Gaming GuidesHorror Games 1 82 Ayefkay December 30, 2024
Whether you’re a newbie shivering in the Tanglewood bathroom or a seasoned investigator with zero sanity and a dream, this guide will help you identify, outwit, and survive every ghost in Phasmophobia.
Grab your EMF reader, crucifix, and a good dose of sanity pills (you’ll need ’em) and let’s dive in!
Each ghost in Phasmophobia has unique abilities, strengths, and weaknesses. Understanding these quirks is essential to pinning down your paranormal foe.
I’ll supply some links to specific ghosts below, but let’s get into breaking them down:
The Banshee is a standard 50% sanity hunter.
When the Banshee performs a roam outside of hunts, if the hunt target is inside the investigation area, it has a 2/3 (67%) chance of triggering its ability which makes it roam to the target. Unlike the Wraith’s and the Phantom’s abilities, this will not create any EMF reading.
Targets one player at a time, obsessing over them like a toxic ex. They ignore everyone else during hunts.
When the Parabolic Mic is used, the Banshee has a 1/3 chance of making a unique Banshee shriek instead of the standard whispering noise, making it fairly easy to identify. Also has a much higher chance of using the singing ghost event compared to other ghosts.
Additionally, as long as the Banshee’s chosen target is inside during a hunt, other players may continue to investigate without fear as the Banshee will completely ignore them, even if touched.
Ghost Orbs
Ultraviolet
D.O.T.S
The Demon is a 70% sanity hunter, however, if it uses its ability (see below) it can hunt whenever it damn well pleases.
The Demon is a zero-chill kind of entity, hunting aggressively and frequently. If you get hunted early on, check your sanity in the van after the hunt has ended (obviously can’t on Nightmare) to rule out other early hunting ghosts.
Another thing to note is that Demons shave off 5 seconds from the typical hunt cooldown compared to other ghosts and can start another hunt 20 seconds after the previous hunt has ended and smudge sticks will only prevent hunts for 60 seconds vs. the typical 90.
Crucifix is the ultimate demon repellent with an extended 50% range, scaling by item tier level.
Ghost Writing
Ultraviolet
Freezing Temps
The Jinn is a standard 50% sanity hunter.
If you’re hanging around a Jinn with the fuse box on, get ready to lose your marbles—literally. This sneaky ghost has a knack for zapping the sanity of any poor soul within 3 meters (or in the same room) by a hefty 25%.
To top it off, the fuse box will spit out an EMF reading of 2 or 5 just to rub it in.
Thanks, Jinn. Real classy.
Also when the Jinn’s on the hunt, it gets turbo-charged under these three conditions:
If all that checks out, this ghost will crank its speed up to a zippy 2.5 m/s. But if even one of those conditions isn’t met, it’ll go back to being your average spoopy-speed ghost.
Flip the power off, and the Jinn’s fancy abilities go straight down the drain. No power, no ghost shenanigans.
EMF 5
Ultraviolet
Freezing Temps
A Mare’s hunt sanity threshold is all about the vibes of the room it’s lurking in. If the lights are off, it gets extra bold and cranks the threshold up to 60%. But flip the lights on, and it chills out, dropping that threshold to 40%.
This still works even if the fuse box is busted or off—just don’t count on it if the lights themselves are destroyed. And heads up: your glowsticks, flashlights, or other light sources don’t count. It’s all about those overhead bulbs!
If you dare to flip on a light within 4 meters of a Mare, don’t be surprised if it snuffs it out almost instantly—it’s got a knack for that. Each light has a 10-second cooldown per player, though, so if you mess with it again before the timer’s up, you’ll cancel the Mare’s little party trick.
And yep, it can still pull this move even if the fuse box is off or broken—just not if the light’s totally shattered. Oh, and bonus fun: it can flex this ability during a ghost event too.
Speaking of ghost events, Mares are all about the drama and they love shattering lights during ghost events.
Why? Because no lights mean easier hunts for this sneaky ghost. Talk about setting the mood… for terror.
Brighten things up around a Mare, and it’ll think twice about attacking. Lights on, Mare off its game!
Mares hate the light so much they can’t even turn it on themselves. Instead, they’re all about flipping the switch off whenever they get the chance.
When they wander, they’re way more likely to head for an unlit room than one that’s lit up. So if you light up their favorite room, there’s a good chance they’ll ditch it for somewhere darker.
