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Phasmophobia 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.

Recommended Videos
SpiritWraithPhantom
PoltergeistBansheeJinn
MareRevenantShade
DemonYureiOni
YokaiHantuGoryo
MylingOnryoThe Twins
RaijuObakeThe Mimic
MoroiDeogenThaye
Table of Contents

Phasmophobia Ghost Cheat Sheet

Spirit

  • Evidence: EMF 5, Spirit Box, Ghost Writing
  • Sanity Threshold: 50%
  • Hunt Movement Speed: 1.7 meters per second
  • Behavior:
    • A Spirit won’t hunt for 180 seconds after being smudged with incense, rather than the normal 90 seconds for other ghosts.

Poltergeist

  • Evidence: Ultraviolet, Spirit Box, Ghost Writing
  • Sanity Threshold: 50%
  • Hunt Movement Speed: 1.7 meters per second
  • Behavior:
    • 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.

Mare

  • Evidence: Ghost Writing, Spirit Box, Ghost Writing
  • Sanity Threshold: 60% (lights off in ghost room), 40% (lights on in ghost room)
  • Hunt Movement Speed: 1.7 meters per second
  • Behavior:
    • 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.

Demon

  • Evidence: Ultraviolet, Ghost Writing, Freezing Temps
  • Sanity Threshold: Any
  • Hunt Movement Speed: 1.7 meters per second
  • Behavior:
    • 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.

Yokai

  • Evidence: DOTS Projector, Spirit Box, Ghost Orbs
  • Sanity Threshold: 50%, 80% (if talking near the ghost)
  • Hunt Movement Speed: 1.7 meters per second
  • Behavior:
    • 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.

Myling

  • Evidence: EMF 5, Ultraviolet, Ghost Writing
  • Sanity Threshold: 50%
  • Hunt Movement Speed: 1.7 meters per second
  • Behavior:
    • 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.

Raiju

  • 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
  • Behavior:
    • 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)

Moroi

  • Evidence: Ghost Writing, Freezing Temperatures, Spirit Box
  • Sanity Threshold: 50%
  • Hunt Movement Speed: 1.7 meters per second, up to 3.7 meters per second
  • Behavior:
    • 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.

Wraith

  • Evidence: EMF 5, DOTS Projector, Spirit Box
  • Sanity Threshold: 50%
  • Hunt Movement Speed: 1.7 meters per second
  • Behavior:
    • 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.

Banshee

  • Evidence: Ultraviolet, DOTS Projector, Ghost Orbs
  • Sanity Threshold: 50%
  • Hunt Movement Speed: 1.7 meters per second
  • Behavior:
    • 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.

Revenant

  • Evidence: Ghost Writing, Freezing Temperatures, Ghost Orbs
  • Sanity Threshold: 50%
  • Hunt Movement Speed: 1.0 meters per second, up to 3.0 meters per second
  • Behavior:
    • 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.

Yurei

  • Evidence: Freezing Temperatures, DOTS Projector, Ghost Orbs
  • Sanity Threshold: 50%
  • Hunt Movement Speed: 1.7 meters per second
  • Behavior:
    • 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.

Hantu

  • Evidence: Freezing Temperatures, Ultraviolet, Ghost Orbs
  • Sanity Threshold: 50%
  • Hunt Movement Speed: 1.4 meters per second, up to 2.7 meters per second (based on room temperature)
  • Behavior:
    • 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.

Onryo

  • Evidence: Freezing Temperatures, Spirit Box, Ghost Orbs
  • Sanity Threshold: 60%, Any (if blowing out Firelights)
  • Hunt Movement Speed: 1.7 meters per second
  • Behavior:
    • 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.

Obake

  • Evidence: EMF 5, Ultraviolet, Ghost Orbs
  • Sanity Threshold: 50%
  • Hunt Movement Speed: 1.7 meters per second
  • Behavior:
    • 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.

Deogen

  • Evidence: Ghost Writing, DOTS Projector, Spirit Box
  • Sanity Threshold: 40%
  • Hunt Movement Speed: 0.4 meters per second, up to 3 meters per second
  • Behavior:
    • 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.

Phantom

  • Evidence: DOTS Projector, Ultraviolet, Spirit Box
  • Sanity Threshold: 50%
  • Hunt Movement Speed: 1.7 meters per second
  • Behavior:
    • 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.

Jinn

  • Evidence: EMF 5, Ultraviolet, Freezing Temperatures
  • Sanity Threshold: 50%
  • Hunt Movement Speed: 1.5 meters per second, up to 2.5 meters per second
  • Behavior:
    • 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.

Shade

  • Evidence: EMF 5, Ghost Writing, Freezing Temperatures
  • Sanity Threshold: 35%
  • Hunt Movement Speed: 1.7 meters per second
  • Behavior:
    • 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.

Oni

  • Evidence: EMF 5, Freezing Temperatures, DOTs Projector
  • Sanity Threshold: 50%
  • Hunt Movement Speed: 50%
  • Behavior:
    • 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%.

Goryo

  • Evidence: EMF 5, Ultraviolet, DOTS Projector
  • Sanity Threshold: 50%
  • Hunt Movement Speed: 1.7 meters per second
  • Behavior:
    • 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.

The Twins

  • Evidence: EMF 5, Freezing Temperatures, Spirit Box
  • Sanity Threshold: 50%
  • Hunt Movement Speed: 1.5 meters per second, up to 1.8 meters per second
  • Behavior:
    • 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.

The Mimic

  • Evidence: Freezing Temperatures, Ultraviolet, Spirit Box (plus fake Ghost Orbs)
  • Sanity Threshold: Varies
  • Hunt Movement Speed: Varies
  • Behavior:
    • 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.

Thaye

  • 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
  • Behavior:
    • 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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Author
Image of Ashley Shankle
Ashley Shankle
Ashley's been with GameSkinny since the start, and is a certified loot goblin. Has a crippling Darktide problem, 500 hours on only Ogryn (hidden level over 300). Currently playing Darktide, GTFO, RoRR, Palworld, and Immortal Life.