👻 Ghosts

Phasmophobia Ghosts 👻

There are 27 ghosts in Phasmophobia:

Banshee

3.5 m/s

Strengths: Will target a chosen player, assuming said player is inside. Increased chance of performing a singing ghost event.

Weaknesses: Has several distinctive wails on the Parabolic Microphone and the Sound Recorder.

Dayan

3.6 m/s

Strengths: Moves faster during hunts and hunts sooner when a player moves near the Dayan.

Weaknesses: Moves slower during hunts and hunts later when a player stands still near the Dayan.

Demon

3.6 m/s

Strengths: Incense is less effective, preventing a hunt for less time. Can rarely initiate a hunt at any sanity level.

Weaknesses: Crucifix range is 50% larger than placement range indicator.

Deogen

3.3 m/s

Strengths: Always knows where the player is during a hunt and moves very quickly toward its victim.

Weaknesses: Moves extremely slowly once near its victim.

Gallu

3.3 m/s

Strengths: Becomes aggressive when protective equipment is used.

Weaknesses: Becomes less aggressive after a hunt.

Goryo

3.25 m/s

Strengths: Can only enter a D.O.T.S. state when no player is in the same room. Its D.O.T.S. silhouette can only be seen through a Video Camera.

Weaknesses: Cannot wander far from its room, or change favorite rooms.

Hantu

3.5 m/s

Strengths: Lower temperatures allow the Hantu to move faster during hunts.

Weaknesses: Warmer areas slow the Hantu's movement while hunting. Will produce freezing breath during a hunt if the fuse box is off. Will never turn the fuse box on.

Jinn

3.5 m/s

Strengths: Travels at a faster speed if a distant player is in line of sight while the fuse box is on. Can occasionally drain large amounts of sanity from a nearby player.

Weaknesses: Cannot use its ability if the fuse box is off. Will never turn the fuse box off directly.

Mare

3.2 m/s

Strengths: Can hunt at a higher sanity in the dark.

Weaknesses: Has a lower hunt sanity threshold in the light. Will occasionally turn lights off immediately after a player has turned them on. Will never turn a light on.

Moroi

3.35 m/s

Strengths: Moves noticeably faster at low average sanity. Can curse players, making them lose sanity quicker than usual while in the investigation zone.

Weaknesses: Incense blinds the ghost for 50% longer during hunts.

Myling

3.5 m/s

Strengths: Only becomes audible during a hunt at a closer range than other ghosts.

Weaknesses: Produces paranormal sounds more frequently on the Parabolic Microphone.

Obake

3.3 m/s

Strengths: Has a chance to not leave fingerprints when interacting with things. May cause existing fingerprints to disappear sooner than usual.

Weaknesses: Has a small chance of leaving special fingerprints. Can briefly shapeshift into another model during a hunt.

Obambo

3.75 m/s

Strengths: Hunts earlier and moves faster in its "aggressive" state.

Weaknesses: Hunts later and moves slower in its "calm" state. Hunts initiated in its "aggressive" state have a reduced duration.

Oni

3.8 m/s

Strengths: Increased activity when players are nearby.

Weaknesses: More visible during hunts. Cannot perform the "airball" ghost event.

Onryo

3.4 m/s

Strengths: Will attempt to hunt after it has extinguished three flames regardless of average sanity.

Weaknesses: A nearby lit flame will prevent the Onryo from hunting, just like a crucifix.

Phantom

3.5 m/s

Strengths: Looking at a Phantom and hearing heartbeat sounds will drain the player's sanity. Will occasionally walk to a random player.

Weaknesses: Taking a photo of the Phantom will cause it to disappear. Less visible during hunts.

Poltergeist

3.3 m/s

Strengths: Capable of throwing multiple objects at once, draining sanity. Can throw objects at high velocities.

Weaknesses: Becomes powerless with no throwables nearby.

Raiju

Speed: 4.0 m/s

Strengths: Moves faster near active electronic equipment.

Weaknesses: Disrupts electronic equipment from further away when it hunts.

Revenant

4.5 m/s

Strengths: Moves significantly faster when a player is detected during a hunt.

Weaknesses: Moves very slowly when not detecting a player.

Shade

3.2 m/s

Strengths: Less likely to perform interactions.

Weaknesses: Cannot hunt if people are nearby.

Spirit

3.3 m/s

Strengths: No strength.

Weaknesses: Incense is more effective, preventing a hunt for longer.

Thaye

3.8 m/s

Strengths: Moves faster during a hunt and much more active in general at the beginning of a contract.

Weaknesses: Becomes slower and less active over time when players are nearby.

The Mimic

3.7 m/s

Strengths: Can mimic the abilities and traits of other ghosts.

Weaknesses: Will present fake Ghost Orbs as secondary evidence.

The Twins

3.2 m/s

Strengths: Either twin may start a hunt, though not at the same time. One twin is slow, the other is fast.

Weaknesses: Will often interact with the environment at the same time but usually in different places.

Wraith

3.3 m/s

Strengths: Cannot be tracked by footsteps. Will occasionally teleport to a random player.

Weaknesses: Will not step in salt.

Yokai

3.8 m/s

Strengths: Talking in the same room as a Yokai temporarily allows it to hunt at a much higher sanity threshold than usual.

Weaknesses: Can only hear players within a short radius during a hunt.

Yurei

3.3 m/s

Strengths: Can quickly drain sanity from nearby players.

Weaknesses: Smudging the Yurei will temporarily trap it and reduce how often it wanders. Using its ability causes it to slam doors.

Last Update: March 28, 2026
New Added: 27 Ghosts List