Typical Mare vibes!
Ghost Writing
Spirit Box
Ghost Orbs
The Oni is a standard 50% sanity hunter.
The Oni might not be the most aggressive ghost, but it loves triggering ghost events to mess with hunters. It can quickly bring down the team’s sanity, especially with its extra sanity drain when it bumps into players during those events.
Depending on how things play out, you might want to grab some Sanity Pills to fight back or bring in defensive items like Incense a little earlier than usual.
The Oni loves to show off during a hunt. It flickers a lot and stays visible longer than most ghosts—because subtlety is not its thing.
D.O.T.S
Freezing Temps
EMF 5
The Poltergeist is a standard 50% sanity hunter.
The Poltergeist is a chaotic little ghost, and every now and then it’ll go full tantrum mode, yeeting a single or multiple items at once. This triggers an EMF 2 reading (the items themselves crank up an EMF 3), and anyone nearby in line-of-sight gets their sanity smashed based on how many items it throws—basically, multiply the number of items by 2 for the percentage loss.
And yep, it can pull this stunt even if the lights are on in the room and can lead to massive sanity drops in the worst circumstances.
There’s nothing nearby a Poltergeist to chuck? It’s out of luck and can’t use its ability. Still doesn’t stop it from wanting to start a hunt, though.
Ultraviolet
Ghost Writing
Spirit Box
The Revenant is a standard 50% sanity hunter.
Revenants aren’t exactly subtle when it comes to speed. While they’re just casually roaming, they’re barely moving at 1 m/s—no big deal. But the second they lock onto a player (whether by sight, sound, or electronics), they flip the speed switch and take off at 3 m/s—basically twice the speed of most other ghosts.
This burst of speed keeps going until they reach the spot where they last spotted their prey. When they finally go back into roaming mode, they’ll slow down gradually over about 2.7 seconds, easing back to that lovely slowpoke 1 m/s speed.
Hiding from a Revenant is like hitting the pause button on its speed—it’ll slow way down. Unlike most ghosts, though, it won’t get any faster if you’re in its line-of-sight for too long.
With how dangerous this ghost is, you’ve gotta hide fast and stay quiet to avoid blowing your cover. But if you’re hiding close to it and notice a weird delay in its footsteps while it’s hunting you down, you’ll spot that slow walk real quick. Revenants can be easy to identify when they’re creeping around at a snail’s pace.
Freezing Temps
Ghost Writing
Ghost Orb
The Shade is the latest hunter and will only come when your sanity drops under 35%.
If there’s even one person in the same room as a Shade, it’s basically on ghost lockdown—no interactions, no events, and definitely no hunts, no matter what your sanity looks like.
But if it wanders into a room all alone? It’ll start causing trouble again. The Shade’s got a trick up its sleeve, though—it can still mess with stuff in your room from a distance if it’s nearby in another room. Ghosts gotta get creative, right?
The ghost won’t start a hunt if there’s anyone nearby. Kind of like its strength—if you’re struggling to figure out which ghost you’re dealing with, there’s a solid chance it’s just the Shade being a big chicken, hiding from the action.
Freezing Temps
Ghost Writing
EMF 5
The Spirit is yet another standard 50% sanity hunter.
A Spirit’s “ability” is… well, the lack of one.
With no standout powers or obvious traits, this ghost is a total wildcard, making it a pain to pin down. Unless you’ve got solid evidence, a Spirit can easily be mistaken for something else.
It’s like the ghost equivalent of blending into the background.
If you’re trying to figure out if you’re dealing with a Spirit, the usual method is to get that sanity below 50% and smudge the ghost during a hunt. If it hunts again before the three-minute mark, it’s definitely not a Spirit. If it waits until after three minutes, it might be, but it’s not a guarantee.
A quick tip: if it hunts in the first minute after using the smudge, it means the smudge didn’t work—so go ahead and smack it with another one. In Nightmare or Insanity difficulty, just wait for a hunt or a burnt crucifix to confirm your sanity’s low enough.
A more reliable (and less guesswork-heavy) method is to use Incense near the ghost. Start a timer, wait about 160 seconds, then hit it with more Incense.
Motion sensors can help you track the ghost’s location, too. If the ghost hunts within 90 seconds after that second Incense and you’re sure it got hit by both rounds, you’re dealing with a Spirit. Why? Because when you burn Incense while the first effect is still active, the second one won’t count.
