Phasmophobia Logs

Small map - Medium map - Large mapLow Hunt duration: 15 seconds - 30 seconds - 40 secondsMedium Hunt duration: 20 seconds - 40 seconds - 50 secondsHigh Hunt duration: 30 seconds - 50 seconds - 1 minuteAfter a cursed hunt is initiated, all hunts in the same contract will last 20 seconds longer than the original duration.


Hunt Cooldowns:
25 seconds
20 seconds (for Demon)
Ghosts do not necessarily hunt immediately once this cooldown is over.
Smudge Stick: A smudge stick lit during a hunt lasts for 5 seconds (7.5 seconds for a Moroi).
If the ghost is a Yurei, it'll be stuck in its favorite room for 60 seconds.
- Ghost activity will be increased marginally.
||The ghost will be unable to initiate a hunt on its own for a certain duration:
Demon: 60 seconds = 1 minute
Spirit: 180 seconds = 3 minutes
All other ghosts: 90 seconds = 1 minute and 30 seconds
If another incense is used while a previous incense is ongoing, this effect will be re-applied and the timer will be reset.Fuse Box:
All ghost can turn on the fuse box. except the Hantu.
The Jinn will never turn off the fuse box (but it can still trip).
If the fuse box is on, the Jinn can:
Chase players in line-of-sight further than 3 metres at a fixed speed of 2.5 m/s.
The Hantu cannot turn on the fuse box and has a doubled chance of turning it off.
If it is hunting while the fuse box is off or broken, it will emit freezing breath near its ghost model's head.
Speed Comparisons:
Deogen: Mach Jesus that ran out of cardio
Thaye: 2.75 m/s to 1 m/s at age 10.
Moroi: 2.25 m/s to 3.71 m/s in line of sight
Revenant: 1 m/s to 3 m/s in line of sight
Raiju: 2.5 m/s
Jinn: 2.5 m/s if 3 meters away in line of sight with fuse box on
Teleport/Roaming: Only ghost that can teleport are Banshee, Wraith, and Phantom.
Wraith and Phantom leaves EMF 2 readings after teleported to you.
Banshees has a 67% chance to trigger long roams around their favorite target, but does not leave EMF.
Guaranteed Evidences on 1/2 evidence mode:
Deogen - Spirit Box
Goryo - D.O.T.S Projector
Hantu - Freezing Temperatures
Moroi - Spirit Box
Obake - Ultraviolet

Hunting Notes

  • Electronic interference range is 10 meters, but 15 meters for Raiju. (32 ft vs 49 ft)

  • Yokai can only hear players/sense handheld active electronics within 2.5 meters (8.2 feet).

  • Ghost being able hear you during hunts is 9 meters. (2.5 meters for Yokai) (29.5 ft vs 8.2 ft)

  • Ghost's vocalization is 20 meters. (12 meters for Myling) (65 ft vs 39 ft)

  • All ghosts have a 50% chance of throwing one object near it every 0.5 seconds during hunts. (100% chance for Poltergeist)

  • Remember to turn off the lights to increase activity. Ghost will never throw objects/items if the room's light is on. Only Poltergeist.

These logs are written by DracoDravige.

Ghost List

Click on the name to review the information of the ghosts below.

Placeholders:
#1 Spirit #2 Wraith #3 Phantom #4 Poltergeist #5 Banshee #6 Jinn #7 Mare #8 Revenant #9 Shade #10 Demon #11 Yurei #12 Oni #13 Yokai #14 Hantu #15 Goryo #16 Myling #17 Onryo #18 Twin #19 Raiju #20 Obake #21 Mimic #22 Moroi #23 Deogen #24 Thaye #25 Dayan #26 Gallu #27 Obambo #28 Aswang #29 Kormos #30Deildegast

#1 Spirit
>>When a Smudge Stick is used near a Spirit, it will not be able to initiate a hunt for 180 sec (3 min) instead of 90 sec (1 min 30 sec) with most other ghosts.

