Phasmophobia ghost types: Your guide to all 16 scary spirits
Check out the evidence you'll need for every Phasmophobia ghost type, including the new Goryo and Myling.
Trying to figure out all the Phasmophobia ghost types to help in your hunting? Each type of ghost has three pieces of evidence that will give away its identity, so you'll need all your tools at your disposal to narrow your search. Pay close attention to which kinds of evidence each ghost will exhibit, as well as the strengths and weaknesses for each one that may help point you in the right direction even if you can't gather all the evidence you need.
That's why I've listed every Phasmophobia ghost type as a reference, for when your in-game journal gets too cumbersome. I've put together a table if you want the key details at a glance without the need to scroll.
Phasmophobia's latest update has added two new ghosts once again, bringing the new total up to 16. You've also got the new DOTS Projector evidence type. Phasmo has shaken up the evidence types for all the ghosts in the game, which we've updated for you here. Sorry to the pros in the room who'd memorized certain combos! Here are all 16 ghost types in Phasmophobia so far, and how to identify them.
- Phasmophobia Spirit Box questions : What phrases to use
Phasmophobia ghost types table
New phasmophobia ghosts.
- EMF Level 5
- DOTS Projector
- Strength: A Goryo will usually only show itself on camera if there are no people nearby
- Weakness: They are rarely seen far from their place of death
- Ghost Writing
- Strength: Known to be quieter when hunting
- Weakness: More frequently make paranormal sounds
All Phasmophobia ghost types
- Freezing Temperatures
- Strength: Lower temperatures can cause the Hantu to move at faster speeds.
- Weakness: A Hantu will move slower in warm areas.
- Strength: Talking near a Yokai will anger it and increase its chance of attacking.
- Weakness: When hunting, a Yokai can only hear voices close to it.
- Weakness: Smudge Sticks will stop it from attacking for a long period of time.
- Strength: Can't be tracked by footsteps
- Weakness: Toxic reaction to salt
- Strength: Sanity drops considerably when looking at a Phantom
- Weakness: Taking a photo of a Phantom will make it temporarily disappear
- Strength: Throws a huge amount of objects at once
- Weakness: Ineffective in an empty room
- Strength: Only targets one person at a time
- Weakness: Fear the Crucifix and are less aggressive near one
- Strength: Travels at a faster speed if victim is far away
- Weakness: Turning off power source will prevent the Jinn from using its ability
- Strength: Increased chance to attack in the dark
- Weakness: Turning the lights on lowers its chance to attack
- Strength: Travels significantly faster when hunting a victim
- Weakness: Hiding from a Revenant causes it to move very slowly
- Strength: Shy, making it difficult to locate
- Weakness: Will not enter hunting mode with multiple people nearby
- Strength: Attack more often than any other ghost
- Weakness: Asking as Demon successful Ouija board questions won't lower your sanity
- Strength: Have a stronger effect on your sanity
- Weakness: Using Smudge Sticks on a Yurei's room will prevent it from wandering for a long time
- Strength: Can move objects and are more active with people nearby
- Weakness: Is easy to find and identify due to being very active
Ghost models: Do they matter?
There are ten total ghost models, or bodies, in Phasmophobia's Early Access version so far. They do not correspond to a specific ghost type, so unfortunately seeing a ghost won't help you figure out what type it is. Those ghost children with toothy faces sure are horrifying though.
- Phasmophobia crucifix : How to use it
- Phasmophobia spirit box : Questions you can ask
- Phasmophobia smudge sticks : How to use them
- Phasmophobia Ouija board : Questions you can ask
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Lauren started writing for PC Gamer as a freelancer in 2017 while chasing the Dark Souls fashion police and accepted her role as Associate Editor and Chief Minecraft Liker in 2021. She originally started her career in game development and is still fascinated by how games tick in the modding and speedrunning scenes. She likes long books, longer RPGs, multiplayer cryptids, and can't stop playing co-op crafting games.
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Phasmophobia: How To Guess The Ghost Type Using Behaviours
Too much trouble guessing the ghost hunting? Don't worry, these tips will give you a hand.
Whether you're a seasoned Phasmophobia veteran or a wide-eyed newbie, paranormal investigations are hard work. The task is straightforward on paper: going solo or as part of an online multiplayer team, you have to identify the ghost type, snap pictures to earn in-game cash, and avoid getting throttled by one of numerous vengeful, violent spirits in the process.
Related: Phasmophobia: Guide To Consumables
Even with a formidable arsenal of tools at your disposal, it can be tough to narrow down the list of culprits. The Oni ghost type is not dissimilar to the loud and messy Poltergeist, for example, and who knows when a pesky Mimic will rear its head and throw you off mid-hunt? These and other sneaky tips in this guide will help you guess the ghost type more efficiently.
Updated October 1, 2023, by Sean Murray: If you're stuck wondering what ghost you're dealing with in Phasmophobia, we've got you covered. This ghost guide has been refreshed with improved formatting and more breakout tips to make identifying your ghost that much easier.
The Banshee targets a single member of your party and will gun for that person during a hunt, ignoring nearby teammates . It will hunt depending upon its target's individual sanity rather than the average. The Banshee tends to follow its target around the map , interacting with items as you pass them, even if you are far from the ghost room.
This ghost type is also more likely to perform the singing ghost event type than other ghosts. If you experience these more, and only one person seems to be the hunting target, it may be a Banshee.
Figure out who the target is, keep their sanity above 50 percent, and the Banshee effectively cannot hunt. However, if the target is left outside on van duty, the hunt will operate as normal, with the ghost chasing whoever it finds first .
Unlike most ghosts who may start hunting when you drop below 50 percent sanity, Demons can begin hunting at any time from 70 percent sanity or lower , starting the moment you enter the map. It also has a special ability to perform a hunt at any percent sanity. They have slightly shorter cooldowns for things like normal hunts, ghost activity, and smudge suppression.
If a hunt starts when average sanity is above 50 , you most likely have a Demon.
For further proof, Demons fear the crucifix . The presence of one within five meters of the ghost (as opposed to the usual effectivity radius of three meters ) will prevent it from hunting . While harder to test accurately, this can be used to confirm Demons.
This ghost's name translates from Dutch as The Eyes, so it only makes sense that Deogen can sense your presence no matter where you hide . If they always find you, no matter how well you hide, this might be a sign. Deogen also can't early hunt , usually only triggering one when the average sanity is below 40 percent .
The most noticeable behavior is that, rather than a word or statement, Deogen have a chance to respond to spirit box questions by breathing heavily and taking audible steps toward you . This is a hidden ability that is a surefire way to identify them.
The Goryo is a stationary ghost. Mechanically, they are unable to wander far from the ghost room . They also are unable to change ghost rooms on any difficulty setting. If the ghost seems very limited to one area, it might be a Goryo.
This is the only determinable behavior they display outside using your testing equipment.
Hantu prefer the cold. They move faster in cold places and will have a colder-than-average ghost room . They will never turn the fuse box on but are twice as likely to turn it off.
The most noticeable behavior is that the Hantu's own icy breath can be seen as they move around during a hunt .
If you have a ghost that frequently turns the power off and seems to move faster than normal, it may be a Hantu.
Jinn are power-centric ghosts that use electricity to quickly reduce the sanity of anyone nearby. If you suddenly experience a 25 percent drop in sanity for seemingly no reason, this may be why.
The Jinn will never turn the breaker box off since it needs electricity to use its special abilities. However, it might accidentally short-circuit the breaker by turning on too many lights at once. The breaker will also register on your EMF meter after the Jinn has used its ability , which it will do when you come within three meters of it.
Being more likely to attack in the dark, the Mare will never turn the breaker box or any lights on . It instead will turn off as many as it can and has a chance of using its unique ability to immediately turn off a light you have just switched on — no matter the distance from its room. It will also perform the light-shattering ghost event more frequently.
The hunting threshold for the Mare changes depending on whether the room they are in is illuminated . If the lights are on, it's only 40 percent, while in darkness, it's 60 percent. You can experiment with this to confirm if they're a mare.
Related: Phasmophobia: Equipment Upgrade System, Explained
As the name implies, the Mimic will copy the behavior of other ghosts . They can change what behavior they copy, as well, and as often as every 30 seconds .
The easiest way to catch a Mimic is to discover four pieces of evidence rather than the usual three (or three rather than four if playing Nightmare). When the ghost's behavior changes dramatically from hunt to hunt , or if important pieces of evidence have vanished, and you have confirmed that the ghost's room has not changed, this is tell-tale Mimic behavior.
A Moroi's primary feature is their speed. The lower the average sanity of the party, the faster they are during a hunt .
Their main ability is to ' curse ' you through either the Spirit Box or the Parabolic Microphone. When cursed, your sanity drains twice as fast and will still drain when in a well-lit area . Taking pills will cure the curse. You can use this as a way to confirm the presence of a Moroi.
