You’re standing in the basement of Tanglewood Drive. The flashlight is flickering, your heart rate is thumping in your ears, and you’ve just heard a raspy breath right behind your neck. Most people panic. They run for the van. But if you actually want to survive, you need to stop thinking about the jumpcare and start thinking about the data. Identifying Phasmophobia types of ghosts isn't just about filling out a journal; it's about recognizing patterns that the game doesn't explicitly tell you in the tutorial.
It’s easy to get overwhelmed. With over 20 different entities currently haunting the maps, the difference between a successful hunt and a "death by hands through the face" often comes down to a single footstep or a specific interaction with a light switch. You’ve probably been in a situation where the evidence doesn't make sense. Maybe you have Ghost Writing and Spirit Box, but the third piece of evidence just isn't showing up. That’s because the ghosts in Phasmophobia aren't just random RNG skins; they are distinct AI profiles with "hidden" abilities that are far more reliable than a thermometer.
The Evidence Trap and Why Hidden Abilities Matter
Strictly following the Journal is a rookie mistake. Don’t get me wrong, you need that evidence for the gold checkmark, but seasoned investigators know that the evidence is often the last thing you should rely on when things get hairy.
Take the Poltergeist, for example. Everyone knows they throw things. But did you know they have a specific "multi-throw" ability that can tank your sanity by 12% for every item moved? If you walk into a room and see a pile of plates explode simultaneously, you don't even need to find the Fingerprints. You’re done. It’s a Polty.
Then you have the Obake. It’s the master of deception. While most players are squinting at their UV lights looking for handprints, the pros are looking for the "six-fingered handprint." It’s a rare 16.7% chance, but if you see it, the case is closed. These are the nuances that separate a level 10 player from someone who can breeze through Nightmare or Insanity difficulty where evidence is intentionally hidden from you.
Speed Demons and Shamblers
Ghost speed is the most honest piece of information you can get. If a hunt starts and you hear a rhythmic, slow thump... thump... thump..., you’re probably looking at a Deogen or a Twin. But if that ghost sounds like it’s sprinting a marathon the second it sees you, you’re in trouble.
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- The Revenant: This is the undisputed king of terror. If it loses line of sight, it crawls. It’s pathetic. But the moment it sees you? It rockets to 3.0 meters per second. That is faster than your sprint.
- The Hantu: This ghost hates the heat. If the breaker is off, it moves faster in cold rooms. You can actually see its breath during a hunt if the room is cold enough, which is a dead giveaway regardless of what your EMF reader says.
- The Raiju: It feeds on your equipment. If you leave your cameras, DOTS projectors, and flashlights on the floor, the Raiju becomes a literal lightning bolt. It can start hunting at 65% sanity just because you were too lazy to turn off your gear.
Phasmophobia Types of Ghosts: The Sanity Drainers
Sanity management is the "secret" meta of the game. Most Phasmophobia types of ghosts hunt when you drop below 50% sanity. But some don't play by the rules. The Demon is the one everyone fears because it has a rare ability to hunt at any sanity level. You could walk into the house at 100% sanity, and within ten seconds, the front door locks. It’s brutal. Honestly, it feels unfair sometimes, but that’s the Demon for you.
On the flip side, the Banshee is obsessed with one person. If you’re the target, it’ll follow you around, ignores everyone else during a hunt, and even has a unique parabolic microphone sound—a ghostly scream—that no other entity can make. If you're playing with friends and the ghost keeps ignoring your buddy to chase you specifically, stop looking for Orbs. It’s a Banshee.
Then there is the Moroi. This one is particularly nasty because it "curses" you through the Spirit Box. If you hear a response and your sanity starts plummeting faster than a lead weight, you've been cursed. The only way to stop it is to take sanity medication. The Moroi also gets faster as your sanity gets lower, making it a lethal late-game threat.
Interactions That Give the Game Away
Sometimes, it’s the small stuff. The Wraith will never step in salt. Ever. You can lay down three piles of salt in a doorway, and if the ghost walks through it without leaving a footprint (visible via UV), it’s a Wraith. It’s one of the easiest tests in the game.