Ghost List

anything with >> is a important key to the ghost
CRTL + F to search for the ghost name you're looking for

#1 Spirit
>>When a Smudge Stick is used near a Spirit, it will not be able to initiate a hunt for 180 sec (3 min) instead of 90 sec (1 min 30 sec) with most other ghosts.
┊#2 Wraith
>>Never walks in salt and prolonged time without stepping in it is most likely a Wraith.
Can teleport giving random EMF 2 to EMF 5 readings.
┊#3 Phantom
>>Stays invisible longer during hunts
Photo is taken during a ghost event: The ghost will be physically invisible, electronic equipment will stop malfunction, players no longer hear their heartbeats, and the event sound will continue to play for the duration of the event.
Teleports to a random player creating EMF 2 readings
┊#4 Poltergeist
>>It can explode a pile of objects sitting closely with each others aka the multithrow.
Important: Poltergeist is the only ghost being able to throw items in the light.
100% chance for Poltergeist to throw one object near it every 0.5 seconds during hunts.
┊#5 Banshee
>>33% for wailing parabolic mic
Will sings more often, only checks TARGET sanity to hunt, and has a 67% chance to do a long roam to their target without a EMF reading.
(If the ghost seems to wonder/roam too much, its often recommended to check for Banshee. Especially if its around a certain player/target.)
┊#6 Jinn
>>Never turn off fusebox
>>With fusebox on, Jinn will immediately speed up to 2.5 m/s during the hunt then slows back to 1.7 m/s while within 3 meters of a seen player
Jinn has an ability that lowers the sanity of one player in the same room or otherwise within 3 meters of it by 25%. The player who will lose sanity is the first in the list among players in range. An EMF 2 or 5 reading will then be generated at the fuse box.
Recommended to test using an EMF at the fuse box to see if the ability was used, since it won't turn off the fuse box.
┊#7 Mare
>>If a player turns on a light that's within 4 meters (13.1 feet) of a Mare, it has a small chance of turning the light off almost immediately.
Prefers light-shattering ghost events over other types, as this will disable the lights, making it easier to hunt.
There is a minimum cooldown of 10 seconds between the light being turned on, which will restart if it is turned on before the 10 seconds is up. This also applies for televisions and computers.
(Recommended to flick the light on and off to proc the Mare to immediately turn it off.)
┊#8 Revenant
>>Will move very slowly if you're hiding or if its unable to detect a player.
When hunting, it'll move at 1 m/s. As soon as it detects a player, it moves at 3 m/s and sustains this speed until it reaches the spot where it last detected a player.
When reverting to roaming mode the Revenant's speed will slowly decrease over 2.7 seconds (deceleration rate of 0.75 m/s²) back to its initial value of 1 m/s.
┊#9 Shade
>>Will hunt less often and will cease interaction if players are near it.
Shade is the only ghost to not do a singing event.
67% per event for performing the ghost mist/airball event with hissing and prefer appearing up as a shadowy figure/model.
In my experience I usually be able to tell a ghost is a Shade by sitting AFK and nothing happens.
┊#10 Demon
>>Has a hunt cooldown every 20 seconds
Crucifix range is 5 meters instead of usual 3 meters. (16.4 ft vs 9.8 ft)
Smudge hunt prevention is 60 sec instead of 90 sec. (1 min vs 1 min 30 sec)
>>Has an ability automatically start a hunt regardless of sanity
┊#11 Yurei
>>Fully closes doors more often and is the only ghost to close/interact with the front door without a ghost event.
When an Incense is used on the Yurei, it'll return to its favourite room and be trapped within it for 90 seconds, stopping it from roaming through the location. It can still leave that room by performing a ghost event, but it will return to it once the event end
┊#12 Oni
>>During a Hunt, an Oni will be visible for longer than most other ghosts. (This is more noticeable by the lacking the long invisible pause in-between flickers.)
More active with more players around. With increased activity in general, the Oni may more readily give up evidence to players.
Cannot perform the ghost mist/airball event (a ball of fog moving towards the player, usually disappearing with a hiss sound upon collision).
┊#13 Yokai
>>Can only hear players or sense active handheld electronics that are within 2.5 meters (8.2 ft) of it, example: turned on flashlight, or EMF in hand.
Hunt temporarily increased to 80% if talking nearby (standard threshold of 50%).
Yokai can only hear players/sense handheld active electronics within 2.5 meters (29.5 ft vs 8.2 ft).
Keep a smudge stick while talking during a hunt within 9 meters of the usual detection, and if it doesn't detect you, most likely a Yokai.
