Phasmophobia is a horror co-op game that took gamers by storm late last year. As is probably evident from the name, Phasmophobia is a first-person, ghost hunting game played on Steam and frequently streamed by players on Twitch. Not for the faint of heart, the game drops teams at one of the haunted locations and equips them with a plethora of ghost-hunting items such as EMF readers and spirit boxes. The aim is to identify which ghost is haunting the building and get out—all whilst not getting violently murdered by the angry spirits.
Before playing, it's handy to know what you're going to be up against. There are different types of ghosts in the game and while they're all creepy as hell (especially with the lights turned off), there are definitely some that are way scarier to encounter than others.
Updated September 28, 2023, By Helen Ashcroft: The latest Phasmophobia update changed a few things about the game, including how evidence is gathered. This list has been updated to include all the latest information.
24 The Mimic
Evidence |
---|
Freezing Temperatures |
Ultraviolet |
Spirit Box |
Why are we ranking The Mimic so low? Because it's confusing as heck. The Mimic, as its name implies, can copy the abilities and tendencies of other ghosts in an effort to bamboozle you and your crew of ghost hunters.
Not only can it act like another ghost type in terms of its presence in a location, but it will always throw out fake ghost orbs when you check the monitor back in the van, making you think you've got some other ghost on your hands.
23 Myling
Evidence |
---|
EMF Level 5 |
Ghost Writing |
Ultraviolet |
Mylings are purportedly known for being louder ghosts than others. When using the parabolic microphone, players can hear noises a ghost emits. If a huge ruckus is being made, you can figure out quite easily that you might be dealing with a Myling.
However, be wary of sudden silences. Mylings are known to get incredibly quiet during a Hunt, which means if all paranormal sounds cease, you might be a Myling's next victim.
22 Shade
Evidence |
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EMF Level 5 |
Freezing Temperatures |
Ghost Writing |
Certainly not something anyone would want to come across in a haunted house, Shades are definitely creepy when they pop up right on top of you. That being said, they're notably 'shy' ghosts and tend to avoid confrontation when there are large groups.
This means there's safety in numbers but also makes collecting evidence somewhat difficult. These ghosts aren't afraid to come hunting when players' sanity has dwindled or when someone wanders off on their own, but they're one of the easier ghosts to deal with in the game.
21 Thaye
Evidence |
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DOTS Projector |
Ghost Orb |
Ghost Writing |
Dealing with a Thaye is as harrowing as dealing with other ghost types, but there's one key aspect about it that makes it one of the easier ghosts to deal with. Despite becoming incredibly active as soon as you and your friends walk into its haunting spot, it becomes less active over time.
This is great in terms of survival, but it makes it tough to identify the Thaye if you don't bring in the right pieces of equipment at the beginning of the game. If you want to correctly note down a Thaye, you have to be speedy.
20 Goryo
Evidence |
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DOTS Projector |
EMF Level 5 |
Ultraviolet |
Along with the Myling, the Goryo was added to Phasmophobia in the Exposition update. Unlike the Myling, the Goryo is now evidenced with the new DOTS Projector. It is a rather shy ghost, preferring to avoid cameras when people are around. Its difficulty is only really in play when you're trying to snap a picture of it.
They are not easily seen, so the only surefire way to collect photographic evidence of it is to point a video camera at the DOTS Projector and wait for the Goryo to make its move.
19 The Twins
Evidence |
---|
EMF Level 5 |
Freezing Temperatures |
Spirit Box |
Another ghostly addition from the Nightmare update, The Twins always appear on the level map as a pair. This can cause some confusion among players, as one Twin can stay in the ghost room, while the other Twin can wander around and cause mischief by misdirecting unsuspecting ghost hunters.
However, both Twins can interact with the environment at the same time, and either Twin can initiate a hunt independently. This means that players need to be on their guard and ready to run, hide, and escape at any time.
18 Spirit
Evidence |
---|
EMF Level 5 |
Ghost Writing |
Spirit Box |
One of the most common ghost types in the game, spirits have no real discernable features. They can range from docile to extremely violent, it all depends on the luck of the draw.
Although, arguably, not knowing what to expect from them can make it somewhat tricky to pin them down. That's where the hunting tools come in handy, obviously, as Spirits are more often identified via ghost writing and by use of the spirit box.
17 Yurei
Evidence |
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DOTS Projector |
Freezing Temperatures |
Ghost Orb |
Again, we definitely would not want to bump into one of these in the dark with only a torch and a smudge stick to keep you safe, but they're on the lower end of the most dangerous scale in Phasmophobia.
They can seriously drain your sanity if precautions aren't taken and, once that happens, they're much faster and more efficient at killing than some other ghost types. Using a smudge stick, however, will buy players 90 seconds to get away before they're murdered, so it's totally possible to get away if you play tactically.
16 Poltergeist
Evidence |
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Ghost Writing |
Ultraviolet |
Spirit Box |
Poltergeists like to cause mayhem: they can venture out of their "ghost room" and have a serious effect on players' sanity if they witness objects being moved or thrown. The fact that they can move out and about can sometimes lead players to believe they're in a different room, but process of elimination will lead players back to their main domain.
They're certainly dangerous but they can be easily labeled. This means that while they can lead players on somewhat of a wild goose chase, they're quickly identified. If you make a pile of objects near the ghost, and they fly around and hit the ceiling you've got yourself a poltergeist.
15 Jinn
Evidence |
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EMF Level 5 |
Fingerprints |
Freezing Temperatures |
Jinns are tricky ghosts, but there are a few small steps players can take that make them a little less intimidating than some of the others. Nonetheless, they're still pretty damn terrifying when they decide to start running at you.