Spirit Box
Ghost Writing
EMF 5
The Wraith is a standard 50% sanity hunter.
Wraiths are, in my humble opinion, one of the easiest ghosts to spot without evidence, thanks to their big weakness—they’re terrified of Salt (halophobia, that’s right – I looked it up for you) and will flat-out avoid it.
The Wraith won’t ever step in a salt pile, which means it won’t mess with them, not even during hunts. That means Tier III Salt won’t do jack against it.
BUT if you set up a motion detector or use a summoning circle over a salt pile and the ghost moves through without disturbing it, congrats—you’ve just confirmed you’re dealing with a Wraith.
Salt’s got your back.
Spirit Box
D.O.T.S
EMF 5
The Phantom is a standard 50% sanity hunter…yawn.
As for its behavior, the Phantom has this little party trick where it randomly picks a player and just walks right to them. No teleporting here.
When it reaches its destination, you’ll get an EMF Level 2 reading. It’s kind of like the Banshee’s targeting, but the Phantom doesn’t pick a target until someone dies or dips, and it’s way less frequent. Unlike the Wraith, it’s not lazy and it walks, not teleports, so it’ll trigger Motion Sensors and mess with Salt along the way.
Additionally, if you’re within 10 meters of a Phantom and in pseudo line-of-sight (that heartbeat sound), your sanity’s gonna take a hit—0.5% per second, but only during ghost events and hunts.
This doesn’t mess with the usual passive sanity drain, and if the Phantom’s invisible from your photo, it won’t do this during the event either.
The Phantom’s main weakness is mostly straightforward with a bit of nuance – if you manage to snap a pic of it for Instagram, the ghost won’t show up in the photo at all. No interference, no trace—just pure invisibility.
But wait, there’s more!
If you get that photo during a ghost event, here’s what happens:
Oh, and if you catch the Phantom while it’s in a D.O.T.S state? Yup, it vanishes physically, too.
Now, if you’re taking that photo during a hunt, the Phantom still stays invisible in the picture, but it’ll keep flashing in and out, and the hunt won’t be stopped by your camera skills.
Sorry, not even a pro pic can save you from the chase.
Spirit Box
D.O.T.S
Ultraviolet
The Goryo is a standard 50% sanity hunter.
The Goryo’s got a little secret: it only goes into its D.O.T.S state when no players are in the same room. And guess what? You can’t just see its D.O.T.S silhouette with your own eyes—nope, you’ll need a Video Camera to catch it in action.
If no one’s nearby, it won’t even show up on camera. But don’t sweat it, the Goryo’s not shy during ghost events or hunts—it’ll still pop up with its regular ghost model, and you don’t need any fancy gear to see that.
The Goryo’s a homebody—it won’t switch rooms as much as other ghosts and it can’t even change its favorite room on its own, no matter the difficulty.
But hey, if you’re feeling like “fighting the power” and you’ve got the Monkey Paw, you can force it to switch things up with a sanity wish.
Oh, and when the Goryo does decide to roam, it’s all about those short trips—no long ones for this ghost. So, if you notice the ghost sticking around in the same room, you’re probably dealing with a Goryo. If it starts bouncing around, though, you can confidently cross that off your list.
EMF 5
D.O.T.S
Ultraviolet
The Yurei is a standard 50% sanity hunter.
The Yurei’s got a pretty nasty trick up its sleeve. When it uses its ability, everyone within 7.5 meters will feel a big ol’ 15% sanity drain. But don’t worry, if you’re outside the room, you’re safe from the madness.
Now, here’s the kicker: the Yurei can’t use this power if the room it’s in doesn’t have an open door. Once there’s a door in the mix, though, it’ll randomly pick one and slam it shut, causing two EMF 2 interactions. While other ghosts can shut doors, the Yurei does it way more often, thanks to its sanity-sucking vibe.
Oh, and don’t think you can escape by hiding in lockers or closets—the Yurei’s not messing with those doors. But if you’re in a tent or near an exit door, good luck. The Yurei will close those too, though tent doors won’t fully shut.
Guess it likes leaving a little bit of a way out… or in.
When you hit the Yurei with Incense, it’s not just gonna chill and not hunt for a while—oh no, it’s also gonna make a beeline back to its favorite room and stay put for 90 seconds.
That means no roaming around the place, just a nice little vacation in its room. Sure, it can still dip out if it pulls a ghost event, but once that event’s done, it’s back to its room like a creature of habit.