Light a smudge stick while they chase you to disorient them for a longer-than-average time.
Myling are ghosts that are very quiet. The intended game mechanic is that they will make more frequent ghost sounds through the parabolic microphone .
A more reliable test exists, though. The ranges that you can hear a Myling is very close to the same range that they start to affect electrical equipment like flashlights during a hunt. If you only hear footsteps and ghost noises around the same time a flashlight flickers , it's probably a Myling.
Described as shapeshifters, the Obake have a handful of unique mechanics that give it identifiable behavior. The most frequent one is that their ghost model has a chance to change . This can be hard to notice, though.
The more reliable but somewhat rare option is to check for extra fingers on the hand prints . This can be six-fingered hand prints, two on light switches instead of one, and so on. This is something unique to Obakes. Additionally, their fingerprints , normal or not, have a chance to disappear over time . Watch the fingerprints, and you should be able to identify an Obake.
Oni are harder to identify on behavior alone. The most noticeable difference is that during its hunting phase, the Oni will appear for longer when flickering. They also will use their full model instead of a shadow or spectral form.
They are generally more active than the average ghost and will drain sanity faster when coming into contact. But with both of these being hard-to-track metrics, they can't be relied on.
The Onryo is a fire-based ghost. A lit candle is to the Onryo what the crucifix is to a regular ghost. If an Onryo attempts a hunt near a flame, the hunt will fail, and the fire will be put out. When the flame is extinguished outside of that, the Onryo will try to hunt again.
If heavy candle placement is causing hunts to never happen, it's likely an Onryo.
This ghost plays on the idea of visibility. The Phantom's strength will vanish after its photo is taken . Check your journal to see if the image shows signs of glitching. If the ghost photo is clear and glitch-free, it is a Phantom. The ghost's form will never appear in the photo, however.
Phantoms also flicker less visibly, appearing less often when flickering . Seeing a phantom, however, will drain your sanity faster.
The well-known Poltergeist can throw multiple items in a room at a markedly faster speed than other types. It can throw these items simultaneously, especially when piled up on the floor.
Be careful: every time it throws an item, it docks your sanity by a percentage.
Raijius give themselves away due to their weakness in triggering electrical devices during a hunt , differing from the Jinn, which will conduct this behavior outside the hunting phase. The range to trigger electronics is about 50 percent further.
Their hunt threshold is also higher around technology , at 65 percent instead of the standard 50.
Related: Phasmophobia: Experience And Money Changes, Explained
The Revenant is a fairly straightforward ghost but one of the most dangerous. It hunts slowly if it isn't giving chase ( listen for slower footsteps ), but it is impossible to outrun if it spots you. Its chasing speed is around twice as fast as your average ghost . Beyond that, it behaves as normal.
Shades are shy ghosts. They are less likely to create ghost evidence . When doing a ghost event, they are more likely to appear as mist. When forced to appear (like through a summoning circle), they will appear in shadow form instead of the full model.
They are also the least likely to start a hunt. They cannot hunt until the sanity threshold falls under 35 percent . And even then, they will never start a hunt if someone is in the same room as them.
If the game goes on for a long while , and you're getting little activity , they might be a shade.
Spirits are the most basic of ghost types. They only have one unique feature: Spirits are rendered totally inactive for 180 seconds after getting smudged — twice as long as all other types. You can try to use this method to identify one, but the traditional ways will be more reliable.
In a total reversal of the Shade, Thaye ghost types start off incredibly powerful and aggressive , interacting with or throwing multiple items and dashing around the map during their first hunt. However, they lose momentum gradually over time when someone is nearby , moving slower and becoming less active.
If you suspect a Thaye, you may have to trigger a hunt early on (they hunt between 50-75 percent average sanity) to ensure that you can collect evidence and complete all objectives before it essentially goes dormant .
The Twins are tricky, with one stationed in the ghost room to give key evidence and the other clattering about elsewhere to throw you off . They tend to perform back-to-back interactions from two different locations. They can also begin a hunt from either the ghost room or a nearby room.
Remember that the Twins are still only one ghost, not two. If you see events in multiple places that seem to conflict with their location, it may be the Twins.
The Wraith is a floating ghost. When a Wraith steps in salt piles, it will never provide footprints . This can be checked with a UV torch or by snapping a photograph. This is the easiest way to confirm a Wraith from behavior.
Unlike the Banshee, which follows its target on foot, the Wraith can teleport to you from anywhere on the map in an instant. This is a dead giveaway if you have confirmed the ghost room and yet experience interactions, events, or any other activity far from its spot .
The Yokai is very reactive to the sound of human voices , making it more likely to hunt from up to 80 percent sanity if you are too liberal with the push - to - talk button. Keep the group nattering to a minimum until you rule this one out.
Alternatively, use this as a method of instigating a hunt and confirming a Yokai.
The Yurei has a secret ability to slam many doors at once . Unlike regular door touches, snapping a picture of a slammed door shows that this ability does not count as an interaction and will not give photo evidence — but will drain your sanity by a steep 15 percent .
Intentionally opening all doors and waiting for this event can be a way to identify a Yurei.
Next: Phasmophobia: What Is Ultraviolet?
All Phasmophobia Ghost Types, Evidence, Strengths, and Weaknesses
Get yourself familiar with all the ghost types in phasmophobia.
Greetings, ghost hunters! Phasmophobia has been growing its roster of ghost types lately, and with every update, players might find themselves intimidated by the variety of ways in which they manifest. There are the more predictable, almost shy varieties, but also some who are incredibly aggressive and dangerous to provoke. It’s crucial to know your differences, and while the journal can be handy when you’re in a safe place, it’s not a bad idea to have a resource like this one to keep nearby for when you need to identify a ghost quickly, especially if it helps you get your allies out of the haunted location. Read on for our list of All Phasmophobia Ghost Types, Evidence, Strengths, and Weaknesses.
Description: Spirits are very common ghosts. They are very powerful, but passive, only attacking when they need to. They defend their place of death to the utmost degree, killing anyone that is caught overstaying their welcome.
Weakness: A spirit can be temporarily stopped by burning Smudge Sticks near them.
- EMF Level 5
- Ghost Writing
Spirits are approachable ghost types for Phasmophobia newcomers, as you can get your setup done, gather your evidence, identify, and potentially leave quickly. But due to it not having very distinctive features if you don’t gather all the evidence, it can be mistaken for other ghosts. If you isolate the ghost’s location though, use smudge sticks, as this will usually prevent hunts for a full 3 minutes. If it hunts only after those 3 minutes up, there’s a greater likelihood of it being a spirit, due to its aversion to the tool.
Description: Wraiths are one of the most dangerous ghosts you will find. It is also the only known ghost that has the ability of flight and has sometimes been known to travel through walls.
Strength: Wraiths rarely touch the ground, meaning they can’t be tracked by footsteps.
Weakness: Wraiths have a toxic reaction to Salt.
- DOTS Projector
Wraiths can be hard to identify due to their strengths, but the DOTS Projector makes this an easier task as they’ll track silhouettes, not footprints. Combine that with the mainstay Spirit Box and EMF for finding evidence, both of which are relatively easy to use. Consider using salt as well, along with a UV light/glowstick; if the wraith leaves marks on the salt, aim your UV light towards any signs of movement, as most ghosts will often leave footprints, but not the wraith, indicating a greater likelihood that this is the ghost you’re dealing with. Also, if your EMF goes off randomly through the map, the wraith could be teleporting to you, but make sure this is not a one-off ghost event; if it happens more often, chances are it’s a wraith.
Description: A Phantom is a ghost that can possess the living, inducing fear into those around it. They are most commonly summoned from Ouija Boards.
Strength: Looking at a Phantom will drop your sanity considerably faster.
Weakness: Taking a photo of a Phantom will make it temporarily disappear.
The Phantom is a risky ghost, with its strength very much playing into its weakness and vice versa; don’t look at it any longer than you need to, and snap a picture for the bonus of a shot at a quick getaway. Also, more importantly, check your photos once you escape – if the photo says “ghost” but has no discernible figure shown, this increases the chances that you’re hunting a Phantom. It’s a ghost that doesn’t wish to be seen but communicates effectively in its ways. Using the Ouija Board is referenced in the description, but in general, cursed items such as this will draw out any ghost due to its drain on your sanity upon using it.
Description: One of the most famous ghosts, is the Poltergeist. Known to manipulate objects around it to spread fear into its victims.
Strength: Poltergeists can throw multiple objects at once.
Weakness: With nothing to throw , Poltergeists become powerless .
