Phasmophobia’s expanding roster keeps every investigation fresh– and deadly. Title patches through 2025 have tweaked evidence pools, sanity thresholds, and hunting behaviors, shifting the balance of power of which spirits are true nightmares and which are merely spooky.

With over two dozen ghost types and regular balance patches,Phasmophobia’s threat landscape is constantly evolving. Staying informed about each ghost’s behaviors and evidence quirks is essential to surviving as a ghost hunter inPhasmophobia’s haunted locales. This tier list ranks ghosts based on raw lethality, unpredictability, and ease of identification.

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S-Tier: Apex Threats

The Mimic is among the most deceptive anddangerous ghosts inPhasmophobia. It can fake ghost orbs and randomly duplicate the behavior of any other ghost type. This unpredictability makes it incredibly difficult to identify and plan for, especially since players must observe additional evidence beyond ghost orbs to confirm its presence.

Demons are notorious for initiating hunts at much higher sanity levels than most ghosts, starting as early as 70%. They also have minimal cooldown times between hunts, which makes them relentless and difficult to manage without proper preparation.

The Deogen’s unique ability to always know where players are, combined with its fast hunt initiation, earns it the reputation as one of the deadliest ghosts in open areas. While it slows significantly when close to a player, this ghost can overwhelm unprepared teams in its initial charge.

A-Tier: High-Risk Regulars

The Moroi becomes more dangerous as players lose their sanity. It cursesSpirit Box usersto drain sanity faster, and at low levels it becomes one of the fastest ghosts, pressuring teams into swift identification. Raiju, on the other hand, increases its movement speed by several orders of magnitude when active electronics are close by. Hence, in tech-heavy setups, this ghost can close distances quickly. This ability makes it a formidable threat, especially on small maps.

Whilethe Revenantmoves slowly when idle, it becomes one of the fastest ghosts once it detects a target. Escaping becomes nearly impossible without line-of-sight breaks or preemptive planning. Where the Raiju and Revenant leverage speed, Poltergeists can throw multiple items simultaneously, draining team sanity quickly and creating early hunt conditions. On cluttered maps, this ghost can become overwhelming if not swiftly recognized.

The Yokai can initiate hunts from higher sanity thresholds—around 80%—if players talk in its vicinity. This mechanism penalizes reliance on voice chat, meaning communication management has to take top priority when the Yokai is on the prowl.

B-Tier: Situational Killers

Banshees target a single player at a time, posing a high risk to that individual but less danger to others.Tools like the parabolic microphonehelp identify it, and crucifixes are more effective when used against Banshees due to their extended range.

Obake occasionally leaves rare six-fingered fingerprints that disappear faster than other prints. While this can create uncertainty, teams who pay attention to these details can identify it quickly, making it easier to manage than some of the otherghosts inPhasmophobia. Thaye ghosts start strong with high activity and aggression but weaken the longer players remain nearby. After several minutes, their speed and hunt frequency drop significantly, reducing their long-term threat.

Onryo ghosts initiate hunts when flames burn out. As such,candle placement is instrumental forPhasmophobiaplayersdealing with these ghouls, since they function as temporary crucifixes that can delay being hunted by the creatures. Where Onryo ghosts are rather one-dimensional, Jinns leverage multiple advantages in their hunts. Jinns get a speed boost when the power system is up-and-running and they have a direct line of sight. As such, turning off the breaker is a clear counter to nullify their threat, which makes them rather straightforward to dispel.

Phantoms lower player sanity when seen and make taking photo evidence difficult due to their long blink intervals. Despite this, they are generally predictable and not particularly aggressive.

C-Tier: Manageable Menaces

Hantu ghosts move much faster in freezing temperatures, which can surprise unprepared teams. Monitoring room temperatures and keeping track of freezing zones helps mitigate this ghost’s speed advantage. Wraiths are capable of teleporting to players, and as a creepy boost, they don’t leave footprints even after walking through salt. Their discreet nature may be unsettling, but they don’t hunt with more frequency than other ghosts.

Mylings are difficult to hear from a distance, making them harder to track through sound. Still, their hunt patterns follow standard behavior, keeping them relatively low on the threat scale. Introduced inPhasmophobia’s Exposition update, Goryos only reveal their DOTS evidence through cameras and at a distance, which can be tedious to confirm. They aren’t especially aggressive, so careful observation helps mitigate risk.

D-Tier: Low-Pressure Specters

Spirits are the baseline ghost type, equipped with no unique strengths.Smudge sticksare highly effective against them, halting their hunts for the longest duration in the game (about 180 seconds). Shades are shy and unlikely to hunt when players are nearby. While they can be hard to trigger, they’re also less of a threat once identified.

Mares thrive in darkness and can turn off lights to increase their threat level. Keeping lights on reduces their chances of hunting and keeps their danger under control. Onis are highly active and easily detectable, often giving away their presence early. Their predictability and standard hunting behavior place them at the bottom of the danger scale.