All Ghost Abilities in Phasmophobia

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Phasmophobia 2.0 Update brought new ghosts, locations, and items. Guide explains each ghost's unique abilities for better gameplay and precautions.

The Phasmophobia 2.0 Update was released last week. With this update, new ghosts, new locations, and new items were added to the game. In this Phasmophobia guide, we have explained the abilities of all the ghosts. Each ghost has a unique ability, and if you don’t know what the ghosts will do, passing that section is nearly impossible. Thanks to this guide, you will learn the abilities of the ghosts and be able to take precautions against them.

Phasmophobia Ghost Abilities

This guide will help detect which ghost type you are dealing with and will let you know everything that they are capable of.

All Ghost Abilities in Phasmophobia game.

The Spirit

  • When you smudge a Spirit’s room, it prevents it from hunting for 3 minutes, instead of the usual 90 seconds for most ghosts.

The Wraith

  • The Wraith will never step in salt.
  • It can teleport to players (only when it’s not hunting), triggering an EMF Level 2 reading.

The Phantom

  • During hunts, the Phantom blinks more frequently, making it appear almost invisible.
  • Taking a picture during a ghost event will immediately cause the Phantom to disappear, while the ghost event audio continues.
  • The Phantom does not appear in pictures taken.

The Poltergeist

  • The Poltergeist is more likely to throw items, causing a 2% decrease in player sanity for each item thrown.
  • During hunts, it has a 100% chance of throwing objects nearby every 0.5 seconds, as opposed to the 50% chance for other ghosts.
  • It can create an “explosion” of items by accumulating a pile in the ghost room and causing them to scatter.

The Banshee

  • The Banshee targets only one player as long as they’re alive and inside the house.
  • It hunts when the target’s sanity drops to 50%.
  • If the target leaves the house, the Banshee will hunt normally.
  • When the target dies, the Banshee will select a new target.
  • The Banshee ignores non-target players during hunts.
  • It has an increased chance of causing singing ghost events.
  • The Banshee has a unique parabolic microphone sound known as the Banshee Scream and will follow its target.

The Jinn

  • With the breaker on and line of sight with a player, the Jinn becomes faster (faster than normal but not as fast as a Revenant).
  • When it gets within 3m of a player, it slows down to normal ghost speed.
  • It can zap 25% sanity when near a player with the breaker on, which triggers an EMF reading at the breaker.
  • The Jinn cannot turn off the breaker.
  • Turning off the breaker disables all its abilities.

The Mare

  • The Mare can hunt at 60% sanity when the lights are off and at 40% sanity when the lights are on.
  • It cannot turn on lights.
  • There’s a higher chance of the Mare breaking lights.
  • The Mare wanders more when lights are on in its room.
  • It can immediately switch off a light that has been turned on.
  • A Mare test involves turning on a light in its room and observing its response.

The Revenant

  • When the Revenant’s location is unknown, it moves very slowly (1m/s).
  • Upon spotting a player, it speeds up to 3m/s.
  • After reaching the player’s last known location, it gradually slows down if the player isn’t visible.
  • A telltale sign of a Revenant is its slow steps when it doesn’t see a player and sudden acceleration when it does.

The Shade

  • The Shade is a shy and uneventful ghost.
  • It often appears in shadow form during ghost events or performs more airball ghost events.
  • Ghost event probability increases as average sanity decreases.
  • The Shade doesn’t throw objects when players are in the same room.
  • It doesn’t hunt if a player is nearby.
  • To test for a Shade, stay in the ghost room with a crucifix. If your sanity is low enough for a hunt and it doesn’t hunt or interact with the crucifix, it’s likely a Shade.

The Demon

  • Demons are very aggressive during hunts.
  • They can hunt at 70% sanity naturally, with a rare chance to hunt at any sanity.
  • Minimum cooldown between hunts is 20 seconds (other ghosts have 25 seconds).
  • Smudging a Demon prevents hunting for 60 seconds (compared to 90 seconds for most ghosts and 180 seconds for Spirits).
  • A crucifix prevents Demon hunts with an increased range of 5m (other ghosts have a 3m range).

The Yurei

  • Yurei can zap 15% sanity when a player is nearby.
  • When it uses its ability, it fully closes a door in its room.
  • Smudging the Yurei traps it in its room temporarily.

The Oni

  • Onis cannot perform “ghost mist” or “air ball” ghost events.
  • They are more visible during hunts, blinking less than other ghosts.
  • There’s a higher chance of the Oni showing its full form during ghost events.
  • The Oni drains double the sanity during a ghost event.

The Yokai

  • Yokais have a chance to hunt at 80% sanity when players nearby are talking; otherwise, they hunt at 50% sanity.
  • During a hunt, they can’t detect voices or equipment beyond 2.5m.
  • You can approach a Yokai much closer with a music box before it breaks.
  • Ghost activity increases when talking near a Yokai.
  • To test for a Yokai, hide nearby with equipment and yell during a hunt. If the ghost doesn’t find you despite being close, it’s likely a Yokai.