It stands to reason that the primary way you’ll be able to gather evidence with this ghost is, if it gives its telltale trait away quickly, you can drop down the book for some ghost writing and check for fingerprints fast because you know this ghost is interacting with objects and will likely leave clues. To prevent mistaking this for an Oni, who also likes to throw objects, if you notice environmental interaction nearby you, have a player watching for any dips in your sanity. If it drops after interactions like this, it’s a greater chance you’re dealing with a Poltergeist. Naturally, on Nightmare difficulty, the sanity tracking method won’t work, so always make sure you’re doing your best to gather evidence.
Description: The singing siren is known for attracting its victims through song. It has been known to single out its prey before making a killing blow.
Strength: Banshee’s will weaken their target before striking .
Weakness: Banshee’s can sometimes be heard screaming with a parabolic microphone .
The fun part about gathering evidence Phasmophobia ghost types like this is that the ghost orbs and DOTS projectors can be easily observed by putting a camera on a tripod facing one or more DOTS projectors. If you view the live footage from the truck, even in solo play, you’ll eventually spot the ghost if they present this type of evidence, along with the orbs throughout. The only downside is that this shares trait in common with the Thaye ghost, so if you have trouble spotting fingerprints or ghost writing, whip out the parabolic mic, move around, and listen for that lovely Banshee scream, and don’t leave your group to go toward the sound after that.
Description: A Jinn is a territorial ghost that will attack when threatened. It has also been known to be able to travel at significant speed.
Strength: A Jinn will travel at a faster speed if its victim is far away .
Weakness: Turning off the location’s power source will prevent the Jinn from using its ability.
- Freezing Temperatures
Ghost types that give off freezing temperatures in Phasmophobia are reasonably easy to spot, thanks to the visible freezing breath. That being said, bring a thermometer to confirm, and then isolate the other evidence accordingly. The main thing with Jinn – if you have all but confirmed your suspicion that the ghost is this type, know where the breaker is, and a hunt commences, shut it off quickly to prevent the Jinn from being able to give chase.
But if you wish to confirm it’s a Jinn even further, leave the breaker on, and provoke a ghost hunt at a distance away from the likely manifestation spot; if the Jinn spawns, it’ll immediately pick up speed, so prepare smudge sticks if it gets too close – also, if it reaches you and slows down just before catching you, that’s another sign of a Jinn.
Description: A Mare is the source of all nightmares, making it most powerful in the dark.
Strength: A Mare will have an increased chance to attack in the dark .
Weakness: Turning the lights on around the Mare will lower its chance to attack .
The Mare is a pretty manageable ghost. Make sure somebody can quickly switch on the breaker, and turn on any lights in the room you suspect the ghost might be in. The mare favors breaking lights as a ghost event, so this can be a telltale sign, and if any lights are suddenly turned on, this automatically rules out the Mare. But be sure to be very quick in gathering your evidence, as the Spirit Box, in particular, requires you to be near the ghost’s location, and coupled with you likely being caught in the dark and losing sanity fast, you can be quite vulnerable to hunts while investigating, so report findings fast, same with the ghost writing.
Description: A Revenant is a violent ghost that will attack indiscriminately. Their speed can be deceiving, as they are slow while dormant: however, as soon as they hunt they can move incredibly fast.
Strength: A Revenant will travel at a significantly faster speed when hunting their prey.
Weakness: Hiding from the Revenant will cause it to move very slowly .
This is a general demonstration of what you should practice for any ghost hunting exercise, but if your team stays on top of the ghost possibilities as you narrow down what it could be, you should prepare for the types of danger they pose. If you suspect it’s a Revenant, hide, instead of trying to run. While hiding, listen for sparse footsteps – this indicates slow movement you otherwise don’t hear when running from it, largely confirming the Revenant as your ghost.
Description: A Shade is known to be very shy. There is evidence to suggest that a Shade will stop all paranormal activity if there are multiple people nearby.
Strength: Shades are much harder to find .
Weakness: The ghost will not enter a hunt if there are multiple people nearby .
Shades can be tricky if you’re looking to have a fruitful hunt where you can produce photographs and make lots of money. But this is where photographing its interactions with the environment (when a sink turns on and fills up, always take a picture) and anything like bones you find, will come in handy. Try to identify the ghost’s room with either EMF or the thermometer, and have players stay out of it, leaving the ghost writing book inside.
If your team’s sanity drops below the average threshold of 50 and you’re nearby the room, and no hunt begins, this can also indicate it’s a Shade. But don’t get complacent, just try to gather what evidence you can, use cursed possessions as needed for bonuses or possible interactions, and get out.
Description: Demons are the most aggressive ghosts we’ve ever encountered. Known to attack without reason, they seem to enjoy the thrill of the hunt.
Strength: Demons will initiate hunts more often than other ghosts.
Weakness: Demons fear the Crucifix and will be less aggressive near one.
Demons do their best to kill players quickly, and as such, if a hunt begins early without seemingly any provocation, any party members should consider going to the truck and grabbing a crucifix, or sticking with another who has one. Keep in mind, that they only have 2 uses for warding off ghosts, so do your best to gather evidence or photos you need without provoking it too often, and then get out.
When confirming it’s a Demon, keep an eye on the wait times between hunts – if they’re frequent, coupled with a greater effective range of the crucifix, you’ve likely got a Demon. If you need extra time and have isolated where the ghost appears, consider smudge sticks for extra warding in that area. Also, if you ask questions on the Ouija board and note no drops in sanity, you’ve got a likely Demon.
Description: A Yurei is a ghost that has returned to the physical world, usually for revenge or hatred.
Strength: Yureis have been known to have a stronger effect on people’s sanity .
Weakness: Smudging the Yurei’s place of death will trap it temporarily, reducing how much it wanders .
Stay nearby objects that can often be interacted with, and watch your sanity. If there’s a stronger drop than usual during an interaction, like a door you left often being closed, there’s a decent chance you’re dealing with a Yurei, but keep an eye on the evidence as well. This can be a bit of an aggressive ghost but you can cordon it off in a pinch with smudge sticks, making it easier for the group to return intact. It’s a pain that carrying smudge sticks also requires you to take a whole other inventory space for the lighter, but that’s the game we play.
Description: Onis love to scare their victims as much as possible before attacking. They are often seen in their physical form, guarding their place of death.
Strength: Onis are more active when people are nearby and have been seen moving objects at great speed .
Weakness: Onis are very active , making them easier to find .
While this ghost is among the types that will be a drain on your sanity in Phasmophobia, you can take advantage of how they like to manifest for photographs, and them presenting in physical form will be a good tipoff that this is could be what you’re dealing with. But if it keeps spooking the team, have rounds of sanity pills ready to prevent a nasty hunt from happening. As a general rule, if you see an object being thrown across the room as opposed to being slightly tossed or dropped, this indicates a likely Oni in the house.
Description: Yokai are common ghosts that are attracted to human voices. They can usually be found haunting family homes.
Strength: Talking near a Yokai will anger it, increasing the chance of an attack .
Weakness: When hunting, a Yokai can only hear voices close to it .
While it’s unfortunate that this is one of the ghost types that are particularly susceptible to trigger phrases in Phasmophobia , you can take advantage of that, especially if you’re faced with an ‘escape a ghost hunt’ objective. But in general, if you’re trying to avoid these, and indeed any ghost, it’s best to know your map and communicate early on where the good hiding spots and escape routes are when first investigating a place or within the truck, so you can keep the speaking to a minimum while being hunted. Given the likelihood that you’ll be playing in Multiplayer and thus more often speaking while investigating, it might be good to adopt practices where speaking even before hunts are kept to a minimum, but this will take time to adjust.
Description: A Hantu is a rare ghost that thrives in the coldest climates. The cold seems to make them more aggressive and empowered.
Strength: Lower temperatures allow the Hantu to move at faster speeds.
Weakness: Hantus move slower in warmer areas.
If you’re confident you’re facing a Hantu, triggering a hunt to get pictures might be fairly easy as long as you scope out cold areas vs. warm areas in the location. Once you do, you can trigger it in its typical location or areas you see freezing breath just near the exit, get your shots, and make a run for warmer areas.
This ghost will be more difficult and powerful in snowy weather so be mindful as you step off the truck as to what you’re dealing with, and if you’re on the campsite, this will be particularly dangerous, so seek out the cabin as temperatures elsewhere on the map generally run pretty low. If you wish to confirm the Hantu while it hunts, use smudge sticks around it and watch for its breath; if it’s freezing, you’ve likely got a Hantu.
Description: When a Goryo passes through the DOTS projector, using the video camera is the only way to see it.
Strength: A Goryo will usually only show itself on camera if there are no people nearby .
Weakness: They are rarely seen far from their place of death .
This one is a bit redundant since you’ll likely be wanting to use the camera feed for DOTS activity anyway for corresponding Phasmophobia ghost types that leave this evidence. But given the varying other types of evidence that require direct searching, this one can be a bit daunting, so be sure to run the evidence you find against other ghosts who show DOTS activity to narrow it down further. If you’ve spotted the silhouette on camera, try going to the area you’ve got the projector planted and see if you spot any activity, if there is, you can likely confirm it is not a Goryo.