B.tch basically deaf.
┊#14 Hantu
>>Visible freezing breath with fuse box off and during hunts.
Cannot accelerate with the fuse box on. More likely to turn off fuse box.
Can be looped around if fuse box is on.
2.7 m/s < 0°C (32°F)
IMPORTANT: On limited evidence (1/2 evidence) games, a Hantu will always have Freezing Temperatures as one of its evidence types.
┊#15 Goryo
>>Cannot change favorite room and always show up as DOTS on camera, never seen in direct view. Shorter roaming distance
(This ghost is difficult to detect on 0 evidence runs. Its a last resort option.)
IMPORTANT: On limited evidence (1/2 evidence) games, a Goryo will always have the D.O.T.S. Projector as one of its evidence types.
┊#16 Myling
Being really quiet making it hard to detect/hear during hunts. 12 meters for footsteps/sounds vs usual 20 meters. (39 ft vs 65 ft)
Myling is the only ghost to make two sounds within less than 80 seconds.
>>10 meters (32 feet) for electronics malfunctions during hunts
Produces a paranormal sound on a Parabolic Microphone or a Sound Recorder every 64 - 128 seconds, instead of every 80 - 128 seconds for other ghosts.
(Recommended to drop an electronic where you're hiding to compare the voice of the ghost. If you can hear it's vocals/footsteps same time your electronics malfunctions, its most likely a Myling.)
┊#17 Onryo
>>Will blow out lighters/candles before burning a crucifix. Will never hunt near fire.
Only ghost in the game to blow out the SAME firelight within less than 20 seconds.
(Recommended to leave a candle on top a crucifix and if the crucifix got used before the candle got blown out, rule out Onryo.)
┊#18 Twin
>>Two difference speeds of the ghost. 1.5 m/s and a 1.9 m/s.
>>Can interact with the environment simultaneously. Can hunt at either position they're in.
When The Twins attempts to initiate a hunt, there is a 50% chance for it begin at its current location, and a 50% chance for it to begin close to the area where it last interacted using its ability.
If it hunts from its present location, it will have a base speed of 1.5 m/s, and if it hunts from the area where its large radius interaction occurred, it will have a base speed of 1.9 m/s.
Often confused with the teleporting ghosts.
┊#19 Raiju
>>Moves faster with electronic equipment, takes at least 1 electronic and moving at fixed speed of 2.5 m/s
Normal electronic disruption is 10 meters, but for Raiju is 15 meters. (32 ft vs 49 ft)
┊#20 Obake
>>1/16 (6.67%) to flicker to shapeshift into a different ghost model during a ghost hunt. Guaranteed to happen once each hunt.
>>6 Fingers fingerprint
>>75% of leaving a fingerprint instead of the usual 100%.
IMPORTANT: On limited evidence (1/2 evidence) games, an Obake will always have Fingerprints as one of its evidence types.
┊#21 Mimic
>> Always have fake ghost orb. Example: Ghost orb on 0 evidence mode.
The Mimic is able to copy any type of ghosts. Interaction, ghost event rates, preferences, hunt thresholds, movement speeds, and special abilities (e.g. Poltergeist multithrow, 6 fingers from Obake)
The Mimic will change the ghost type that it chooses to imitate every 30 seconds to 2 minutes, but cannot change during hunts.
Important: The Mimic cannot copy any ghost for 1 minute when entering the house. Blank slate.
Ghost orbs do not roam, and act the same way as any other ghost's orbs, via staying in the favorite room.
┊#22 Moroi
>>In continuous Line of Sight: 3.71 m/s
>>When using an Incense during a hunt, it'll be blinded for 7.5 seconds instead of 5.
Above 50% sanity: 1.5 m/s (will continuously speed up the lower your AVERAGE sanity gets)
5% sanity or less: 2.25 m/s
IMPORTANT: On limited evidence (1/2 evidence) games, the Moroi will always have Spirit Box as one of its evidence types.
┊#23 Deogen
>>Knows where you are at all times and runs at Mach Jesus till its near you.
>>Has a rare deep breathing response with the spirit box. (Asthmatic f*ck.)
IMPORTANT: On limited evidence (1/2 evidence) games, the Deogen always has Spirit Box as one of its pieces of evidence due to its unique response.
┊#24 Thaye
>>Very strong early game, but ages into a grandma/grandpa the longer you're near it. (Acts like an Oni turning into a Shade.)
>>Speed: 2.75 m/s to 1 m/s at age 10
Every 1 to 2 min, the Thaye attempts to age; if at least one player is in the same room as the ghost, the Thaye will add 1 to its age, it'll wait another 30 sec before attempting to age again.
Speed decreases when you're near it more often by -0.175 m/s. Gains crippling depression with you near it.
Ouija board, ask for its age, and if its age changes, its a Thaye.
┊#25 Dayan
>>The Dayan is a female-only ghost; it can be excluded if the ghost presents a masculine name, or appears as a male ghost model and uses a male vocalization during an event/hunt.
