Ghost Types and Behaviors Reference Guide
Phasmophobia features 30 distinct ghost types. Every ghost possesses unique hunt thresholds, hidden abilities, and speed modifiers that allow experienced players to identify the entity even without complete evidence.
This guide lists every ghost type with its evidence combination, base hunt speed, sanity triggers, and key diagnostic traits.
Quick Ghost Reference Matrix
| Ghost Type | Evidence Combo | Normal Speed | Hunt Sanity Threshold |
|---|---|---|---|
| Spirit | EMF 5, Spirit Box, Writing | 1.7 m/s | 50% |
| Wraith | EMF 5, Spirit Box, D.O.T.S. | 1.7 m/s | 50% |
| Phantom | Spirit Box, Fingerprints, D.O.T.S. | 1.7 m/s | 50% |
| Poltergeist | Spirit Box, Fingerprints, Writing | 1.7 m/s | 50% |
| Banshee | Spirit Box, Orbs, D.O.T.S. | 1.7 m/s | 50% |
| Jinn | EMF 5, Fingerprints, Freezing | 1.7 m/s (2.5 m/s far) | 50% |
| Mare | Spirit Box, Orbs, Writing | 1.7 m/s | 60% (Dark) / 40% (Lit) |
| Revenant | Orbs, Writing, Freezing | 1.0 m/s (3.0 m/s line of sight) | 50% |
| Shade | EMF 5, Writing, Freezing | 1.7 m/s | 35% |
| Demon | Fingerprints, Writing, Freezing | 1.7 m/s | 70% (Any % ability) |
| Yurei | Orbs, Freezing, D.O.T.S. | 1.7 m/s | 50% |
| Oni | EMF 5, Freezing, D.O.T.S. | 1.7 m/s | 50% |
| Yokai | Spirit Box, Orbs, D.O.T.S. | 1.7 m/s | 80% (Talking near ghost) |
| Hantu | Fingerprints, Orbs, Freezing | 1.4 m/s - 2.7 m/s (Temp dependent) | 50% |
| Goryo | EMF 5, Fingerprints, D.O.T.S. | 1.7 m/s | 50% |
| Myling | EMF 5, Fingerprints, Writing | 1.7 m/s | 50% |
| Onryo | Spirit Box, Orbs, Freezing | 1.7 m/s | 60% (Flames blown out) |
| The Twins | EMF 5, Spirit Box, Freezing | 1.5 m/s (Main) / 1.87 m/s (Decoy) | 50% |
| Raiju | EMF 5, Orbs, D.O.T.S. | 1.7 m/s (2.5 m/s near electronics) | 65% (Near electronics) |
| Obake | EMF 5, Fingerprints, Orbs | 1.7 m/s | 50% |
| The Mimic | Spirit Box, Fingerprints, Freezing (+ Fake Orb) | Variable | Variable |
| Moroi | Spirit Box, Writing, Freezing | 1.5 m/s - 2.25 m/s (Sanity dependent) | 50% |
| Deogen | Spirit Box, Writing, D.O.T.S. | 3.0 m/s (Far) ──► 0.4 m/s (Close) | 40% |
| Thaye | Orbs, Writing, D.O.T.S. | 2.75 m/s (Young) ──► 1.0 m/s (Aged) | 75% (Young) ──► 15% (Aged) |
| Aswang | Fingerprints, Writing, D.O.T.S. | 1.7 m/s (High LOS acceleration) | 50% |
| Dayan | EMF 5, Spirit Box, Freezing | 1.2 m/s - 2.25 m/s (Proximity motion) | 45% (Still) / 65% (Moving) |
| Deildegast | Fingerprints, Freezing, D.O.T.S. | 2.2 m/s ──► 1.4 m/s (Prop degraded) | 60% |
| Gallu | EMF 5, Orbs, Writing | 1.45 m/s (Calm) / 1.96 m/s (Aggressive) | 10% (Calm) / 65% (Aggressive) |
| Kormos | Spirit Box, Fingerprints, Freezing | 1.7 m/s | 50% |
| Obambo | EMF 5, Writing, Freezing | 1.7 m/s | 50% |
Detailed Ghost Traits and Abilities
Spirit
- Trait: The baseline ghost with no speed modifiers.
