activates after you die, which means a game with it enabled never fully removes a player, and Impostors have to account for someone they already killed still affecting the round.
Engineer is the other one that reshapes a lobby, because venting stops being proof. In a game without Engineers, seeing someone vent identifies them immediately. With Engineers enabled, that same evidence becomes an accusation someone can survive, and the whole discussion changes.
The rest are information roles that make Crewmate play more decisive without altering the fundamental structure. Enabling every role at once is a different game rather than a harder one.
Using the wheel for house rules and practice
Spinning a role for yourself is the obvious use and the weakest one, since the game assigns roles itself. The stronger uses are around the edges of it.
For a practice run, spin a role and play a full game trying to use only that role's approach, which forces you into habits you would not build otherwise. For a custom lobby, spin to decide which roles are enabled that round rather than agreeing a setting everyone already prefers. For a group challenge, spin per player and have everyone commit to playing as though they had that role, whatever the game gives them.
Take each role off the list once used and nine rounds covers the full set. For a fighting-game roster with the same challenge structure, the ABA Character Spinwheel runs it at larger scale, and browse the wheel library for other gaming wheels.
常见问题
Nine across both sides. Crewmate roles are Crewmate, Engineer, Scientist, Tracker, Noisemaker, and Guardian Angel. Impostor roles are Impostor, Shapeshifter, and Phantom. The plain Crewmate and Impostor roles have no special ability and are what most games assign by default unless role chances are turned up in settings.
In a real game it depends on lobby size and the Impostor count. One Impostor in ten players is 10 percent, two is 20 percent, three is 30 percent. Smaller lobbies raise it sharply: two Impostors among five players is 40 percent. This wheel gives 33.3 percent, which is higher than most standard settings.
Engineer, for Crewmates, because venting stops being conclusive proof and every discussion about it becomes arguable. Guardian Angel is the structural outlier, since it is the only role that keeps a player active after death, meaning an eliminated player still affects the round.
Yes, and it is a better use than assigning your own role. Spin to choose which roles are enabled for a round instead of agreeing settings the group already prefers, since that default converges on the same configuration every time. Removing each result gives nine rounds with a different setup each. Spin a role, play it properly, and see which side you are actually better at.
Spin a role, play it properly, and see which side you are actually better at.