The Mare is a coward. It loves the dark. If you turn on a light and the ghost immediately turns it off, there’s a high chance it’s a Mare. It literally cannot turn lights on. If you ever see a ghost turn on a light, you can cross Mare off your list immediately. This kind of deductive reasoning is how you win on professional maps like Sunny Meadows where you can't afford to wander around forever.
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The Nuance of The Mimic
We have to talk about The Mimic. It is the ultimate "gotcha" in the game. The Mimic will show Ghost Orbs as a secondary trait, not as official evidence. This means if you are playing on Professional and find four pieces of evidence, or if you find Orbs on a "No Evidence" run, you are 100% dealing with a Mimic. It can copy the behavior of any other ghost. One minute it’s a slow-moving Deogen, the next it’s a sprinting Revenant. It’s the reason many players fail their perfect investigation bonuses—they see orbs, tick the box, and stop thinking.
Tactics for Higher Difficulty
As you move away from Amateur and Intermediate, the game changes. You start losing evidence slots. On Insanity, you only get one piece of evidence. This is where your knowledge of Phasmophobia types of ghosts behavior becomes your primary tool.
If you get "Freezing Temperatures" as your only evidence, you could be looking at a dozen different ghosts. But if that ghost also happens to be extremely quiet during a hunt until it’s right on top of you, it’s a Myling. If it’s throwing objects with extreme force and frequency, it’s an Oni. You have to become a behavioral psychologist for the undead.
Real-World Testing Strategies
- The Smudge Test: Smudging a ghost during a hunt buys you time, but smudging it in the ghost room tells you who it is. A Spirit won't hunt for 180 seconds after being smudged (double the normal time). A Demon will start hunting again in just 60 seconds. Use a timer. It’s the most reliable way to differentiate them.
- The Candle Test: The Onryo has a weird relationship with fire. It uses candles as a deterrent. If it blows out a candle, it might hunt. But as long as the candle is lit, it cannot hunt nearby. If you see it blow out a candle and it immediately hunts, you've found your Onryo.
- The Photo Test: The Phantom is camera-shy. If you take a photo of it during a ghost event, it will disappear instantly. Even better, the photo in your journal will be labeled "Ghost" but the picture will be completely clear with no ghost visible.
The Mystery of the Yurei and the Goryo
Some ghosts are notoriously difficult to pin down because their abilities are subtle. The Goryo will only show itself on DOTS through a video camera, and only if no one is in the room. If you’re standing there staring at the floor and see nothing, but your friend in the van sees the ghost sprinting through the DOTS on the monitor, it's a Goryo. Plus, they don't roam far from their ghost room. If the ghost is "anchored" to one spot all game, that’s a huge clue.
The Yurei is the master of doors. It has a hidden ability to slam a door shut and drain 15% of your sanity if you're nearby. While other ghosts touch doors, the Yurei is the only one that can fully close an open door from a distance in a way that feels "forced." It’s a subtle audio cue—a double "click"—that many people miss.
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Essential Next Steps for Investigators
Mastering the hunt isn't about memorizing a table; it's about experience. You need to get used to the sounds. Every ghost has a "breathing" or "footstep" pattern during hunts that reveals their speed and intent.
To improve your survival rate, start focusing on "tests" rather than "searching." Instead of just walking around with an EMF reader, walk in with a specific goal. "I'm going to put salt down to check for a Wraith." "I'm going to turn off the lights to see if it's a Mare." "I'm going to bring a parabolic mic to listen for the Banshee scream."
Once you stop being the prey and start being the researcher, the game shifts. You’ll find yourself hoping for a more dangerous ghost just because their behaviors are more obvious. Just remember: the moment you think you have it figured out is usually the moment the ghost decides to teleport behind you. Keep your smudge sticks close and your sanity pills closer.
For your next session, try playing a game where you don't look at the evidence until after you've made a guess based purely on how the ghost interacts with the environment. You'll be surprised how often you're right just by paying attention to the doors, the lights, and the speed of those terrifying footsteps.