Phasmophobia Ghost Behaviors

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Last updated 2:29 PM on 12/19/25
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85 Terms

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Spirit

Smudging this ghost type prevents hunts for 180 seconds instead of the usual 90 seconds.

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Spirit

Is the only ghost that has no hidden abilities or behavior traits outside of the standard traits. Consider it the basic ghost.

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Wraith

[Roam Ability] Can teleport to a player anywhere in the map (This causes an EMF Reading of 2 AT THE APPROACHED PLAYERS LOCATION). Will then walk back to its ghost room (or hunt if possible).

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Wraith

Cannot be tracked by footsteps (Cannot step in salt and cannot leave UV Footprints).

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Phantom

[Roam Ability] Can walk to a player anywhere in the map (This causes an EMF reading of 2 AT THE STARTING LOCATION OF ITS ROAM). Will then walk back to its ghost room (or hunt if possible).

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Phantom

Taking a photo of this ghost (excluding during hunts) will make the ghost disappear (but continue its ghost event). (Checking the photo of this ghost will result in a "Ghost" label with no visible ghost or glitch effect).

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Phantom

[Hunt Trait] This ghost will be invisible for longer periods of time during hunts. (The timer between being visible after a blink is between 1 and 2 seconds as opposed to a normal 0.3 - 1.0s).

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Poltergeist

Can throw multiple items at once. (Activity chart will show a 0 to 10 spike) (Will drop every player within line of sight of the immediate location's sanity by 2% per item thrown).

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Poltergeist

Can throw objects harder (Faster and Farther).

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Poltergeist

[Hunt Trait] Has a 100% chance to throw a nearby item every 0.5 seconds as opposed to the normal 50% chance to throw a nearby item every 0.5s.

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Banshee

Sets a target at the start of the game and can only kill that target during a hunt (unless that target dies AND the ghost can continue its hunt). (If the target leaves the map, the ghost will proceed as a normal ghost until the target returns) (If the target dies the ghost will set a new target).

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Banshee

[Hunt Trait] Will hunt at a normal 50% sanity but will only hunt based on their target's sanity as opposed to a team's average sanity.

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Banshee

[Roam Ability] Can walk towards its target anywhere in the map (This causes an EMF reading of 2 AT THE STARTING LOCATION OF ITS ROAM). Will then walk back to its ghost room (or hunt if possible).

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Banshee

Has a 30% chance to produce a unique scream sound on the parabolic microphone.

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Banshee

Is more likely to produce a singing ghost event.

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Banshee

[Sanity Trait] This ghost will drop your sanity by 15% during a ghost event as opposed to the normal 10%.

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Jinn

[Sanity Trait] Has the ability to drop a player's sanity by 25% (This will leave an EMF reading of 2 ON THE BREAKER) (Can only use this ability when the breaker is on).

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Jinn

[Hunt Trait] If spotted from a distance, this ghost will change its speed to 2.5 meters per second as opposed to the normal 1.7 meters per second. Once it is close to you it slows down but this is relatively unnoticeable as it still speeds up while chasing you with line of sight. (Can only do this when the breaker is on).

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Jinn

Cannot turn off the breaker (Be aware that the ghost can still turn on lights and short circuit the power) (Test this by turning on the breaker and seeing if lights are still on; A short circuit will turn off all lights and keep them off after turning back on the breaker).

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Mare

Cannot turn on light switches, computer monitors, or TVs.

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Mare

[Hunt Trait] Can hunt at 60% sanity when in the dark but will hunt at 40% sanity when in the light. (Be aware that the ghost can leave a lit room into a dark one and hunt from there at 60% sanity).

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Mare

Has a chance to turn off a light switch immediately after a player turns it on.

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Mare

Is more likely to break lights during ghost events.

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Mare

[Roam Trait] Has a higher probability of roaming out of its ghost room (compared to normal) if players turn on lights in the ghost room; And if upon turning on lights the ghost activity drops and/or the ghost is encouraged to move out and/or change its ghost room, it could be a sign that it may be this ghost. Consider it the dark ghost.

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Revenant

[Hunt Trait] Will walk at an extremely slow 1 meter per second if it is not chasing a player or a player's last known location; However, when it is chasing, this ghost moves at an extremely fast 3 meters per second. (Be aware that once it rapidly reaches a player's last known location without line of sight of anyone it will gradually slow down to its slow pace of 1 meter per second unless it regains sight of a player) (Be aware that it can still track your noises and electronic equipment and will also chase you quickly as a result).

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Shade

[Hunt Trait] Will hunt at 35% sanity.

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Shade

Is more likely to appear as a shadow during manifestation ghost events.

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Shade

Has a 0% chance to perform a ghost event at 100% sanity.

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Shade

Will not throw anything or hunt if there is a player in the ghost room. (Be aware that this is currently an unreliable unique behavior trait).

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Shade

This is a very low-activity ghost. When there are players inside the map, activity is less likely. However, activity may rise if there is no one inside the map.

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Demon

[Hunt Trait] Has the ability to hunt at any sanity.

