Phasmophobia Ghosts 👻
There are 27 ghosts in Phasmophobia:
Banshee
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
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
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
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
Strengths: Becomes aggressive when protective equipment is used.
Weaknesses: Becomes less aggressive after a hunt.
Goryo
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
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
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
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
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
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
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
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
Strengths: Increased activity when players are nearby.
Weaknesses: More visible during hunts. Cannot perform the "airball" ghost event.
Onryo
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
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
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
Strengths: Moves significantly faster when a player is detected during a hunt.
Weaknesses: Moves very slowly when not detecting a player.
Shade
Strengths: Less likely to perform interactions.
Weaknesses: Cannot hunt if people are nearby.
Spirit
Strengths: No strength.
Weaknesses: Incense is more effective, preventing a hunt for longer.
Thaye
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
Strengths: Can mimic the abilities and traits of other ghosts.
Weaknesses: Will present fake Ghost Orbs as secondary evidence.
The Twins
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
Strengths: Cannot be tracked by footsteps. Will occasionally teleport to a random player.
Weaknesses: Will not step in salt.
Yokai
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
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.