Now, if the Yurei’s playing it cool and not using its ability, you’ve got a cheeky little strategy you can pull off:
Find its favorite room, then hit it with the Incense. Next, lay down Salt at the doorway to trap the Yurei. If the ghost walks through the Salt and leaves the room without doing a ghost event in the next 90 seconds, you can rule out the Yurei. Ta da!
Freezing Temps
D.O.T.S
Ghost Orb
When there’s at least one player yapping away in voice chat in the same room as the Yokai, its hunt sanity threshold gets a temporary boost to 80%. But if no one’s talking, it’s back to the usual 50%.
So yeah, keep your voice down unless you want the Yokai to turn up the heat!
Chit-chatting near a Yokai?
Bad idea.
It gets pretty pissed off and cranks up the chances of an attack. The more you talk and huddle up, the more likely it is to start hunting. So, unless you’re trying to make it angry, maybe keep it down!
The Yokai’s ability to sniff out hidden players during a hunt isn’t as sharp as it thinks. For starters, it won’t track you through multiple line-of-sight breaks and it won’t go after your electronics unless it’s already pretty close.
During hunts, it can only hear players or sense active handheld electronics if they’re within 2.5 meters. And hey, your line-of-sight? Totally unaffected. So, keep your distance and you might just sneak by!
Spirit Box
D.O.T.S
Ghost Orb
Just a regular 50% sanity hunter.
Hantus are sneaky little speedsters when the temperature drops, turning up the heat on their hunt speed.
At a comfy 15°C/59°F, they move at a chill 1.4 meters per second, but once things freeze over below 0°C/32°F, they crank it up to a speedy 2.7 meters per second. So, yeah—don’t get too cozy or you might find yourself outrun by a ghost on ice skates!
In a warm room, the Hantu goes from speedster to sloth. Yeah, it actually slows down when the heat’s up—go figure, right?
But here’s the kicker: if the breaker’s off, the Hantu starts blowing freezing breath like a frozen dragon, and that’s your ticket to identifying it without evidence. Just be careful—once you make that call, this ghost gets a power boost and is ready to sprint at you like it’s on a caffeine binge!
Spirit Box
D.O.T.S
Ghost Orb
The Obake is a regular 50% sanity hunter.
The Obake plays by its own rules when it comes to fingerprints.
Instead of the standard 100% chance of leaving prints on a surface it touches, it’s rolling a 75% chance—same odds for those post-salt step sounds. It’s like a gambler who doesn’t want to commit.
But here’s the freaky twist: when the Obake does leave prints, it has a 1-in-6 shot to flex its unique style with some wild patterns:
And if that wasn’t annoying enough, the Obake’s got a sneaky ability to speed up how fast fingerprints vanish. It can cut their remaining time in half—repeatedly. So, those 40-second and 70-second fingerprints you thought you had time to check?
Boom, now they’re 20 and 35 seconds, or worse, gone before you can say, “Wait, what?”
Moral of the story?
If you’re chasing Obake fingerprints, don’t dawdle—this ghost’s got no chill!
Time to whip out that UV Light and do some detective work since the Obake’s main weakness is tied in with its ability!
Every time the ghost gets touchy with a door or similar surface, check for its quirky fingerprints. Catching those funky patterns or noticing prints vanishing way too fast is your golden ticket to confirming it. Just remember: getting regular fingerprints—again and again—doesn’t rule the Obake out! This ghost loves keeping you guessing.
Now, here’s where the Obake gets sneaky.
While it’s rocking that 75% chance to leave UV evidence, RNG might bless (or curse) you with an Obake that leaves prints every single time, looking just like any ol’ ghost. Worse, if it’s playing door DJ and touching all the things, it can cover up the times it doesn’t leave prints by conveniently smacking something else nearby. Oh, and its fingerprint-decay trick? Easy to miss if you’re not glued to your UV Light.
Running a zero-evidence game?
Good luck, champ. Obake won’t drop any fingerprints or footprints—ever.
Your only shot is using it’s second weakness – spotting its shapeshifting party trick during a hunt.
To do that, you’ll need pro-level looping skills to keep eyes on it while it model-swaps during those eerie flickers while it’s coming straight for that booty.
Want to make identifying the Obake easy mode?
Break out some Incense or Tier III Salt to keep it in check while you do your detective dance.