The Hantu

  • The Hantu’s speed is influenced by temperature:
    • 15ºC+ = 1.4m/s
    • 12ºC = 1.75m/s
    • 9ºC = 2.1m/s
    • 6ºC = 2.3m/s
    • 3ºC = 2.5m/s
    • 0ºC and below = 2.7m/s
  • Its speed doesn’t gradually increase with line of sight.
  • The Hantu has an increased chance of turning off the breaker.
  • It produces freezing breath during a hunt if the breaker is off.
  • Freezing temperatures are always present on Nightmare mode.

The Goryo

  • Goryo dots can only be seen through a video camera.
  • Dots won’t appear if you’re in the same room as the Goryo.
  • To check for a Goryo, ensure no players are in its room and look for dots using the video camera.
  • Dots are forced evidence on Nightmare mode.
  • If you see dots without using a video camera, you can rule out the Goryo.
  • The Goryo doesn’t leave its room as often as other ghosts and doesn’t change its favorite room.

The Myling

  • Mylings can only be heard within a range of 12 meters or less during a hunt (including footsteps and vocal noises).
  • Other ghosts can be heard up to 20 meters away.
  • Mylings respond more frequently on the parabolic microphone.
  • To test for a Myling, hide with your flashlight or place dots on the floor. If you only hear footsteps during a hunt when your equipment starts flickering, it’s likely a Myling.

The Onryo

  • Unable to hunt within 4m of a flame.
  • If it blows out 3 flames and there are no other flames nearby, it will trigger a hunt at any sanity.
  • To test for an Onryo, place candles and crucifixes in its room.
  • If the ghost uses a crucifix without blowing out a candle, rule out the Onryo.
  • If it uses a crucifix after blowing out all candles within a 4m range, it’s likely an Onryo.
  • The Onryo may also wander away from the candles and initiate a hunt.

The Twins

  • Twins can interact with multiple objects in different rooms simultaneously.
  • The speed of the Twins may vary between hunts.
  • During a hunt, the Twins can send out either a slightly faster ghost (110%) or a slightly slower ghost (90%).
  • Only one ghost is sent out during a hunt.
  • The Twins may hunt from a different location if sending out a “decoy” twin.

The Raiju

  • Faster around turned-on electronics.
  • Must be within 6m of equipment on small maps, 8m on medium maps, and 10m on large maps.
  • Headcams don’t affect a Raiju.
  • During hunting, electronics malfunction at 15m for a Raiju (compared to 10m for other ghosts).
  • Confusing a Raiju with a Myling is easy due to electronics; consider its speed near powered electronics.

The Obake

  • The only ghost that can leave a 6-fingered fingerprint.
  • Fingerprints are forced evidence on Nightmare.
  • A 25% chance of not leaving fingerprints.
  • Can halve fingerprint duration with its ability.
  • During a hunt, the Obake has a chance to shapeshift briefly, flashing as another same-gender ghost model.
  • A 6.66% chance to shapeshift every time it blinks during a hunt.
  • To test for an Obake during a hunt, loop it to see if it changes ghost models.

The Mimic

  • The only ghost with 4 pieces of evidence on professional difficulty and below (Orbs being an extra piece).
  • Always has Orbs even on no-evidence runs.
  • Changes the ghost it mimics every 30 seconds to 2 minutes.
  • Can’t change behavior mid-hunt.
  • If you notice changing behavior every couple of hunts, it might be a Mimic.

The Moroi

  • A speed demon.
  • Curses a player when they get a response on a spirit box or the parabolic mic.
  • The curse doubles sanity drain, and lights and candles can’t prevent it.
  • To remove the curse, take sanity pills.
  • Smudging blinds the Moroi for 12 seconds during a hunt (other ghosts are blinded for 6 seconds).
  • Lower sanity makes the Moroi faster.
  • The Moroi gains line-of-sight speed, becoming the fastest ghost at 0% sanity.
  • Spirit box response is forced evidence on Nightmare.

The Deogen

  • The Deogen knows the position of every player at all times.
  • Listen to its speed: if it’s fast and then slows when close, move to a spot where you can loop it.
  • Deogens are very slow when near, making them easy to loop.
  • A unique spirit box response like growling or heavy breathing.
  • Increased chance of writing and dots.
  • Spirit box is forced evidence.

The Thaye

  • The only ghost capable of aging.
  • Starts young and aggressive, hunting at 75% sanity with a speed of 2.5m/s.
  • Ages every 1-2 minutes near players.
  • Oldest age lowers hunting threshold to 15% with a speed of 1m/s.
  • No line-of-sight speed increase; it doesn’t speed up gradually.
  • Slowing down each hunt is a sign of a Thaye.
  • It tells a different age on the Ouija board as it ages.