Description: A Myling is a very vocal and active ghost. They are rumored to be quiet when hunting their prey.
Strength: A Myling is known to be quieter when hunting .
Weakness: Mylings more frequently make paranormal sounds .
Much like other noisy ghost types in Phasmophobia, follow the voices as your cue for where you can obtain evidence, and work from there, pretty self-explanatory. If it makes lots of sounds, it’s a possible Myling, and if you hear footsteps while your electronics flicker during a hunt, this further indicates a likely Myling.
Description: The Onryo is often referred to as “The Wrathful Spirit”. It steals souls from dying victims’ bodies to seek revenge. This ghost has been known to fear any form of fire and will do anything to be far from it.
Strength: Extinguishing a flame can cause an Onryo to attack.
Weakness: When threatened, this ghost will be less likely to hunt.
This one might be a bit tricky to prepare for, but lighting a candle and having it blown out by the ghost a few times will be a big tipoff or a campfire such as at the campsite map. The Onryo will try to blow out these flames more often than other ghosts, which makes this a tough opponent since lit candles are supposed to act as protection against evil spirits. Remember that the candle has to be extinguished by the ghost and that throwing it to extinguish the flame won’t count toward provoking a hunt. One trick to rule out or confirm an Onryo is to drop a lit candle with a crucifix – if the crucifix gets damaged before the candle is blown out, this means a hunt was attempted with an active candle, ruling out the Onryo.
Description: These ghosts have been reported to mimic each other’s actions. They alternate their attacks to confuse their prey.
Strength: Either Twin can be angered and initiate an attack on their prey.
Weakness: The Twins will often interact with the environment at the same time .
This is a case of communication between teammates before a hunt. Note any environmental interactions from the ghost, as simultaneous environmental interactions are a big indicator. It can help narrow down between The Twins and a Poltergeist, and the only common evidence those two share is the Spirit Box, so if you get EMF or Freezing temperatures, you’ll have an easier time identifying this one. On the flip side, on bigger maps, this can make it harder to confirm, but if you’ve already gathered some evidence, and then gone to rooms where more interactions occurred but show no signs on your equipment, you’ve likely got the second twin running interference.
Description: A Raiju is a demon that thrives on the electrical current. While generally calm, they can become agitated when overwhelmed with power.
Strength: A Raiju can siphon power from nearby electrical devices , making it move faster.
Weakness: Raiju is constantly disrupting electrical equipment when attacking , making it easier to track.
This one’s tricky just due to how much of your equipment is electronics, but thankfully you don’t need to be around it too often due to the combination of the ghost orb and DOTS projector evidence. Have somebody stationed at the truck, observing for that combination of evidence, this should be a common practice until the information is confirmed. Snapping pics can be a bit tricky with the disruption but do it fast. Finally, don’t drop electronics in the ghost room, the Raiju will harness these; keep them with you, and switch to non-electronics if possible when hunted.
Description: Obake are terrifying shape-shifters, capable of taking on many forms. They have been seen taking on humanoid shapes to attract their prey.
Strength: When interacting with the environment, an Obake will rarely leave a trace .
Weakness: Sometimes this ghost will shapeshift, leaving behind unique evidence .
If you suspect an Obake, take pictures of any surface or object with which the ghost interacts. Unique evidence, in this case, comes in the form of things such as 6-fingered handprints, or 2 fingerprints on surfaces normally having one, or 5 fingerprints where there are usually 4. Take pictures of areas with which the ghost has interacted and review for later, on top of checking with UV flashlights. This type of evidence is a dead giveaway. If their fingerprints also disappear quickly, this is also another likely indicator of an Obake, they like to leave no trace.
Description: The Mimic is an elusive, mysterious, copycat ghost that mirrors traits and behaviors from others, including other ghost types.
Strength: We’re unsure what this ghost is capable of. Be careful.
Weakness: Several reports have noted ghost orb sightings near mimics.
The Mimic is a bit of a spoiler of a ghost in that you can do everything right and think you’ve spotted the telltale signs of one or more of the Phasmophobia ghost types, but then the rewards screen reveals to you that the ghost among us was an imposter the whole time. This is a strong case for checking all the evidence before jumping to conclusions and be sure to always have a camera stationed near where the ghost pops up, as that’ll essentially act as a fourth form of evidence, ghost orbs, confirming the Mimic.
Description: Moroi have risen from the grave to drain energy from the living. They have been known to place curses on their victims, curable only by antidotes or moving very far away.
Strength: The weaker their victims, the stronger the Moroi becomes.
Weakness: Moroi suffer from hyperosmia, weakening them for longer periods.
This is a case for having a player monitor the team’s average sanity for any of the ghost types in Phasmophobia. As it drops lower, have the team note whether any hunts appear to have the ghost moving faster than usual, and have someone watching camera feeds for this as well. The Moroi will also drain your sanity quickly, including through the Spirit Box, so remember this for any ghost: once you’ve confirmed one interaction, avoid using it again, and have a teammate watch for a drop in sanity.
Description: Sometimes surrounded by an endless fog, Deogen have been eluding ghost hunters for years. These ghosts have been reported to find even the most hidden prey, before stalking them into exhaustion.
Strength: Deogen constantly sense the living. You can run but you can’t hide .
Weakness: Deogen require a lot of energy to form and will move very slowly when approaching its victim .
The Deogen is a ghost you can’t properly hide from, so get familiar with areas in given maps where you can either maintain a straight path away from the ghost, or something around which you can bait the ghost into an endless loop such as a kitchen island, and have smudge sticks handy if you’re prepared to be the target. This is especially good if you’ve already confirmed the ghost type, and want to also take pictures for more bonuses.
Description: Thaye have been known to rapidly age over time, even in the afterlife. From what we’ve learned, they seem to deteriorate faster while within the presence of the living.
Strength: Upon entering the location, Thaye will become active, defensive, and agile .
Weakness: Thaye will weaken over time , making them weaker, slower, and less aggressive.
The Thaye slows down with subsequent hunts, and if you notice this, you can confirm this quickly. They show interactions early on when you’re investigating the location, too. This can help gather photos for bonuses. Also, if you note interactions quickly, drop the camera, DOTS projector, and ghost writing book quickly, if you don’t get any of these early on, you can likely rule out a Thaye.
This concludes our guide to All Phasmophobia Ghost Types, Evidence, Strengths, and Weaknesses! Be sure to check out our other guides to the game , and equip yourself while hunting for all things paranormal!
About The Author
J.R. is a Staff Writer with AOTF and has been covering gaming and entertainment in the industry since 2022. Along with a B.A. in History from the University of Cincinnati, he has studied at the University of Birmingham, UK, and part of his M.A. at the University of Waterloo. You'll find J.R. particularly at home writing about the hottest manga and anime. He is highly passionate about horror, strategy, and RPGs, and anything about Star Trek or LOTR. When not ranting about fan theories or writing guides, J.R. is streaming his favorite RPGs and other forgotten gems.
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Attack of the Fanboy / GAME GUIDES / All Phasmophobia Ghost Types, Evidence, Strengths, and Weaknesses
Your main mission in Phasmophobia is to identify what type of Ghost is haunting the location you are in. Each Ghost is linked to three types of Evidence - D.O.T.S , EMF Level 5 , Fingerprints , Freezing Temperatures , Ghost Orb , Ghost Writing , and Spirit Box - and these are key to figuring out which Ghost is present.
As you confirm each type of Evidence, make sure to record it in your Journal. As you enter the Evidence types, it will automatically narrow down the Ghost Types , making it easier to determine which one it is.
We've made a handy table that can help you determine exactly which Ghost may be haunting a particular location.
Up Next: D.O.T.S
Top guide sections.
- Tips and Tricks
- Difficulty Differences
- Optional Objectives
- Every Voice Command and Question You Can Ask Ghosts
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In this guide.
- View history
This guide will teach you how to identify ghosts in Phasmophobia .
- 1.1 D.O.T.S Projector
- 1.2 EMF Level 5
- 1.3 Ultraviolet
- 1.4 Freezing Temperatures
- 1.5 Ghost Orb
- 1.6 Ghost Writing
- 1.7 Spirit Box
- 2.1 General tips
- 2.2 Narrowing ghosts to one with specific traits
- 3.1 Elimination by negatives
- 3.2 Speed-altering defensive equipment
Using evidences [ ]
The standard way of identifying a ghost is by collecting evidence . The list below presents a brief overview on how to collect evidences; more information may be found in their respective pages.
D.O.T.S Projector [ ]
A silhouette will appear when the ghost enters a "D.O.T.S state".