- Key Ability: Smudging a Spirit prevents it from hunting for 180 seconds (double the standard 90-second smudge timer).
- Diagnostic: If 120 seconds pass after smudging and no hunt occurs despite low sanity, keep testing for Spirit up to the 180-second mark.
Wraith
- Trait: Never steps in salt.
- Key Ability: Floats directly over salt piles without disturbing them. Never leaves UV footprints.
- Diagnostic: Place salt piles in walkways. If the ghost disturbs salt or leaves footprints, rule out Wraith immediately.
Phantom
- Trait: Drains player sanity faster when looked at during events.
- Key Ability: Disappears instantly when photographed during ghost manifestations without ending the ghost event sound.
- Flicker Rate: Flickers slowly during hunts, remaining invisible for longer durations between blinks.
Poltergeist
- Trait: Multi-item throw ability.
- Key Ability: Throws multiple items simultaneously, dropping player sanity by 2% per item thrown.
- Diagnostic: Create an item pile in the ghost room. A Poltergeist will scatter all items at once with explosive force.
Banshee
- Trait: Target-locked hunter.
- Key Ability: Sings distinctive hunting calls. Emits a rare high-pitched scream on the Parabolic Microphone (13% chance).
- Target Mechanics: Selects one single player as its target. Ignores other players during hunts unless the target is outside the building.
Jinn
- Trait: High-speed chaser when fuse box is active.
- Key Ability: Travels at 2.5 m/s toward visible players until within three meters, then slows to normal 1.7 m/s speed.
- Weakness: Cannot turn off the fuse box directly. Will drop player sanity by 25% if near a player while breaker is on.
Mare
- Trait: Dark room aggressive hunter.
- Key Ability: Hunts at 60% sanity in dark rooms and 40% sanity in lit rooms. Has a higher chance to turn off light switches immediately.
- Diagnostic: Cannot turn light switches ON. If a ghost flips a light on, rule out Mare instantly.
Revenant
- Trait: Extreme speed binary hunter.
- Key Ability: Moves at a crawling 1.0 m/s when searching without line of sight. Accelerates instantly to 3.0 m/s upon seeing a player.
- Diagnostic: Listen for footstep cadence during hunts. Very slow footsteps that suddenly sprint fast indicate a Revenant.
Shade
- Trait: Shy ghost.
- Key Ability: Cannot initiate a hunt if players are in the same room. Produces fewer interactions at high team sanity.
- Diagnostic: Hunts only at 35% average sanity or lower.
Demon
- Trait: Most aggressive hunter in the game.
- Key Ability: Standard hunt threshold is 70% sanity, but possesses an ability to hunt at ANY sanity level.
- Smudge Timer: Incense prevents a Demon from hunting for only 60 seconds (compared to standard 90 seconds).
Yurei
- Trait: Heavy sanity drain entity.
- Key Ability: Can slam a open door completely shut from a fully open position, draining 15% sanity from nearby players.
- Containment: Smudging a Yurei traps it in its room for 90 seconds.
Oni
- Trait: High activity, visible flasher.
- Key Ability: Cannot perform air ball mist events. Flickers rapidly during hunts, making it visible far more often than other ghosts.
- Activity: Throws items farther and interacts more frequently when players are in the room.
Yokai
- Trait: Sound-sensitive hunter.
- Key Ability: Talking near a Yokai boosts its hunt threshold to 80% sanity.
- Deaf Hunter: During hunts, a Yokai can only hear player voices and feel active electronics within two meters.
Hantu
- Trait: Temperature-dependent speed (Zero line-of-sight acceleration).
- Key Ability: Moves at up to 2.7 m/s in freezing rooms, but drops to 1.4 m/s in warm rooms. Strictly ignores standard line-of-sight acceleration.
- Visual Tell: Emits visible cold breath from its mouth during hunts if the fuse box is off.
Goryo
- Trait: Camera-locked D.O.T.S. entity.
- Key Ability: D.O.T.S. evidence is visible ONLY through a video camera lens while no players are in the room.
- Roam Restraint: Rarely changes favorite rooms or roams far from its center point.
Myling
- Trait: Quiet footstep stalker.
- Key Ability: Footsteps and hunting noises are heard only at close range (within 12 meters, matching flashlight flicker range).