Ultraviolet (confirm multiple times!)
EMF 5
Ghost Orb
The Onryo’s hunting threshold is technically 60% sanity, however, if an Onryo blows out a flame source 3 times, it will hunt regardless of average sanity. More on that below!
The Onryo has a serious beef with fire. Keep the flames lit, and you’ve got yourself a ghost that’s too scared to try anything funny. Let the fires die out, though, and you might just unleash its fiery vengeance (pun fully intended).
Here’s the weird part: fire is both your shield and your liability.
Some nitty-gritty details:
Moral of the story? Light ‘em if you got ‘em, but keep track, or the Onryo will turn your campfire vibes into full-on chaos.
The Onryo’s fire phobia is a double-edged sword. Sure, you can use flames to keep this ghost at bay forever if you’re rocking enough firelights and staying on top of relighting them. Bonus: it’s a sneaky way to ID the Onryo on those reduced evidence runs.
But—and this is a big but—relying on just one lonely flame?
That’s playing with fire. Literally.
If the Onryo blows it out while you’re mid-relight or messing with other flames nearby, it’s practically rolling out the red carpet for a hunt. And it only gets worse if your squad starts dropping like flies—the fewer players alive, the more often the Onryo snuffs out those precious flames.
So, ask yourself: is juggling candles and lighters worth it to keep the hunts in check? Or is it smarter to ditch the fire altogether, let the Onryo strut its stuff, and play around its boosted hunt threshold?
Choose wisely, pyro pals.
Spirit Box
Freezing Temps
Ghost Orb
The Twins are (is?) a standard 50% sanity hunter.
Despite the creepy name and lore, The Twins is just one ghost cosplaying as two. Spoiler: there’s no actual “decoy twin” running around. It’s all smoke and mirrors—well, mostly mirrors.
Here’s how their shtick works: when The Twins flex their ability, they’ll pull off two interactions—one in the standard ghostly bubble (1.5m on small maps, 3m on bigger ones) and another in a supersized zone (8m for small maps, 16m on medium and large). And yep, both interactions have the usual 25% chance of spitting out EMF 5 instead of the sad little 2 or 3.
No favoritism here.
Now, for hunts, it’s a 50/50 coin toss:
It’s a funderful Jekyll-and-Hyde situation, but ghost edition.
The Twins love to flex their multitasking skills, often messing with the environment in two places at once. But here’s the gag: these fake-outs can totally backfire. Since the ghost isn’t actually in the spot where the long-range interaction happens, you’re not getting squat for evidence there—except maybe EMF 5.
Everything else? Nope.
Also if you’re a speed detective, pay close attention during hunts. A subtle shift in ghost speed from one hunt to another could scream “The Twins!”—just don’t let line-of-sight shenanigans or other speed-happy ghosts throw you off the trail.
And remember, The Twins might spawn in the worst possible spot, so always keep some incense on you. A quick smudge might be the only thing standing between you and an early trip to the afterlife.
Freezing Temps
EMF 5
Spirit Box
Another “it depends” hunter, when there’s even one gadget buzzing nearby, the Raiju cranks up its hunt sanity threshold to a shocking 65%.
No electronics? No problem—it chills at the usual 50% average sanity threshold.
The Raiju isn’t just spooky—it’s a power-hungry menace that supercharges itself with your electronics, cranking up its aggression and zipping around like it’s had too much coffee.
When the Raiju shows up for a ghost event or hunt, its electronic interference range jumps to a whopping 15 meters (same floor only, thankfully) instead of the usual 10. Oh, and don’t bother screaming over global chat—it’ll jam that too.
During hunts, the Raiju gets turbocharged to a fixed 2.5 m/s if it’s near any active electronic device within these ranges:
And yes, this includes stuff chilling outside the investigation area—but only on the same floor. Your upstairs gadgets are safe… for now.
Also, ditch the habit of tossing electronics behind you during a hunt. With a Raiju, that’s basically laying out a glowing breadcrumb trail for its turbocharged wrath.
Instead, swap to something non-electronic (hello, trusty flashlight off) or carry an electronic item that can be powered down. No more “beep-beep, I’m over here” moments.
If you’re suspicious it’s a Raiju, watch its hunt speed carefully—especially on small maps. If it’s zooming around even when it’s not chasing someone but just roaming with electronics nearby, congratulations, you’ve got yourself a Raiju.
Now good luck surviving it.