EMF Level 5 [ ]
When the ghost interacts with a door or object, take an EMF reader and check for any EMF level 5 readings at that spot. If the ghost has EMF Level 5 as one of its evidences, there is a 25% chance for that interaction to show level 5 instead of level 2 or 3. You can also use a Ouija Board to check for EMF level 5 by repeatedly asking questions with a reader nearby. Note that electronic interference during hunts or ghost events will never result in a reading of level 5, though it can be obtained if the ghost leaves EMF 5 on an object and moves far enough during a hunt.
Ultraviolet [ ]
When a ghost interacts with a door, light switch, or window, take a UV Light and shine it around the object it interacted with. In Maple Lodge Campsite , the ghost can leave fingerprints on many more objects, including string light poles, cooler boxes, tent windows, and more. Be aware that each fingerprint will only last 2 minutes (or 1 minute on Insanity difficulty) before disappearing, and some could last for much shorter if the ghost is an Obake. Alternatively, the ghost can leave footprints behind after stepping in salt .
Freezing Temperatures [ ]
Freezing Temperatures can be confirmed using the thermometer with a reading of less than 0°C or 32°F. The player's cold breath does not count as Freezing Temperatures.
Ghost Orb [ ]
Ghost Orbs can be viewed via video cameras and appear as a small dot that glides around slowly, flashing in and out of existence. Unless the ghost room changes on higher difficulties, they will remain in the same room, but will move around the room from time to time. Take care in observing them in snow or foggy weather; snow will never go upwards while Ghost Orbs may move in any direction, while fog may make it harder to see.
Ghost Writing [ ]
Ghost Writing works similar to the D.O.T.S. Projector in that the player simply waits for it appear. However, Ghost Writing can take a much longer time to appear than the D.O.T.S. Projector silhouette. Removing all others props in the room (excluding player equipment) may help to increase the chance of the ghost choosing the book to interact with.
Spirit Box [ ]
When asking questions using the Spirit Box, ensure that the lights are off in the room, have only the questioner in the room if the ghost is stated to respond only to people who are alone (or on Professional difficulties and higher), and ask multiple times per room to improve accuracy. The ghost must be within the Spirit Box's range. Doing this only after the ghost has been located is usually less tedious.
Using traits [ ]
If the ghost refuses to give certain evidence, and when some pieces of evidence are hidden, observing the ghost's abilities and traits may be advantageous in finding out the ghost type. Certain ghosts will exhibit traits and behavior exclusive to their type, such as Mares interacting with lights more often, or Onis being more active and causing more ghost events. However, some of these traits are also subject to the game's random nature, and may or may not manifest itself because of this.
General tips [ ]
On Nightmare difficulty, after having obtained two pieces of evidence, it is generally best practice to compare the "tests" that can be performed, and first conduct those that are more objective, or easier to observe. For example, when given a choice between Mare and Revenant, it is usually easier to check the ghost's speed during a hunt, as the Revenant's slow wander or fast chase speed can identify it immediately, instead of looking for abilities from the Mare like instant light-switching or light-shattering ghost events, as these are more prone to error due to the game's random nature. In addition, certain behaviours that the ghost exhibits any time in the contract may allow for instant identification or elimination, such as the Obake's six-fingered handprints or the Oni's inability to produce a smoke ball ghost event.
Since the rate of ghost footsteps is tied to its speed, listening to the rate of footsteps will be useful in eliminating or confirming ghosts.
Narrowing ghosts to one with specific traits [ ]
The following section is for ways to identify ghosts via specific traits and behaviours. A list of mechanics of each ghost can be found in their respective pages.
Other tips [ ]
Elimination by negatives [ ].
If you can be sure that the ghost will not provide a particular piece of evidence, you can eliminate all ghosts that have that piece of evidence. This also works on Nightmare difficulty, but requires two negatives instead; for example, if you can be sure that the ghost will not give both Fingerprints and Freezing Temperatures, then you can eliminate four ghosts: Demon, Hantu, Jinn, and The Mimic. Conclusively eliminating evidence may be trickier for chance-related evidence like EMF Level 5, for example. This strategy is more useful if you are unable to easily find evidence in the first place.
Speed-altering defensive equipment [ ]
Some higher-tier defensive equipment, such as Tier III Salt and Tier II and III Incense, can temporarily reduce or even halt the ghost's movement entirely, potentially masking the unique movement behavior of several ghost types. Past being mindful of these attributes, if the ghost needs to be identified through its speed or movement, using lower tier defensive items that do not affect the ghost's movement can be considered, although this will require giving up the significant power of these higher tier items.
See also [ ]
- Ghost#Ghost types
- 1 Monkey Paw
- 2 Tarot Cards
Phamophobia Ghost Cheat Sheet Guide
Use our Phasmophobia ghost cheat sheet to help make your investigations a little easier.
There are 24 ghosts for you to investigate in Phasmophobia , each of them with their own combination of evidences and behaviors. It takes a long time to get used to the differences between ghosts. You only need to memorize that information on Nightmare and Insanity modes, but on Professional and below, you can get by using a good guide. We’ve got our own Phasmophobia ghost cheat sheet down below for you to peruse mid-investigation and make your life a bit easier.
Phasmophobia Ghost Cheat Sheet
- Evidence: EMF 5, Spirit Box, Ghost Writing
- Sanity Threshold: 50%
- Hunt Movement Speed: 1.7 meters per second
- A Spirit won’t hunt for 180 seconds after being smudged with incense, rather than the normal 90 seconds for other ghosts.
- Evidence: Ultraviolet, Spirit Box, Ghost Writing
- Poltergeists are more likely to throw objects and mess with doors than most other ghosts.
- Poltergeists throw objects with more force than other ghosts.
- Poltergeists will also throw objects frequently during hunts.
- Evidence: Ghost Writing, Spirit Box, Ghost Writing
- Sanity Threshold: 60% (lights off in ghost room), 40% (lights on in ghost room)
- Mares hate light, so they’re more likely to turn off lights and trigger ghost events where light bulbs burst.
- Mares prefer to be in dark rooms, so you’ll see flickering lights in lit rooms less often.
- Mares hate light but can still turn on radios, TVs, and computers just as well as other ghosts.
- Evidence: Ultraviolet, Ghost Writing, Freezing Temps
- Sanity Threshold: Any
- Demons can hunt at any sanity, and they will.
- Demons are able to hunt only 20 seconds after finishing a hunt, meaning they can do so more frequently than any other ghost.
- Demons can trigger a hunt a mere 60 seconds after being smudged with incense, with the normal amount of time being 90 seconds.
- Evidence: DOTS Projector, Spirit Box, Ghost Orbs
- Sanity Threshold: 50%, 80% (if talking near the ghost)
- Yokai are made more active by talking in their vicinity and will hunt much sooner.
- Yokai detect electronics during hunts at a much shorter range than other ghosts, only detecting them at 2.5 meters or less.
- Evidence: EMF 5, Ultraviolet, Ghost Writing
- Myling are perceptibly quiet when they hunt, you’ll only be able to hear their footsteps and voice when they are within 12 meters of your location.
- Myling are more prone to making noise through the Parabolic Microphone.
- Evidence: EMF 5, DOTS Projector, Ghost Orbs
- Sanity Threshold: 50%, 65% (if near active electronics)
- Hunt Movement Speed: 1.7 meters per second, up to 2.5 meters per second
- Raiju won’t just hunt at a higher sanity threshold when near active electronics, it also moves faster when hunting near them.
- Raiju can be easily discerned during hunts based on their fluctuating movement speeds, based on the electronics you’ve left on.
- Electronics flicker at a longer range (15 meters) during a Raiju hunt than normal (10 meters)
- Evidence: Ghost Writing, Freezing Temperatures, Spirit Box
- Hunt Movement Speed: 1.7 meters per second, up to 3.7 meters per second
- Moroi curse whoever gets the ghost to respond on the Spirit Box, effectively doubling their sanity drain for the rest of the investigation.
- Moroi move faster when the team’s sanity is at lower levels. Its maximum speed when at low sanity and in its line of sight is the fastest of all ghosts and extremely dangerous.
- Moroi are blinded by being smudged with incense during a hunt for a couple seconds longer than other ghosts.
- Evidence: EMF 5, DOTS Projector, Spirit Box
- Wraiths won’t step in salt even if they pass over it.
- Wraiths will occasionally teleport to players when it’s not hunting, which gives an EMF reading. They’ll then roam back to their room.
- Wraiths can trigger hunts after teleporting, so their hunts will not necessarily start in or around the ghost room.
- Evidence: Ultraviolet, DOTS Projector, Ghost Orbs
- Banshees will choose a new player to single out at the start of an investigation, which it will target during hunts and roam to find otherwise.
- Banshees will not actively chase any other player during hunts unless their target dies, after which it’ll target someone else. If their target is outside, they will then hunt like normal.
