List of Phasmophobia Ghosts: A Strategic Field Guide for Paranormal Investigators
Step into the darkness. Listen for the whisper. Watch for the flicker. In Phasmophobia, knowledge isn’t just power—it’s survival.
If you’ve ever found yourself frantically flipping through your journal mid-hunt, wondering why your EMF reader spiked but your ghost didn’t respond to salt, you’re not alone. Phasmophobia’s brilliance lies in its deceptive simplicity: 24 unique ghosts, each with distinct behaviors, strengths, and weaknesses. But without a clear understanding of which ghost does what, even seasoned ghost hunters become easy prey. This isn’t just a list of Phasmophobia ghosts—it’s your tactical blueprint for staying alive, gathering evidence, and earning that sweet, sweet cash bonus.
Why Knowing Your Ghost Matters
Before we dive into the spectral roster, let’s establish why memorizing ghost traits is non-negotiable. Each ghost in Phasmophobia responds differently to environmental stimuli, equipment, and player actions. Misidentifying a ghost can lead to wasted time, incorrect evidence, and—most critically—fatal misjudgments during hunts.
For example, mistaking a Mare for a Spirit could mean ignoring the critical role of lights in triggering its activity. Similarly, failing to recognize a Demon’s aggressive nature might leave you unprepared for its unnervingly short hunt cooldown.
The Core Ghost Types & Their Evidence Signatures
Every ghost leaves behind three types of evidence: EMF Level 5, Ghost Writing, Spirit Box, D.O.T.S Projector, Freezing Temperatures, UV, and Ghost Orbs. No two ghosts share the exact same trio. Here’s a breakdown of notable entries from the list of Phasmophobia ghosts, organized by behavioral archetype:
The Aggressors: High Threat, High Reward
-
Demon: Hunt cooldown as low as 20 seconds. Evidence: EMF 5, Spirit Box, Writing.
Pro Tip: If the ghost starts hunting almost immediately after a failed smudge, suspect a Demon. Use Crucifixes early and often. -
Revenant: Speed varies—slow when idle, terrifyingly fast when chasing. Evidence: Writing, Freezing, D.O.T.S.
Case Study: During a Maple Lodge Campsite investigation, a team misjudged the Revenant’s speed after breaking line of sight. Result? Two deaths in under 8 seconds. Lesson: Never assume it’s slow unless you’re watching it.
The Tricksters: Masters of Misdirection
-
Jinn: Speed boost when chasing if fuse box is on. Ignores active electronics during hunts. Evidence: EMF 5, Freezing, D.O.T.S.
Caution: Turning off the fuse box doesn’t make it slower—it just removes its speed boost. Don’t fall for the trap. -
Shade: Shy. Won’t perform many interactions or hunts if multiple players are nearby. Evidence: EMF 5, Writing, Freezing.
Strategy: Solo investigations or splitting up can force a Shade to reveal itself. Group huddles = ghost naptime.
The Environmental Manipulators
-
Yurei: Drains sanity through door interactions. Can close doors fully. Evidence: Ghost Orbs, Freezing, D.O.T.S.
Countermeasure: Smudging immediately after a door slam resets its sanity drain ability for 90 seconds. -
Oni: Extremely active when players are nearby. Throws objects violently. Evidence: EMF 5, D.O.T.S, Freezing.
Note: Its high activity makes evidence collection easy—but also makes sanity drain rapid. Bring extra sanity meds.
The Elusive & The Bizarre
-
The Twins: One ghost, two personalities. May respond to calls from different rooms simultaneously. Evidence: EMF 5, Spirit Box, Freezing.
Detection Tip: Use multiple Spirit Boxes in separate rooms. If both respond, you’ve likely got Twins. -
Thaye: Ages rapidly in the presence of players, becoming slower and less active over time. Evidence: Writing, Ghost Orbs, D.O.T.S.
Game-Changer: Early in the investigation, it’s hyperactive. Later? Nearly dormant. Time your evidence hunt accordingly. -
The Mimic: The ultimate wildcard. Mimics traits of other ghosts but always leaves Ghost Orbs as one of its evidences. Evidence: Ghost Orbs + two others that change per contract.
Red Flag: If your evidence seems inconsistent or contradicts known behaviors, check for Ghost Orbs. You’re likely dealing with a Mimic.
Advanced Tactics: Beyond the Evidence Board
Memorizing evidence combos is step one. Mastering ghost behavior is step two.
-
Hantu: Speed increases in colder rooms. Turns off the fuse box during hunts. Evidence: Freezing, D.O.T.S, Ghost Orbs.
Tactic: Break the fuse box early. If ghost activity spikes in the coldest room, you’ve found your Hantu. -
Raiju: Drawn to active electronics. Moves faster near them. Evidence: EMF 5, Ghost Orbs, D.O.T.S.
Risk vs Reward: Leaving equipment on attracts it—but also makes it easier to track. Use this to bait it into view of a D.O.T.S projector. -
Obake: May leave 6-fingered handprints (rare). Can shapeshift, briefly disappearing after interactions. *Evidence: EMF 5, Ghost Orbs, UV