D.O.T.S
EMF 5
Ghost Orb
The Myling is a standard 50% sanity threshold hunter.
Meet the Myling: the ghostly equivalent of a sneaky ninja with a soundproof foot fetish.
This spectral assassin thrives on keeping things eerily quiet while it’s hunting. Unlike other ghosts that stomp around like they’re auditioning for a horror flick, the Myling’s footsteps and creepy vocal cues only register within a tight 12-meter radius—just a smidge farther than the range for its electronic interference.
If you’re hanging out near the edge of that radius, you might hear faint, muffled footsteps, but once this sneaky spook gets closer, its stomping becomes all too obvious.
Pro tip: if you’re relying on sound to keep tabs, don’t zone out—or the Myling might just turn you into its next casualty.
The Myling has a big mouth—literally.
It just can’t resist making more frequent spooky sounds.
If you’ve got a Parabolic Microphone handy, you’ll catch all its eerie mutterings, growls, and other creepy ASMR vibes. This chatterbox ghost loves to flex its vocal cords, which might tip you off that you’re dealing with a Myling.
But don’t get too cocky—those paranormal sounds are about as consistent as a wifi signal in the basement during a storm.
Relying solely on the Myling’s ghostly gossip to ID it can leave you chasing shadows. Keep your wits (and your gear) about you.
Ultraviolet
EMF 5
Ghost Writing
The Mimic is a fun one who can imitate any other ghosts attributes including hunting thresholds, so this could equate to an early, standard, or late hunt. Good times, right?
The Mimic is the ultimate ghost chameleon, strutting around the map pretending to be any of the other ghost types. It doesn’t just dress the part either—it takes on all their quirks and powers including the previously mentioned hunting thresholds:
But here’s the twist: The Mimic doesn’t fake their evidence types.
You won’t catch it trying to pull off the Goryo’s “D.O.T.S on cam only” shtick since it doesn’t use D.O.T.S. However, it can copy evidence-adjacent stuff, like rocking the Obake’s six-fingered freak prints.
The Mimic is commitment-phobic, switching up its ghost cosplay every 30 seconds to 2 minutes. But when the hunt starts, it locks into its current role until the spooky parade is over.
And here’s a fun curveball: The Mimic has a “blank” state where it’s just…being itself. In this mode, it’s a basic ghost with zero spicy abilities.
Every contract starts with this chill vibe before it decides to heat things up.
Pro tip: Always keep an eye out for Ghost Orbs when dealing with The Mimic.
These sneaky orbs are part of its core evidence package, showing up no matter what ghost it’s imitating—even on reduced or zero-evidence modes. They’ll float only in the ghost’s favorite room, so if you see those ethereal floaties, you’ve likely got a Mimic on your hands.
So watching for switching abilities/movement speeds and using the power of the always-on-Ghost-Orbs, you should be able to wrap this up pretty easily as long as you don’t get bamboozled into locking in your choice too early.
Ghost Orbs (will always be present!)
Freezing Temps
Ultraviolet
The Moroi is a standard 50% sanity hunter.
The Moroi doesn’t just haunt you—it curses you like it’s got some personal beef. Here’s how it spreads its paranormal bad vibes:
Once the curse hits, it’s game on:
The cure?
Good old Sanity Pills.
One dose and the curse is gone—for now. Just don’t get too comfy, because the Moroi’s more than happy to curse you again, and it can curse multiple players simultaneously. Don’t worry, though; it won’t stack curses on one person.
At least it’s not that cruel, but now that you’re cursed – the fun really begins!
The Moroi doesn’t just chase—it zooms. Its speed during a hunt cranks up or down depending on the team’s average sanity. And here’s the kicker: unlike most speed freak ghosts, the Moroi ramps up even more when it gets a good, long look at you.
At 5% sanity or less, this thing becomes a literal speed demon, maxing out at 3.7 meters per second—that’s nearly 25% faster than a Revenant at full tilt.
Good luck outrunning it.
The Moroi’s kryptonite is its sensitive nose. It’s got hyperosmia, meaning when you burn Incense, it stays dazed and confused for a little longer than most ghosts, keeping the Moroi’s kill switch off for 7.5 seconds instead of the usual 5.
Use that time wisely, like rethinking your life choices.
A small mercy, but hey, take what you can get!
Ghost Writing
Freezing Temps
Spirit Box
The Deogen is a late bloomer, starting hunts only after you’ve reached under 40% sanity.
