In an attempt to stir some kind of discussion on the mafia forums as well maybe encourage people to come back to mafia (because the activity basically dropped to zero over this past week), I've decided to post "totem pole" threads. These are basically where roles are organized from strongest to weakest (in terms of ability to win and likelihood of winning mafia games). This totem pole, as the title says, will be regarding the Rotom theme. Obviously, the order of roles themselves are based on my own opinion; hopefully the reasoning behind it is somewhat decent though. With that said, let's jump right in. At the top of the totem pole, we have the dreaded and ever so annoying Frost Rotom. It has the ability to convert one person to a frost, easily changing the tide of a game. Its power lies not only with strength in numbers, but the inability to crossfire (since frosts can't kill) as well as the ability to instantly find a teammate (ie the people you convert) and connect other frosts. It has an additional advantage over fans with its ability to evade one nightkill. Furthermore, its convert outspeeds the fan's standard nightkill. Despite being at the top, frost has crippling weaknesses to heat. Heat evades one convert a game while its poison instantly kills frosts. Furthermore, its distract prevents frosts from converting, as frosts don't have any kill pressure. Personally, if I am ever a frost, I tend to avoid forcing early votes, as everyone in the game is a potential eventual teammate. Next on the totem pole, while falling from power due to the surging popularity and power of frosts, is the still powerful Wash Rotom. Functioning as the theme's kuja with a vote of 20, the playstyle is pretty straightforward: survive and win (like any other theme in a sense). Its weakness lies in the amount of protection it has in order to survive. It's able to protect itself from kills and poison (as well as inspects) once a game starting on night 3 (assuming it converted night 1). It does evade poison once a game, but outside of this, it is vulnerable to being killed by fans or mows as well as being converted by frosts and distracted by heats. The voting phase is usually a toss up. By reading the votes, it can find potential teammates; one weakness is if it votes and lynches a fellow wash. On top of that, once a wash is revealed via its vote, it usually becomes the top priority threat and is killed the following night or day. Lastly, it has crippling weaknesses to mows as mows survive a lynch and can daykill, meaning wash has no way to protect itself against a mow. Personally, I like to save my protect until the final night (or night before that) as well as follow almost every rand to keep my vote hidden. In the middle of the pack, we have the Mow Rotom. It's your standard daykiller with a few abilities that make it a pretty solid counter to washes, among them being able to survive one lynch. Washes also have no protection against daykills. There are definitely a few things holding back mows. The main thing is they have absolutely no protection against nightkills, daykills (from fellow mows), poison, or conversions. As a further obstacle, fans will evade one daykill. However, there is nothing else (besides rice rotom) that has any protection against daykills, arguably giving mows the best kill pressure. As one final note, distractions also do nothing against mows. In the lower tiers, we have the Fan Rotom. It's a pretty standard nightkiller with the ability to kill a second person every other night (starting night 3). The second nightkill has higher priority, outspeeding heat's poison and frost's convert. In my opinion, fans have the ability to have the highest kill pressure, despite the decent amount of protection other roles may have against fans. Fans gain an advantage over mows with the ability to evade one daykill, and struggle against frosts that evade one nightkill. On top of that, frost's convert will outspeed the fan's standard nightkill. As fan, I prefer killing even with little or no information (despite the chance of crossfire). Keeping up pressure and momentum in order to overwhelm your opponents is viable and possible. Last, at the very bottom of the totem pole, resides the usually overlooked Heat Rotom. It has the ability to poison two targets a night (killing them the next night), as well as distract once a night. Its niche is the significant advantage it has over the "top-tier" frosts. Not only can it essentially PL stall a frost, but it can instantly kill two other frosts with its poison, and evade one convert. Crossfire is punished less as it takes two nights to die from poison; as another bonus, it can find teammates easily because it identifies distractors. However, the niche is usually all it has to offer. Every other type of rotom can kill instantly (or convert instantly) via nightkill, daykill, or voting power, making it difficult for heats to keep up. Moreover, it is practically impossible for it to beat washes without the help of other rotoms or washes crossvoting. Outside of PL stalling a fan, it more than likely loses to any rotom that isn't a frost. That being said, winning as a heat is challenging but quite rewarding, and it's the easiest role to bring down the frost empire. What are your thoughts and opinions? Would you keep the positions the same, or swap some around? Do you share the same ideas when playing or adopt different playstyles? What type of rotom is your favorite to play as or against? Feel free to mention the Rice and Shiny Rotoms, as I did not bring them up at all.