- Banshees will scream into the Parabolic Microphone rather than make other sounds.
- Banshees only take their target’s sanity into account rather than the entire team’s. If their target’s sanity is 50% or lower, it can hunt.
- Evidence: Ghost Writing, Freezing Temperatures, Ghost Orbs
- Hunt Movement Speed: 1.0 meters per second, up to 3.0 meters per second
- Revenants speed up to a blistering three meters per second if they know where any players are, but they slow down to a snail’s pace otherwise.
- Revenants’ speed burst lasts until they reach the last spot they detected a player.
- Evidence: Freezing Temperatures, DOTS Projector, Ghost Orbs
- Smudging a Yurei with incense will trap it in the ghost room for one minute.
- Yurei can fully close doors without triggering a full ghost event, which drains nearby players’ sanity by 15%.
- Yurei are the only ghosts that can close the door leading outside of the building without triggering a hunt or a full ghost event.
- Evidence: Freezing Temperatures, Ultraviolet, Ghost Orbs
- Hunt Movement Speed: 1.4 meters per second, up to 2.7 meters per second (based on room temperature)
- When hunting, the Hantu’s breath can be seen regardless of room temperature.
- Hantu move faster during hunts the colder it is, with temps under 0 degrees Celcius (32 Fahrenheit) granting the 2.7 meters per second cap.
- Hantu have twice the chance of turning off the power breaker than other ghosts and aren’t able to turn it on.
- Line of sight does not affect Hantu movement speed during hunts.
- Evidence: Freezing Temperatures, Spirit Box, Ghost Orbs
- Sanity Threshold: 60%, Any (if blowing out Firelights)
- Firelight and Lighter flames function like Crucifixes for Onryo, but it’ll hunt regardless of team sanity levels if it blows out three flames. It can do this multiple times in one investigation, and flames blown out during a hunt or to prevent one count toward this tally.
- Onyro increasingly blow out flames the more players are dead.
- Onryo can hunt at any sanity level if there are flames present in the investigation area for it them to blow out.
- Evidence: EMF 5, Ultraviolet, Ghost Orbs
- Obake have a guaranteed chance to change their model at least once during a hunt.
- Obake only grant a 75% chance to leave Ultraviolet evidence behind when interacting with doors and lights, rather than the normal 100%. They also have an ability to halve the timers on lingering Ultraviolet evidence.
- Obake have a small chance to leave a special handprint on doors they interact with, the print having six fingers instead of five.
- Evidence: Ghost Writing, DOTS Projector, Spirit Box
- Sanity Threshold: 40%
- Hunt Movement Speed: 0.4 meters per second, up to 3 meters per second
- Deogen can give a unique heavy breathing response on the Spirit Box.
- Deogen can see through walls, and as such, it can’t be hidden from. It will chase the nearest player, occasionally checking during a hunt to see who is closest and changing to target them.
- Deogen slow down the closer they get to a player.
- Evidence: DOTS Projector, Ultraviolet, Spirit Box
- Phantoms can roam to a player and trigger an EMF 2 reaction.
- Phantoms flicker in and out of visibility more slowly during hunts than other ghosts, making them harder to see and keep track of.
- Phantoms can’t be photographed. Taking a picture of a Phantom during a ghost event will cause it to disappear, though the event will continue.
- Phantoms will also disappear when you take a picture of their form in the DOTS Projector.
- Players within 10 meters and in line of sight during a ghost event will experience increased sanity drain.
- Evidence: EMF 5, Ultraviolet, Freezing Temperatures
- Hunt Movement Speed: 1.5 meters per second, up to 2.5 meters per second
- Jinns can’t turn off the power breaker on their own, though it can still be overloaded by turning on too many lights.
- Jinns have the ability to drain the sanity of every player in the same room it’s in by a whopping 25%. The ability is only possible when the power breaker is on, and it gives an EMF 2 or EMF 5 reading at the power breaker.
- The 2.5 meter top speed is only met when a Jinn hunts with the power breaker on, has line of sight on a player, and if it’s a bit away from its target.
- Evidence: EMF 5, Ghost Writing, Freezing Temperatures
- Sanity Threshold: 35%
- Shades can’t manifest or hunt when in the same room as a player. They can move to another room and do either, though.
- Shades have a higher chance of interacting at lower sanity levels, with barely any chance at all at high ones.
- Evidence: EMF 5, Freezing Temperatures, DOTs Projector
- Hunt Movement Speed: 50%
- Oni are visible for longer between flashes during hunts.
- Oni are more active the more people there are around, and they are prone to manifesting fairly regularly regardless.
- Oni drain 20% of a player’s sanity when touching them during a ghost event. Normally this drains 10%.
- Evidence: EMF 5, Ultraviolet, DOTS Projector
- Goyro can’t change ghost rooms regardless of difficulty level.
- Goryo won’t show up on DOTS with a player in the room, and they have to be seen through a video camera.
- Evidence: EMF 5, Freezing Temperatures, Spirit Box
- Hunt Movement Speed: 1.5 meters per second, up to 1.8 meters per second
- The Twins interact at the ghost room and at a ranged location elsewhere on the map.
- The Twins have a hunt movement speed of 1.8 meters per second when starting a hunt from the ghost room, and 1.5 meters per second when starting from the decoy.
- The decoy room can’t give Freezing Temps or EMF 5.
- The Twins interact with their environment one after the other, one at the actual ghost and the other at the decoy’s location.
- Evidence: Freezing Temperatures, Ultraviolet, Spirit Box (plus fake Ghost Orbs)
- Sanity Threshold: Varies
- Hunt Movement Speed: Varies
- Mimics always provide a fourth fake Ghost Orb evidence.
- Mimics will change the sort of ghost they’re imitating very often, but not during hunts.
- Mimics’ sanity thresholds, hunt movement speeds, and abilities will change based on the ghost they’re copying. They can even leave Obake-like handprints.
- Evidence: Ghost Writing, DOTS Projector, Ghost Orbs
- Sanity Threshold: 75%
- Hunt Movement Speed: 1.0 meters per second, up to 2.75 meters per second
- Thayes grow “older” as an investigation goes on and become less active and hunt more slowly as they age. They age up every minute or two, depending.
- Thayes do not speed up when they have line of sight on you during hunts.
That’s it for our complete Phasmophobia ghost cheat sheet . Hopefully, this helps you figure out the ghosts faster, it all takes practice and a lot of passive learning. Look for more Phasmophobia guides here on GameSkinny.
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All Phasmophobia Ghost Speeds
Here's how fast all ghosts are in Phasmophobia.
Depending on their type, the ghosts in Phasmophobia move at varying speeds. I learned this the hard way when I tried to run away from one (unsuccessfully). There are over 20 ghosts in Phasmophobia, but most have set speeds. However, the ones that can increase their speed will end you if you're not careful. Here are all the ghost movement speeds in Phasmophobia.
All Ghost Speeds in Phasmophobia
Speed is critical in Phasmophobia; luckily, you can identify the speed of every ghost in the game. Knowing how fast the ghosts can move in Phasmophobia is vital when trying to identify the ghost and, more importantly, survive.
Most ghosts will have a standard speed of 1.7 m/s and speed up when they see players while hunting. A ghost's speed is often tied to its ability and can be controlled in some cases. Below, you'll find the exact speed of every ghost in Phasmophobia.
Related: All Phasmophobia Video Cameras and Tripods, explained
Fast Ghosts in Phasmophobia
While these ghosts have average speed stats, their movement skyrockets under certain conditions. Phasmophobia will throw multiple clues at you if you want to identify fast ghosts.
The Jinn typically moves at 1.7 m/s. However, if the fuse box is on, you're in its line of sight, and it's 3 meters away from you, its speed increases to 2.5 m/s.
The Raiju ghost in Phasmophobia increases its speed to 2.5 m/s whenever it goes near a player's active equipment.
Slow Ghosts in Phasmophobia
These ghosts have less-than-average movement speeds but can become faster depending on the circumstances. So, when you wish to identify slow ghosts, Phasmophobia will throw several movement-related hints.
The Revenant keeps its slow speed, but it increases to 3.0 m/s immediately when you have been sensed via equipment, voice, or line of sight. However, it gradually slows to 1.0 m/s when the ghost reaches your location.
The Hantu is unique; it has a slow speed at first, but moves faster in colder temperatures! You can stall it by maintaining a direct line of sight.
The Twins don't directly change their speed, instead changing the form that they take. In their physical form, they have a slow speed of 1.53 m/s, but in ranged form, they move at 1.87 m/s.
Moroi is a unique ghost that increases its speed based on your sanity level. When in direct line of sight, it can reach a formidable 3.71 m/s.
Deogen can move anywhere between 0.4 m/s to 3.0 m/s, depending on how far it is from you. For example, if Deogen is far from you, it moves at 3.0 m/s, but as it gets closer, it slows down to 0.4 m/s.
