In Phasmophobia, there are a total of 24 different ghost types. Here, we will list them all, and help you detect their characteristics, their identifiers, abilities and evidence needed to identify the ghost and and increase your knowledge of the different ghosts and what they can do.
Spirit
The Sprirt is the most common type of ghost. It is unique in the way that it has no strengths or special abilities, making it easy for players to confuse it with other types. Though it does have a weakness against Incense. When Incense is used near the ghost, it cannot start a hunt for the next 180 seconds, where for other ghosts, using Incense would only stall them for 90 seconds.
The Incense will not prevent a cursed hunt.
The evidence you need to have for a Spirit is:
EMF Level 5
Spirit Box
Ghost writing
Wraith
A Wraith is a ghost known for its ability to fly, go through walls and teleport to players randomly. If a Wraith does teleport to a player, it will trigger an EMF Level 2 or a 25% chance of an EMF Level 5. One of the main identifiers of a Wraith is its inability to walk through or disturb salt on the ground. Therefore, players can do certain test involving salt or EMF to see if it really is a Wraith. The dangerous part of a Wraith i it cannot be tracked, so you wont know where it is by footprints. It can also teleport to a player and start a hunt, making nowhere in the location safe.
The evidence for a Wraith is:
EMF Level 5
Spitit Box
D.O.T.S Projector
Phantom
A Phantom is known for being less visible than other ghosts. During a hunt, the Phantom will flash visible every 1-2 seconds, rather than the usual 0.3-1 second for other ghosts. This makes the Phantom harder to track. If players take a photo of the Phantom during a ghost event, hunt or through a D.O.T.S Projector, the photo will be clear and there will not be a ghost present, even though it is labeled as ‘ghost photo’, this will also make the Phantom disappear temporarily. Looking at a Phantom will decrease players sanity faster.
The evidence needed for a Phantom is:
Spirit Box
Ultraviolet
D.O.T.S Projector
Poltergeist
The Poltergeist is known for throwing items and constantly interacting with the surrounding environment. A Poltergeist is the only ghost that has the ability to throw multiple objects at once, this is something players can take advantage of, by making piles of objects near the Poltergeist. If a Poltergeist uses its ability and throws multiple objects at once, players nearby will have their sanity decreased by a percentage equal to the number of objects thrown multiplied by 2. This can also be turned around, so if players remove all objects nearby the Poltergeist or its favorite room, it becomes powerless.
the evidence for a Poltergeist is:
Spirit Box
Ultraiolet
Ghost writing
Banshee
The Banshee is known as a singing ghost, and has a higher chance of performing a singing ghost event. Banshees are a stalking type of ghost, meaning it will choose one player as its target, rather than all players. This means that if the Banshee chooses to hunt, it will only kill the target player, and leave the rest unharmed. After a target player dies, the Banshee chooses a new target. A Banshee will also follow its target outside of hunts. A clear sign players are dealing with a Banshee is with a Parabolic Microphone, a Banshee has a 33% chance of making a unique Shriek-like sound instead of a footstep or whisper.
The required evidence for a Banshee is:
Ultraviolet
Ghost Orb
D.O.T.S Projector
Jinn
The Jinn is an electrical type of ghost, and will use the locations active Fuse Box to its advantage. This means that a Jinn is incapable of turning off the Fuse Box, and if it uses its ability, players sanity will decrease and an EMF Level 2 or 5 will be present at the Fuse Box. This means that if players turn off the Fuse Box, or dont turn it on to start with, the Jinn is unable to use its ability, and it will not lower players sanity, but having the Fuse Box off will make the passive sanity drain higher, as the locations lights will not work, and players will be in the dark.
The evidence for a Jinn is:
EMF Level 5
Ultraviolet
Freezing Temperatures
Mare
The Mare has a distaste of light, and are more likely to interact with lightswitches that are turned on. Due to this dislike of light, a Mare cannot turn on a lightwitch, this does not apply to computers or TV’s. The Mare is more likely to change favorite rooms if its current room is lit, and it has a higher chance of performing a light-shattering ghost event, disabling the light in the evented room and making hunts easier for the Mare, as it is more likely to attack in the dark. So turning on lights will lower a Mare’s chance to attack. If a player is within 4 metres of a Mare and turns on a light, it can use its ability and immediately turn off the lightswitch that was just turned on, only the Mare can do this. This also applies to computers and TV’s.
The evidence for a Mare is:
Spirit Box
Ghost Ord
Ghost Writing
Revenant
A Revenant is a ghost with deceiving speeds. When hunting, if a Revenant does not have line-of-sight on a player, it will walk very slow, at a speed of 1m/s, if the revenant detects a player or gains line of sight, it will drastically increase in speed and move at 3m/s, other ghost types have a base speed at 1.7m/s with line-of-sight, and players have a walking speed of 1.6m/s and a sprinting speed of 3m/s. This change in speed makes it very difficult for players to escape the Revenant if spotted, unless Insence is on hand. the speed difference also makes the Revenant easy to identify, as this ghost can be either very slow or very fast.