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Demon

[Hunt Trait] Can naturally hunt at 70% sanity.

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Demon

Is affected by crucifixes at a range of 5 meters as opposed to the normal 3 meters.

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Demon

[Hunt Trait] Has a hunt cool down of 20 seconds as opposed to the normal 25 seconds.

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Demon

Smudging the ghost will prevent a hunt for 60 seconds as opposed to the normal 90 seconds.

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Yurei

Has the ability to drop a player's sanity by 15% (this ability is signaled by a door slamming shut).

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Yurei

Smudging the ghost traps the ghost inside the ghost room temporarily. (Be aware that this is an unreliable unique trait because there is no guarantee that the ghost would leave the room anyway).

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Oni

Is more likely to do ghost events than other ghosts.

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Oni

Cannot do a air-ball (mist-form) ghost event.

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Oni

[Sanity Trait] This ghost will drop the player's sanity by 20% when affected by a ghost event compared to the normal 10%.

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Oni

[Hunt Trait] This ghost will be visible for longer periods between blinks than normal.

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Yokai

[Hunt Trait] Can hunt immediately if it hears a nearby voice and if at 80% sanity.

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Yokai

[Hunt Trait] Can only detect equipment and hear voices within a closer-than-standard distance of 2 meters.

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Yokai

Activity increases when people are talking near it. Consider it the speech ghost (or the stupid ghost because of its difficulty to track electrical equipment and voices during hunts).

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Yokai

[Hunt Trait] Will start its hunt after using the music box from closer than normal.

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Hantu

[Guaranteed Evidence] Freezing Temperatures. Its abilities are linked to the cold therefore it will always provide freezing temperatures as an evidence when possible. Consider it the cold ghost.

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Hantu

[Hunt Trait] It will move faster in cold areas (fastest is 2.7 meters per second at freezing temperatures (less than or equal to 0 degrees Celsius)) and slower in warm areas (slowest is 1.4 meters per second in areas of 15 degrees Celsius or higher) (Remember that 1.7 meters per second is the standard ghost speed) (15C + = 1.4 meters per second; 12C = 1.75mps; 9C = 2.1mps; 6C = 2.3mps; 3C = 2.5mps; 0C = 2.7mps). Because of this it will also not speed up as it chases a player. (Be aware that it may seem to speed up slightly as this ghost cools down a room it is in which consequently will speed it up).

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Hantu

Will not turn on the breaker. Its abilities rely on the breaker being off thus it will never turn it on.

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Hantu

Is the only ghost more likely to turn off the breaker.

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Hantu

[Hunt Trait] Only while the breaker is off, this ghost has a rare chance to show frosty breath when visible.

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Goryo

[Guaranteed Evidence] D.O.T.S. Projector. This ghost has D.O.T.S. as evidence but it can only be seen through a camera while outside of the room; This is a unique quality and is therefore a guaranteed evidence when at least one evidence is available.

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Goryo

Can never change its ghost room. Also does not roam far from its ghost room as opposed to the normal ability of ghosts to roam far from their ghost room. (Be aware that this is a very unreliable unique trait as there is no guarantee that a ghost will change ghost room).

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Myling

Is more likely to do paranormal sounds on the parabolic microphone. (Be aware that this is an unreliable unique trait).

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Myling

[Hunt Trait] It is not possible to hear the ghost's footsteps until you notice your equipment malfunction (Electronics will malfunction at 12 meters but this ghost's footsteps can only be heard at 10 meters). (Be aware that electronics will not malfunction if you are on a different floor relative to the ghost, however you may still hear its footsteps as it passes below or above you). Consider this ghost the silent ghost. Twinkletoes here may not make sound while moving but its silence does not apply to its vocalization as it may still make sounds just not footsteps.

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Onryo

Candles work as a crucifix for this ghost; It will not hunt within 4 meters of a candle.

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Onryo

Having to blow out candles angers this ghost. After it blows out its first three candles it will initiate a hunt regardless of sanity. Additionally, any further candles it extinguishes will have a chance to initiate a hunt.

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Onryo

Will always prefer to blow out a candle to prevent a hunt rather than burning a crucifix.

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Onryo

The chance of initiating a hunt after blowing out a candle increases for every kill the ghost gets; Until it kills two people, at which, every candle it extinguishes will result in the guaranteed initiation of a hunt. Consider this ghost the candle-counter ghost.

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Onryo

[Hunt Trait] Will naturally hunt at 60% sanity if there are no lit candles nearby but will naturally hunt at 50% sanity in the presence of lit candles. (Be aware that when in the presence of lit candles it will just extinguish the flames and potentially start a hunt anyway).

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The Twins

Has a decoy ghost that has a massive interaction range (about 60 meters) alongside its normal interaction range (about 3 meters). There is a chance that the decoy and the main ghost will perform an action in quick succession which is a unique trait (This looks like a bend on the activity board).

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The Twins

[Hunt Trait] Can initiate a hunt from the main ghost or the decoy ghost's position which can throw off a player's direction of where to run away from.