They like to play with the electrics, so turning off a location's power source will render a Jinn pretty ineffective. They can be confused with Mares or Poltergeists on occasion, but chances are if there's a ghost turning the lights on and off, it's one of these guys.
14 Hantu
Evidence |
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Freezing Temperatures |
Ghost Orb |
Ultraviolet |
The Hantu is a unique ghost type in that its speed increases as the temperature decreases. Groups of players that want to stay alive would do well to keep an eye on a house's fuse box or circuit breaker.
If you are playing on a map with large rooms, be especially wary of the Hantu's room. It will automatically have the temperature lowered, so it can speedily catch you before you can escape. Hantu's require team coordination, which makes them more dangerous than a few of the other ghost types.
13 Deogen
Evidence |
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DOTS Projector |
Ghost Writing |
Spirit Box |
Deogens are terrifying, especially when you're just reading about them and haven't yet encountered one before. The journal entry on them states that they "constantly sense the living." What this translates to game-wise is that when they're hunting, they zero in on the closest person and just book it toward them.
A deogen can move incredibly fast to zero in on your poor self, and its one saving grace is that once it gets near to you, its speed decreases. It gets slower, giving you some time to make a getaway. If you can.
12 Banshee
Evidence |
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DOTS Projector |
Ghost Orbs |
Ultraviolet |
Banshees are somewhat mid-tier ghosts. Terrifying but also manageable, which is about as good as you can get in Phasmophobia. They hone in on one single player and will not deviate from their target.
This makes the game much easier for those that are lucky enough to escape their attention but, obviously, significantly harder for whomever they're trying to hunt down. A crucifix is the best weapon against these ghosts, and working quickly as a team to get in and out before they have the chance to start their hunt.
11 Obake
Evidence |
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EMF Level 5 |
Ghost Orbs |
Ultraviolet |
According to the journal, the Obake is a shapeshifter capable of taking on humanoid forms to confuse players. This can sometimes leave behind unique evidence, such as moving an object back to its original position rather than throwing it around.
Alternatively, the Obake can be a tricky ghost to find, as it rarely leaves behind evidence in the room where it spawns. When it does, though, players can sometimes find a six-fingered handprint as ultraviolet evidence, which is unique to the Obake and concludes the search for the ghost type.
10 Phantom
Evidence |
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DOTS Projector |
Ultraviolet |
Spirit Box |
Phantoms are notorious for dropping player's sanity at a higher rate than the other ghost types and this makes them one of the most dangerous ghost types to encounter. Rest assured, if you're killed by one of these, an update lets deceased characters do a little more than just wander around—but that's unlikely to help those still playing.
Phantoms are fear-inducing and the real trick is getting in, getting your evidence, and getting out before you lose your sanity.
9 Oni
Evidence |
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DOTS Projector |
EMF Level 5 |
Freezing Temperatures |
Onis are not dissuaded by large groups. In fact, they tend to thrive when players are close and grouped together. They have considerable strength and are capable of throwing objects—that said, the objects thrown don't directly impact player's sanity like those thrown by poltergeists, so there's no need to worry there.
They're volatile and aggressive and there's certainly no safety in numbers here. The best way to combat this particular ghost type is probably to split up, but before you know what you're dealing with, that's a pretty big gamble to make. On the plus side, it wouldn't be the worst mistake you can make when playing.
8 Mare
Evidence |
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Ghost Orbs |
Ghost Writing |
Spirit Box |
Mares definitely aren't afraid of the dark and aren't afraid to plunge the game into darkness either. Known for attacking the fuse box or power source, these ghosts are pretty damn scary. They're hard to pin down (and that might be even harder with the new patch update) and great at draining sanity.
They can attack in short succession, which means the trusty finding-evidence-quickly-and-getting-out-of-there as soon as possible is the best way to go. Turning on the lights can slow them down, but these ghosts aren't deterred and will come after players regardless.
7 Raiju
Evidence |
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EMF Level 5 |
Ghost Orbs |
DOTS Projector |
The Raiju is another addition from the Nightmare update. This ghost utilizes electricity from players’ ghost hunting equipment to boost its speed and aggression during hunts (almost matching that of a Revenant).
Similar to the Yokai attacking more when close to players talking, the Raiju is more likely to start a hunt when nearby activated electronic equipment. While the Raiju’s siphoning of electronics grants it heightened abilities, it’s also a tell-tale sign for players as to its ghost type, as it constantly disrupts all electronic equipment when in close proximity.
6 Onryo
Evidence |
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Ghost Orb |
Spirit Box |
Freezing Temperatures |
The Onryo is one of the more terrifying new additions from the Nightmare update. It is fearful of fire, but once the fire goes out, there’s a high chance of the Onryo beginning a hunt, no matter what average sanity level the current players are experiencing.
Generally, the Onryo won’t attack while players are holding a lighter, candle, or are close to the lit campfire on the Maple Lodge Campsite map. However, once the flames die down, whether blown out by the ghost or extinguished over time, there’s a very high chance that the Onryo can kill up to two ghost-hunting players.
5 Wraith
Evidence |
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DOTS Projector |
EMF Level 5 |
Spirit Box |
Wraiths are such a dangerous ghost type because they do not walk, they simply float, meaning that players won't hear them coming before they attack. They are also capable of floating through walls and doors, so if you're trying to hide from a Wraith you better get creative.
When they're on the hunt, they can see through doors and lockers, so players best hope they're near an exit if one of these comes after them! They are repelled by salt, so there's that small saving grace but, just like a few of the other top-tier ghosts, the best way to handle them is to get things done quickly or try out some tips and tricks to get by undetected.