Thaye's speed depends on its age. It can go up to 2.75 m/s when younger but will slow down to 1.0 m/s as it ages.
Related: What does the Voodoo Doll do in Phasmophobia?
How to slow down Ghosts in Phasmophobia
Only a few ghosts can be slowed down effectively: the Hantu , Jinn , Raiju , Revenant , Moroi , and Thaye . You can also use Monkey Paw wishes to interfere with a ghost's movement speed. Be careful, though, as those wishes in Phasmophobia come with a terrible price!
Slowing down the Hantu in Phasmophobia
Because the Hantu gets faster in colder temperatures, turning on the generator is the most effective way of controlling its speed. The Hantu will attempt to turn off the generator to speed itself up and never turn it on.
Slowing down the Jinn in Phasmophobia
The Jinn requires that players are far away from them to boost their speed, and cannot speed up at all if the generator is off.
Slowing down the Raiju in Phasmophobia
Because the Raiju only moves faster around electronics, you can turn them all off, forcing it to move at average speed.
Slowing down the Revenant in Phasmophobia
The Revenant's speed is entirely dependent on spotting the player. It is the second slowest ghost next to the Deogen, so using a Smudge Stick to guarantee it finds a hiding spot will keep it as slow as possible.
Slowing down the Moroi in Phasmophobia
The Moroi's speed depends entirely on Sanity, making Sanity Pills necessary to slow them down. Staying where there is light on will also maintain the player's Sanity.
Slowing down the Thaye in Phasmophobia
Because the Thaye's speed decreases over time, one of the best strategies to slow it down is to simply stay within the Ghost Room with Crucifixes and Smudge Sticks until it ages.
For more guides on Phasmophobia , check out Which Ghosts can teleport in Phasmophobia? on Pro Game Guides.
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Wraith: Scottish Ghosts In Phasmophobia, Mythology & Folklore | 11 Creepiest Facts
A wraith is a kind of undead creature, the origin of the word “wraith” comes from Scottish folklore, where it refers to a ghost that is always seen near death, and can recognize the spirits of those who are about to die and seize the soul. Ghosts or soul-like entities often take on the appearance of what their owners looked like when they were alive.
Wraiths have traditionally been said to be the spirit of a dead person trying to survive any way they can. In some ways, wraiths are an embodiment of people who died in recent years or who have recently died. Wraiths are the most notorious ghosts of Phasmophobia.
In modern times, the concept of a wraith refers more to an evil spirit. It’s more often applied to a spirit who hasn’t finished its trading in the mortal realm. This creature is similar to a ghost in that it can either move freely or be bound to a specific place. However, its only known purpose is to snatching human spirits.
These figures are typically described as skeletal figures, dressed in tattered rags. The images of these beings are most commonly connected with haunted locales and cemeteries. In short, this folklore figure is a common sight at many of the spookiest locations around the world. The modern cognition of a wraith, they actively seek out both their victims and harm to those that they encounter, with no distinction made between good and bad. If you think you are dealing with a Wraith and want to learn more about them, then let’s get in to the explanation and most horrifying facts about Wraiths.
1 These Scottish Ghosts Are Never Good For Humankind
Not a lot is known about wraiths other than their power and despair, it means the only known facts about wraiths are their strength and weaknesses. These types of Scottish ghost (Wraiths – Undead creatures) are associated with black magic and sorcery because they have a history of it. Sometimes, if a ghost is angry about anything or is particularly not pleased with the living world, it would need to be put down as it can be a very dangerous creature and these are one of them.
2 Wraith Was Born From Bad Black Magic Spells
Wraith are evil spirits or creatures, It is believed that the creation of a wraith is the result of a bad spell, such as improper casting or overheating the sorcery. As a result of magical beings, this is often how time-stopping spells go wrong. A witch or wizard might try to extend their lifespan with either magic or manipulate time in some other way – unsuccessfully. The result for these unfortunate individuals is a tragedy. With the power to control time and put an end to any conflict, they don’t have any downside, their lifespan is extremely unlimited.
3 Some Wraiths Are Blessed To Become Immortal With Extreme Powers
Thankfully, in some cases Wraiths get their wishes: immortality and ultimate power. But they pay an extremely high cost in return for those powers. Their souls are snatched and they live an eternal life as an immortal being. Captured spirits are condemned to not ever reach their spirit realm again. This is disastrous, the way that people view the spirit realm is frequently different from those who are in it. Most cultures believe it to be similar to heaven, and potentially an afterlife for some. Wraiths are denied the prerogative of permanently joining their realms, and are instead coerced to wander among dimensions for all perpetuity. In the other words, Wraiths can never be returned to Heaven.
4 Mostly Wraiths Are Deadliest In Nature & One Need To Avoid Its Encounter
Wraiths are soulless and dark creatures with only savage emotions such as hatred and despair; it means they can feel only these emotions. They never feel any of the more positive emotions such as love, happiness, and generosity. Some people classify them as a type of ghost, but others might consider them to be something else – a type of demon. As is the case with all other types of creatures, wraiths can be considered good or evil. Not all wraiths are good. Though there are some that can be referred to as ‘good’ (for example, a particular type of wraith called, Voror), the majority of wraiths are inherently evil because they will attack without any provocation, so keep that in mind when making decisions about wraiths.
5 Wraiths Are Great Soul Snatchers
There have been various kinds of wraiths described throughout history. The most common conception is that they are evil creatures that search to steal the spirits of others by using various methods. The intent of this word always centers around evil and negative intentions.
When people come in contact with the wraith, they are able to take away their life and steal their spirit only through a solo touch. When a wraith takes the soul of a person, the victim’s immortal soul is cursed to wander eternally with the wraith. The only way to end the curse and recover their immortal souls is to kill the wraith completely.
6 Actual Sightings Of Wraiths Are Still Not Documented Properly
There are rumors of a group of beings called wraiths, but no one has ever seen them. Wraiths can be seen by some in the shadows, It is unclear whether or not the majority of wraiths have ever been seen in person, there are a few general details about their plausibility that are known. In most cases, they’re unseen, as there aren’t any real details about what they look like.
7 From Different Stories & Sources, Wraiths Are Predicted In Different Shapes
Some legends from antiquity mention wraiths as being dark entities. They have a cloak that’s black and shrouds their bodies in darkness and they seem to be connected to some rather spooky stories. Their arms and legs are long and enormously thin, like they’re limbs of a corpse. In addition to the face they can take on, there are two more variations of the wraith. The first is a skeletal appearance, which we talked about earlier. There’s also the endless black hole version.
People throughout history have tried to describe what a wraith looks like because many tales believe that they do not have a particular shape it means appearance and are simply evil entities that inhabit any space of the world they can find with malicious intentions.
8 Wraith Can Be Overpowered Only From Most Powerful Weapons From Other Dimensions
Most might think that wraiths are an easy opponent, but they think wrong. Wraiths are incredibly powerful and fearsome creatures, so they can be intense enemies. Being ghost-like and able to exist anywhere, it is difficult to defeat a wraith. The only way to take them down, you’ll need an exceptional holy presence or a very powerful weapon. Don’t be fooled by their evil appearance. For lack of a better term, the dark side cannot tolerate holiness. They aren’t able to resist the holiness of anything that rises against them due to being pure evil, and they’ll either be coerced to flee or destroyed through the conflicting force.
Generally it is realized that due to its powerful nature and potential danger, a wraith’s life seldom be taken. It is important that if someone is attacked on a wraith, they must kill the creature. If their target escapes, it may become enraged and then release its fury upon the world and wreak havoc. Wraiths can emit energy in the way of waves that steals the desire to live from whole villages. If a wraith is angry, it could take everything from someone, including their life force and ability to fight back.
The ultimate goal of the creature is unclear. The wraith was a personification of the depression brought upon their lives at that time. When the villages are unable to stay strong in the face of their continued struggle, After this, it’ll take their souls, which means their desire to live has been taken from them and carry on its purposeless iteration, so eventually we can say these creatures are so powerful.
9 From Demons To Shapeless Shadows, There Are Variants Of Wraiths Specified In Stories & History
When you think about wraiths, you might imagine them as an amorphous shape stalking your every move. There are many types of wraiths that lore tells us about, which are all terrifying in their own way.
The most known and common type of wraith is the one that has been described above. It is exemplified by extreme rage and passionate actions, which are two things that motivate its existence and actions. These wraiths can be generally classified as the most shadowy, most dangerous type of ghost that most cultures fear. They’re violent in nature and have a strong rage that drives them to do things they would not otherwise do.
This first type of wraith is known for having an intense hatred for life. Some variations are very intelligent or have knowledge and can hold a grievance during their afterlife (Undead) state. These wraiths will use all their abilities to ensure they target and capture someone they feel has wronged them. Once they’ve done this, they can force them to deviate outside of the spirit realm for perpetuity.