- Parabolic Trait: Emits paranormal noises on the Parabolic Microphone far more frequently.
Onryo
- Trait: Flame-afraid entity.
- Key Ability: Blowing out a candle acts like a Crucifix. Blowing out three candles triggers an immediate hunt unless a fourth lit candle is nearby, which absorbs the hunt attempt and blows out instead.
- Sanity Threshold: Hunts at 60% sanity if no flames are present nearby.
The Twins
- Trait: Dual-location interaction entity.
- Key Ability: Main Twin moves slightly slower (1.5 m/s) and gives real evidence. Decoy Twin moves faster (1.87 m/s) and performs interactions elsewhere on the map.
- Graphic Tell: Truck activity monitor shows twinned interaction slopes (curved double-spikes).
Raiju
- Trait: Electronic device siphon.
- Key Ability: Siphons energy from active player equipment within 15 meters, boosting hunt threshold to 65% sanity and speed to 2.5 m/s.
- Disruption: Disrupts player electronics at a larger radius (15 meters instead of standard 10 meters).
Obake
- Trait: Shapeshifter entity.
- Key Ability: Has a precise 6.66% chance to shapeshift into a different ghost model per hunt blink (guaranteed at least once during full hunts). Leaves 6-fingered UV handprints.
- Evidence Hide: Has a 25% chance to NOT leave UV evidence on interactions despite having UV evidence.
The Mimic
- Trait: Imitator entity.
- Key Ability: Copies the exact stats, traits, and hunt behavior of any other ghost type, switching identities periodically.
- Fourth Evidence: Always spawns Ghost Orbs as a secondary fake evidence on ALL difficulties (including 0-evidence Apocalypse).
Moroi
- Trait: Curse caster and terminal speed sprinter.
- Key Ability: Curses players through Spirit Box responses or Parabolic mic whispers, doubling their sanity drain rate.
- Line-of-Sight Speed: Baseline speed at 0% team sanity is 2.25 m/s, but line-of-sight acceleration boosts its terminal velocity up to a maximum of 3.71 m/s.
Deogen
- Trait: Inescapable line-of-sight stalker.
- Key Ability: Always knows player locations during hunts. You cannot hide from a Deogen.
- Speed Mechanics: Runs at 3.0 m/s when far away, but slows to a crawl (0.4 m/s) when within 2.5 meters of a player. Loop it around a table to survive.
Thaye
- Trait: Aging entity.
- Key Ability: Starts as an extremely fast, aggressive ghost (2.75 m/s, 75% hunt threshold). Ages every 1-2 minutes when players are nearby.
- Aged State: Drops to 1.0 m/s hunt speed, 15% hunt threshold, and minimal interaction rates in fully aged state.
Aswang
- Trait: Corridor sprinter with hiding spot vulnerability.
- Key Ability: Has high line-of-sight acceleration along straight hallways.
- Hiding Spot Rule: Cannot kill players concealed in official closets or lockers. Reaching a closet aborts the hunt instantly, but sets a permanent waypoint to path toward on subsequent hunts.
Dayan
- Trait: Movement-reactive entity.
- Key Ability: Continuously checks nearby player movement states within 10 meters.
- State Scaling: If nearby players are moving, hunt threshold jumps to 65% sanity and speed locks at 2.25 m/s. If nearby players stand completely still, hunt threshold drops to 45% sanity and speed slows to 1.2 m/s.
Deildegast
- Trait: Prop-degrading entity.
- Key Ability: Starts in a hyper-aggressive state (2.2 m/s speed).
- Prop Mitigation: Displacing 30 unique props or environmental items permanently strips its line-of-sight acceleration capability and slows its baseline speed.
Gallu
- Trait: Cyclic personality entity.
- Key Ability: Shifts state every two minutes on a fixed timer.
- Cycle Breakdown: Calm state (10% hunt threshold, 1.45 m/s speed) alternates with Aggressive state (65% hunt threshold, 1.96 m/s speed).
Kormos
- Trait: High interaction pressure entity.
- Key Ability: Accelerates interaction frequency when multiple players are present in the ghost room.
Obambo
- Trait: Spatial echo entity.
- Key Ability: Manifests phantom audio cues across adjacent rooms during high-sanity states.