The Deogen: Phasmophobia’s answer to “You can run, but you sure as hell can’t hide.”
This ghost doesn’t just hunt—it knows exactly where you are, all the time. Forget roaming mechanics; when the Deogen’s on the prowl, it’s got a sixth sense locked onto the nearest player, and it’s coming in hot.
Once the hunt kicks off, the Deogen picks its closest target (straight-line distance, no shortcuts here) and straight up charges. It’ll even “refresh” its victim of choice mid-hunt, because why settle for one target when you can keep things extra spicy?
Smudge it with Incense to give yourself a breather and force a target swap when the effect wears off.
Now for the speed stats (because this ghost runs like it’s in the Olympics):
If the Deogen isn’t chasing anyone (or gets smudged), it chills out at 1.6 m/s—unless it was already in full turbo, then it just stays speedy until it slows itself down. And unlike some ghosts, the Deogen doesn’t care about line-of-sight for speed adjustments.
Oh, and during hunts, this bad boy flickers like a busted strobe light but stays visible way longer than most ghosts.
Hope you like staring death in the face!
Deogens might look menacing, but they’re basically running on fumes when they get close to you. The second they’re in your personal bubble, their speed drops to pathetic.
It’s like watching a sloth try to win a sprint.
Once that weakness kicks in, the Deogen transforms into the slowest ghost in the game—so slow it can’t even keep up with your default walking speed. Unless you back yourself into a corner like a rookie, this ghost is hilariously easy to survive. Just keep moving, and it’ll never catch up.
Trivial survival? Yep.
Scary? Not really.
But wait, there’s more!
The Deogen always comes with Spirit Box evidence (like how The Mimic always has Ghost Orbs). Plus, it has a very on-brand party trick: a 1/3 chance of answering Spirit Box questions within a meter of you with this creepy, heavy breathing sound instead of a standard ghost response. Creepy, but also kind of predictable.
So let’s be real: between the snail-speed hunts that won’t even start until 40% sanity and the Spirit Box giveaway, the Deogen is a lightweight.
Just don’t trap yourself like a noob, and this ghost is basically a free win.
Ghost Writing
D.O.T.S
Spirit Box
The Thaye has a “fun” threshold based on it’s age (more on that later). Starting as a newborn, it can hunt early at 75% but as the match progresses that can drop to as low as 15% sanity.
The Thaye’s got an internal “age” meter that dictates how much of a drama queen it’ll be during your investigation.
Every 1 to 2 minutes, it rolls the dice to age up. If a player is hanging out in the same room as it, boom—age +1.
If not? It’ll keep trying every 30 seconds like an impatient kid waiting for cake.
Here’s the kicker: as the Thaye gets older, it chills out.
Its Hunting Sanity Threshold drops, its zoomies slow down, and its over-the-top interaction rates tone down. Basically, surviving its hyperactive “teen years” pays off big time because Grandpa Thaye is much less of a problem.
That said, it caps out after hitting the 10-year milestone. No more stat changes after that—it’s all downhill for the ghostly geriatrics.
Oh, and if the Thaye ages during a hunt, don’t expect immediate changes.
The new, older (and slower) Thaye will show up after the hunt, not mid-chase.
Ghost Orbs
D.O.T.S
Ghost Writing
Hey, I’ve got a great idea – I’m going to make a quick little “ghost guide” for Phasmo!
…No!
I have no idea why I thought this would be a fast little article, but hot damn that was rough lol.
Anyways, I hope this helps some of my fellow ghost hunters out there and make sure to let me know in the comments if I royally screwed something up. I’ll probably come back for some quicker little guides for Phasmo like a “Ghost Hunting Sanity Cheat Sheet” or something (heh, just put in the link after I finished), but I’ve gotta to take some sanity pills myself first.
Tagged as:
Ghost Hunting Phasmophobia
About the author
Hey there, I’m Ayefkay, the mastermind behind reportafk.com and a gamer since I could hold a controller. I’ve been grinding through levels and slapping down bosses long before the mainstream media even knew what a noob was. When I’m not busy in a game of LoL or binge-watching some anime, I’m here, calling out the gaming industry on all its BS and giving you the real deal on what’s worth your time. If you’re tired of the same old recycled takes, you’ve found your new home. Stay tuned, stay sharp. We decide what's true for ourselves.
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