There are some people who think that wraiths are just from the fairy tales and that there really aren’t such things. However, you can easily find evidence for the existence of paranormal activity by looking into the history and belief in “wraiths.” Another kind of wraith is a parasitic type, and is described as anything from being a ghost-demon to an undead spirit. They are often called demons, these creatures are known to inhabit almost any kind of empty living space, seeking out living beings until they find one (Human) to meld with. However, they are more subtle than most creatures, who usually make their presence known to the prey. Without any way to detect the warning signals, it is unlikely that the afflicted person will ever know they have been subservient through this type of demon.
Apparently, wraiths that appear like this one are not believed to have any of their own magical strengths, just like all other ghosts. They have more power than a human, but not enough to go against the desire of a human, making it unlikely anyone will ever be able to discover their powers. Wraith possession is the most common demon encounter in which humans gain demonic powers, while these situations are rare, that does happen.
However, this type wraith’s most notable characteristic is that it has the capability to procreate (reproduce). When an existing human with this wraith type sexual intercourse with other human, then the part of the wraith that is bonded to it will be able to enter their unborn offspring’s body and offspring become possessed. In order for a person to become a vampire, the spirit of the offspring meld with this type of demon. The resulting creature is known as “a Blood Child.”
One of the more notable variations of a wraith is called a “Voror” and this type is third. This variation seems to be considered one of the “wardens” or “watchers”, as it is sometimes known. A wraith is a type of ghost that is seen as a dark, crawling silhouette of a human being. It has been said that this type of ghost stays with the victim’s spirits from their time of birth until they die. This type of wraith is the only wraith that doesn’t usually cause harm and it’s still considered good for all the time.
10 Some Folklore & Myths Tells Us About Parasitic Wraiths Without Their Fierce Character
There is a misconception that wraiths are parasitic, but this is not always the case. However, according to lore, some wraiths are parasitic, but they never harm the host; it means they are not fierce. They simply seek out a person to connect with, especially those with a lot of energy. A human, preferably who is pleasant and fun to stay around. They feed off of the energy that person offers, and it becomes the energy they need. Wraiths are malevolent spirits that feed off the energy from humans and mutate them into something else. They only use their amphitryon to survive, but when their victim dies, they move on and float together in a cloud of black smoke.
Most wraiths, whether docile or otherwise, seem to be disruptive and dangerous, a fact which becomes apparent when compared to the majority of ghost sightings. There are some wraiths who appear to be docile, but a majority seem to be much more hostile and dangerous. Wraiths have a lot of bad experiences, they lose their souls for a multitude of reasons. A lot of wraiths are angered about what’s happened to them and the events that often led up to this terrible event. These wraiths have an intelligence that is almost impossible to rival. Sometimes they show their annoyance by hunting down the people responsible for their feelings. In these cases, this is done until the spirit of the unlucky victim is located and extracted from their body. Then, they would be forced to journey with the wraith for eternity.
We know that in some cases the undead are as evil and malevolent as the living. Wraiths are creatures filled with malevolence and intent to cause harm. They often have feelings of despair, anger, or hatred that fuel their malevolent behavior and cause their death.
They are not bloodthirsty but extremely evil that make it their life’s quest to hunt for unfortunate souls. They dispossess hope and the desire to live, as well as all other emotions, leaving people feeling empty inside. They wander for eternity telling tragic stories about misfortune and the people who crossed them trying to get away.
11 From Marvel To Star Trek, Wraiths Take Over Pop Culture
There are many different interpretations to how these creatures may be presented in pop culture, but each and every one has a basis rooted to realize truth. Regardless of all the difficulties, we still can’t help but see wraiths. It’s not in real-life, but in countless modern references to the antagonist that pop up throughout pop culture every day.
Video games aren’t just about fun, they’re a way of life. You can also find these undead stars in video games such as Respawn Entertainment’s Apex Legends and Behavior Interactive’s Dead by Daylight in which they both play an important role.
Marvel Comics is often best-known for its superheroes, but they’ve also represented a fictional character known as “Wraith” and even role-playing games Dungeons & Dragons have them in it.
While Wraiths also appear in Star Trek: Enterprise’s “Rogue Planet” episode, as well as in Stargate Atlantis, where they were described as a form of an alien race, they give life to certain species.
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Phasmophobia: How to Use the DOTS Projector
Players that are wondering how the DOTS Projector in Phasmophobia works can find details on this new piece of technology here.
With the newest Phasmophobia update, the reliable DOTS Projector has received a few changes, mostly in part to the fact that every piece of equipment in Phasmophobia has a 3 Tier system. This means that the first DOTS Projector in Phasmophobia is not the greatest for detecting paranormal activity, leaving both new and old players confused surrounding how it works.
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Players may be fearful of the ghosts that lurk in Phasmophobia , but they shouldn’t fear the DOTS Projector system, as it’s a fairly simple process to explain. Players that are wondering how to use the DOTS Projector in Phasmophobia will have their answers heard, as well as some tips on where to place the DOTS Projector in order to maximize the efficiency of it working, and the ghosts that can actually offer the evidence needed for it to work.
How To Get DOTS Projector
Firstly, players will want to acquire a DOTS Projector. This can be done from the shop/storage tab of the GH//OS.T shop. Players will first have the Tier 1 DOTS Projector, which is described as “ a small laser pen that projects small beams of light into the environment ”. Players should be warned, the first Tier DOTS Projector is not all that great, and it is pretty unreliable in its chance to find ghosts thanks to a few factors.
How To Use Tier 1 DOTS Projector
Once the Tier 1 DOTS Projector is acquired, players will notice that it acts as an odd version of a flashlight. Whilst dark, players can use its green laser beams to focus on an area. Although, it has a rather small range of 5 Meters and a narrow spotlight that makes it rather hard to focus in on a large circular area. It’s best to cover the majority of the room, as some ghosts, at random, will crawl rather than walk, meaning DOTS need to be placed low to see a silhouette of a ghost . This can be a useful tip for those that usually cover higher ground with the DOTS laser or Tier 2 system.
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This handheld projector can be used while moving, but not to a great effect. Players need to hold the DOTS Projector laser pen near ghost activities and within the ghost’s favorite room in order to have a chance of scanning its physical form. Players should be warned, the Tier 1 DOTS Projector is unreliable, so they may be waiting a while as they try and locate this Evidence. All they need to do is hold it and wait. Alternatively, they can drop the DOTS Projector on the floor whilst it is on, although it will only cover a small area, so it’s best to bring two of these to better maximize the chance of spotting DOTS evidence.
Tier 2 And Tier 3 DOTS Projector
The Tier 2 and Tier 3 DOTS Projector is far superior to the Tier 1 model. Players will want to aim for these upgrades as fast as they can, but the Tier 2 upgrade won’t come until players reach Level 29. With the Tier 2 model in hand, players can now place the item, meaning they can stick it to walls and the floor without it being interrupted . The Tier 2 DOTS Projector is described as an “ infrared motion sensor that was adapted heavily to project light. It’s small and compact and can stick to most surfaces .” This Phasmophobia equipment has an area light and a radius of 2.5 meters and should be placed in the area of ghost activity for a chance to see the ghost walking within it.
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As for the Tier 3 DOTS Projector, players will have to wait for Level 60 for that bounty. This item is described as “ a motorized projector with three lenses for a wide coverage of light ”, and it certainly provides the best coverage thanks to the fact that it has a wide spotlight and a range of 7 meters. It’s also placeable like Tier 2 and has a scanning function, meaning players can fill the ghost room with DOTS Projectors to encapsulate the area in green beams, ensuring that if there are DOTS as the evidence, it will be found completely reliably through these methods.
What Ghosts Produce DOTS Evidence?
Every Ghost has a different type of evidence, alongside a set of strengths and weaknesses that make it identifiable to players both new and of the expert variety . Ghost types that will have DOTS Projector evidence are the following:
The development team of Phasmophobia thought that DOTS were not very interactive for an evidence type, so they have reinforced and rebuilt the system in a few ways, including how DOTS work on ghosts. DOTS will no longer trigger during events, hunts, or interactions, so players can focus on DOTS when it's safe to do so. It’s also worth noting that players can take photos of ghosts in the DOTS to count it as a normal ghost photo.
Some ghosts will even have different models depending on their “DOTS state”, such as a Banshee, which will try and roam towards their target during the DOTS phase. This can be useful evidence, as a Banshee will only target one player until they are out of the haunted house, or dead, so seeing who the ghost roams towards is a good indication. As for another unique ghost evidence with DOTS, a Goryo can only be seen with DOTS through a camera and not with the naked eye .
Phasmophobia is out on PC, with a PS5 and Xbox Series X/S release scheduled for August 2023.
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