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The Twins

[Hunt Trait] The decoy can move at 110% the normal ghost speed and the main ghost can move at 90% the normal ghost speed and either of them can hunt at any given time (provided the sanity is at the normal 50%).

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Raiju

[Hunt Trait] Will hunt at 65% sanity if there is electronic equipment nearby but if not, it will hunt at the standard 50% sanity.

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Raiju

[Hunt Trait] Will move at 2.5 meters per second when nearby electronic equipment. The proximity this ghost needs with electrical equipment to speed up is 6 meters on small maps, 8m on medium maps, and 10m on large maps.

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Raiju

[Hunt Trait] Will disrupt electronic equipment at a wider range of 50 meters as opposed to the normal 10 meters.

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Raiju

Based on its only significant abilities, traits, and its evidences, one can consider this ghost the electro-ghost.

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Obake

Is the only ghost to sometimes NOT leave fingerprints despite having it as an evidence.

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Obake

[Guaranteed Evidence] Fingerprints. This ghost has various abilities and a unique trait that has to do with fingerprints thus it will always provide at least fingerprints as an evidence when at least one evidence is available.

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Obake

Has a small chance to leave a unique six-fingered fingerprint.

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Obake

Has an ability to halve the duration of all present fingerprints. (Be aware that fingerprints normally last 2 minutes so if you notice that fingerprints are disappearing rather quickly then it may be this ghost).

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Obake

[Hunt Trait] Has a 6.66% chance to change into a different ghost model of the same gender. Consider this ghost the shapeshifting ghost. (Be aware that female ghosts have a child model that is low to the ground in both versions of itself and a woman that can be standing normally but can also be bent over or crawling which may be difficult to see so do not mistake that for the prolonged invisibility of a phantom).

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The Mimic

While not a written evidence of the ghost, this ghost will ALWAYS produce ghost orbs even in a match of no evidence.

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The Mimic

This ghost can change into and replicate the abilities of any ghost (except the Goryo's unique D.O.T.S. ability) every 30-120 seconds except during hunts where it will not change for the duration of the hunt. (Be aware that when this ghost replicates the ability of a Thaye, it will choose a random age for which to act as) (Be aware that it can change into a player and itself which does not mean anything and instead just makes it act with standard ghost traits).

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Moroi

[Hunt Trait] Will move at 1.5 meters per second when sanity is above 45%; However, the ghost will move progressively faster after reaching 35% sanity up to a maximum of 2.25 meters per second at 0% sanity. (Be aware it can still move up to 3.71 meters per second by speeding up while chasing a player) (Be aware that altering your sanity during a hunt will affect the ghost's speed accordingly).

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Moroi

[Sanity Trait] This ghost will place a curse on a player that receives a response on a spirit box or on the parabolic microphone which increases sanity drain and allows sanity to drain even when in light. The only way to cure the curse is by taking sanity pills. (Be aware that the effect of the curse is paused when outside of the map) (Be aware that the pills still remove the curse even if it does not regenerate sanity).

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Moroi

[Guaranteed Evidence] Spirit Box. Because of this ghost's ability to apply a curse through a spirit box (and parabolic microphone), spirit box will always be an evidence when at least one evidence is available.

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Moroi

[Hunt Trait] Smudging this ghost will blind the ghost for 12 seconds as opposed to the normal 6s.

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Deogen

[Hunt Trait] Will move towards your location at 3 meters per second but once it is close to you it will slow down to 0.4 meters per second.

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Deogen

[Hunt Trait] Will always know the players' location no matter how quiet or hidden they are. Consider this the you can run but you can't hide Ghost.

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Deogen

[Hunt Trait] Can hunt at 40% sanity.

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Deogen

Has a unique spirit box response of heavy breathing. (Be aware that you must be in the same spot as the ghost for the response to occur).

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Deogen

[Guaranteed Evidence] Spirit Box. Because this ghost has a unique spirit box response it is guaranteed to have spirit box as an evidence when at least one evidence is available.

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Thaye

[Hunt Trait] At its youngest age it can hunt at 70% sanity and move at 2.7 meters per second. At its oldest age it will hunt at 15% sanity and move at 1 meter per second. However, this ghost does not speed up with line of sight of a player.

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Thaye

Weakens over time. There are 10 stages of age for this ghost. Upon entering the map the ghost will set a 1-2 minute timer where it will count down to zero and then check if there is a player nearby, if there is it will age up a stage and set another 1-2 minute timer; However, if there is not a player nearby it will set a 30 second timer and check again once 30 seconds have passed. (Be aware that the Ouija board will show you the age of the ghost and will change as the ghost ages in game) (Be aware that you can exploit the timer by leaving the map and then waiting for 2 minutes or more then going to the ghost and waiting 30 seconds and then leaving the map and repeating). Consider this ghost the Aging Ghost.

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Deogen and Thaye

To compensate for their strengths these two ghosts have a higher probability to produce ghost writing and D.O.T.S. evidence.

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