A Revenant’s neccesary evidence is:
Ghost Orb
Ghost Writing
Freezing Temperatures
Shade
A Shade is the shyest ghost in the game, as it will lower its activityif there are multiple players nearby, or if there is a player in its favorite room, it can only interact in the form of Ghost Writing or a hunt. a Shade is unable to perform a ghost event if the player is at 100% sanity, the chance of a succes increases by 2% per percentage of average sanity lost, so a ghost event is 100% possible at 50% player sanity. Events are also affectes by a Shade, as it has a higher chance of performing a “ghost mist” ghost event rather than manifestations. If a Shade does decide to manifest, it has a 67% chance of appearing as a shadow, rather than a figure. A Shade will show its form if it hunts. The Shade can only hunt when the average sanity is at 35%, which is lower than most other ghosts. Because of these attributes. a Shade is much harder to find, but it wll not hunt if there are multiple people nearby.
The evidence for a Shade is:
EMF Level 5
ghost Writing
Freezing Temperatures
Demon
A Demon is one of the most aggressive ghosts in the game. Their hunting sanity threshold is 70% , but if it uses its ability, it can hunt even at 100% sanity, and their hunt cooldown is 20 seconds, rather than the normal 25 seconds. Incense also has a decreased effect, as it will prevent a hunt for 60 seconds only, instead of the standard 90 seconds. To counter this, the crucifix has a 50% increased range from the normal range.
A Demons’s required evidence is:
Ultraviolet
Ghost Writing
Freezing Temperatures
Yurei
The Yurei has a stronger effect on players sanity, as its ability reduces sanity by 15% and causes an oven door in its favorite room to shut fully. All ghosts can fully shut doors, but the Yurei is more likely to do it, as it is connected to the Yureis ability. Using Incense will not only prevent a Yurei from hunting, it will also trap the Yurei in its favourite room for 60 seconods. The Yurei can still leave the room by performing a ghost event, but it will return to its room once the event ends.
The evidence required for a Yurei is:
Ghost Orb
Freezing Temperatures
D.O.T.S Projector
Oni
The Oni is a ghost more active when players are grouped together, and it has double the sanity drain of other ghosts when colliding with a player in a ghost event. The Oni cannot perform the “ghost mist” event. It can perform other types of ghost events with a hiss, but not the ghost mist one. One sure way to know a player is dealing with an Oni is during a hunt, an Oni will be more visible than most other hosts, also making it easier to take a photo of.
The evidence for an Oni is:
EMF Level 5
Freezing Temperatures
D.O.T.S Projector
Yokai
The Yokai is a ghost that hates players talking near it. Its ability makes sure that if players are talking near the Yokai, the hunting threshold goes up to 80% temporarily, otherwise it has the standard hunting threshold of 50%. But these 80% sanity hunts are extremely rare. Talking ear a Yokai will increase its activity regardless of players sanity.
The evidence for a Yokai is:
Spirit Box
Ghost Orb
D.O.T.S Projector
Hantu
The Hantu is a ghost known for being faster in colder climates, and its ability means it cannot turn on the Fuse Box, as it heats up the location. On the other hand it is twice as likely to turn off the Fuse Box. The colder a room a Hantu is passing through during a hunt, the faster it will move and vice versa. A Hantu does not have line-of-sight acceleration. When the Hantu’s ghost model is visible during a hunt, it will emit freezing breath near its head in any room as long as the breaker is off, this reath is not evidence, but it is a surefire way to know it is a Hantu, even though it is risky.
The evidence for a Hantu:
Ultraviolet
Ghost Orb
Freezing Temperatures
Goryo
A Goryo will not change favorite room or roam very far from it, but events do not apply to this. A Goryo’s ability makes it so the D.O.T.S Projector can only be seen from a Video Camera, and the player has to be outside of the ghost room in order to show up on the Video Camera. The only way for a Goryo to change rooms is if a player has wished for sanity when using the Monkey Paw.
The evidence concerning a Goryo is:
EMF Level 5
Ultraviolet
D.O.T.S Projector
Myling
A Myling is known to be a vocal and active ghost, until it starts a hunt. A Myling’s footsteps are much more quiet compared to other ghosts, the footsteps will only be audible to players within 12 meters compared to the sual 20 meters. This only counts if it is on the same floor as the player. When it is not hunting, a Myling’s ability makes it typically more vocal on the Parabolic Microphone compared to other ghosts
The evidence for a Myling is:
EMF Level 5
Ultraviolet
Ghost Writing
Onryo
An Onryo is a ghost known to be wary of fire, keeping it at bay. But once a flame has been extinguished, it might start a hunt as no flames are present. This is both a preventative and risky thing, as flames makes the Onryo less aggressive, but if all flames gets extinguished, and there are no other preventative measures like a crucifix nearby, it can cause the Onryo to attack. Onryo’s hunting threshold is at 60%, not the standard 50%
The evidencve concluding an Onryo is:
Spirit Box
Ghost Orb
Freezing Temperatures
The Twins
The Twins is a ghost type known for interacting with the environment and initiating hunts “seperately”. There is only one ghost, even though it is called The Twins. The Twins ability will perform an interaction in the normal radius of 3 meters, and another interaction within 16 meters, emitting an EMF Level 2-3 or 25% chance of Level 5 response. This ability makes it seem as though there are two ghosts interacting at the same time. When The Twins start a hunt, there is a 50/50% chance of it starting at the places they last interacted with, and depending on where it hunts from, The Twins move at two different speeds. One is slightly faster than normal and one is slightly slower than normal.
The evidence for The Twins is:
EMF Level 5
Spirit Box
Freezing Temperatures
Raiju
A Raiju is known for using players equipment to speed up during hunts. If a Raiju is near atleast one electrial equipment, it will hunt at a fixed speed of 2.5m/s, and it will return to normal speed if there isn’t anything electrical nearby. When a Raiju is near atleast one electrical equipment, its hunting threshold gets increased to 65%
The evidence needet for a Raiju is:
EMF Level 5
Ghost Orb
D.O.T.S Projector
Obake
The Obake is a ghost known to shapeshift during hunts. If it has one ghost model early in the game, and it has changed models sometime later during a hunt, it is an Obake. Another way to know it is an Obake is through Ultraviolet, at an Obake has a 16,7% chance of leaving a unique hanfprint/fingerprint, and a 25% chance of not leaving any Ultraviolet when interacting with doors or switches. Unique prints entail: a six-fingered handprint instead of five fingers, two fingerprints instead of one and five fingerprints on keyboards and prison cell doors instead of four.
The evidence for an Obake is:
EMF Level 5
Ultraviolet
Ghost Orb
The Mimic
A Mimic is a ghost that, like its name entails, mimics others, including ghosts. The Mimic can imitate any type of ghost, any will therefore inherit the ghost type’s features, such as: interaction and ghost event rates, hunt thresholds, hunt movement speed and various forms of special abilities like the Poltegeist’s multi-throw. The Mimic can also copy other ghosts special, evidence traits, like the Obake’s handprint, as The Mimic also has Ultraviolet as evidence, but a Mimic cannot copy a Goryo’s trait of only showing D.O.T.S Projector, as The Mimic does not have D.O.T.S Projector as evidence. The Mimic will change what ghost type it imitates every 30 seconds to 2 minutes, but it cannot change during hunts. The ghost model does not change throughout the game. The Mimic always fakes evidence in form of Ghost Orbs, these do not count as real evidence. The Mimic is gonna show the player 4 types of evidence, so players need to be aware that the Orbs are not true evidence.
The real evidence for a Mimic is:
Spirit Box
Ultraviolet
Freezing Temperatures
Moroi
The Moroi is a ghost that also relies on draining sanity from players in order to become faster during hunts. A Moroi is able to curse a player, making sanity drain faster. It is able to curse players in two ways: one is through a succesful response on the Spiit Box, causing the player speaking to get cursed, the secong way is by hearing whispers though the Parabolic Microphone. If a player gets cursed, they can consume Sanity Medication to stop the curse, but this does not prevent the player from being cursed again. The lower a players sanity is during a hunt, the faster the Moroi gets, if the sanity is 45% or above, it will have a normal speed, but is the sanity under 45%, it will be faster, and the closter to 0% the sanity is, the faster is gets. Using Incence on a Moroi will blind it for 7.5 seconds rather than the normal 5 seconds.
The evidence for a Moroi is:
Spirit Box
Ghost Writing
Freezing Temperatures
Deogen
The Deogen is a ghost that always knows where all players are. This is a ghost that players cannot hide from. During hunts, a Deogen starts off very fast at 3m/s when there is above 6 meters from its target, between 6 meters and 2.5 meters, the Deogens speed goes between 0.4-3m/s, and if it is 2.5 meters from its victim, it will have a set speed of 0.4m/s, which is the slowest of all ghost types. When starting a hunt, a Deogen will choose the closest, player, but it can change targets throughout the hunt. A Deogens ability works through the Spirit Box, if a player asks anby question within 1 meter of the Deogen, it has a 33% chance of generating a unique response sounding like heavy bull-like breathing instead of a normal response.
The evidence for a Deogen is:
Spirit Box
Ghost Writing
D.O.T.S Projector