When a player is within 10 metres of the Dayan, regardless on which floor, the ghost will have a modified hunt sanity threshold and hunt speed depending on further factors:If the closest player is still, the threshold is decreased to 45% and fixed speed of 1.2 m/s.
If the closest player is walking, the threshold is increased to 65% and fixed speed of 2.25 m/s.
If there is no one within 10 metres of the Dayan, it will have the standard threshold of 50% and follow standard ghost speeds with one particularity: Has a LOS speed-up greater than 10m from any player. Once within 10m, LOS speed-up is no longer applied, but is still accrued in the background
┊#26 Gallu
>>The Gallu cannot disturb salt piles while in its enraged state.
There is currently a bug where non-hosts will not see salt piles being disturbed by the Gallu in its weakened or normal state for the rest of the contract once the ghost has been affected by incense.
>>Beware that using Incense or Tier 3 Salt to slow it will cause it to speed up afterwards which can backfire.
The Gallu has three states it can switch to: "normal", "enraged", and "weakened". By default, starts in normal state (behaves like a standard ghost).(Stat + Changes from normal state to the enraged state or from the weakened state to the normal state:Normal State: Acts as a normal ghost. If it steps in salt, been incensed, or uses a crucifix, it will go into an 'enraged state'. (There's a 2 second delay after stepping in salt from this state to go to the 'enraged state'. Incense or crucifix will cause the state change immediately.)Enraged State: Speed: 1.96m/s | Hunt Sanity: 60% | Incense Blindness: 4s |Crucifix Range decreases by 2 meters | Doesn't disturb salt
At the end of a hunt it will go to a 'weakened state'.
Weakened State: Speed: 1.36m/s | Hunt Sanity: 40% | Incense Blindness: 6s | Crucifix Range increases by 1 meter
It will remain in this state until the ghost steps in salt, is incensed, or uses a crucifix, where it will return to a 'normal state'.
┊#27 Obambo
>>It always starts in the calm state at the beginning of a contract before switching to the other state 1 minute after an entrance door is opened for the first time, then every 2 minutes. The state switch can happen during a hunt.
The Obambo has two states: "calm" and "aggressive".In its calm state, the Obambo has a fixed activity level of 90, hunt sanity threshold of 10%, and will travel at a base speed of 1.445 m/s.In its aggressive state, it has a fixed activity level of 25, hunt sanity threshold of 65%, and will travel at base speed of 1.955 m/s in its aggressive stateThe hunt duration will be 20% shorter if the Obambo starts the hunt in the aggressive state. This will apply even if the ghost switches to the calm state mid-hunt.A conclusive way to identify the Obambo is to time the duration of a hunt. If the ghost is faster than the standard speed at the beginning of the hunt and the hunt lasts 20% less time than expected, then it is an Obambo. It can also switch states (and thus its base speed) during a hunt, so if the ghost snaps from a slower speed to a faster speed (or vice versa) during a hunt, seemingly for no reason, then it is very likely an Obambo. The Obambo can easily be mistaken for The Twins if one tries to identify the ghost only by its hunt speed, as they both have similar base speeds.In general, distinct "phases" of high/low activity can point towards the ghost being an Obambo; while other ghosts can also exhibit similar behavior from chance, the Obambo will have much more pronounced, prolonged phases.┊#28 Aswang
>>The hunt will instantly end if the Aswang detects and reaches a player inside an official hiding spot (such as a closet or a locker) used correctly, meaning it is impossible for players to be killed while hiding. However, if the Aswang were to end a hunt this way, then the ghost will place a waypoint directly at the player's location at the start of the next hunt and move to it, even during the grace period. Essentially, if a hiding spot is used to end a hunt, then the player that the Aswang found should also remember that the ghost will beeline straight for them the next hunt.
Has a base speed of 1.53 m/s. Its line-of-sight acceleration increases its speed at a rate of 0.075 times its base speed per second instead of 0.05, meaning it reaches its maximum speed of 2.53 m/s after 8.67 seconds instead of 13 seconds for most other ghosts.It must be clear that it cannot kill players in official hiding spots; the ones that can be blocked and are affected by the "Number of hiding places" parameter in the custom difficulty section. Therefore, this weakness is ineffective if hiding places are set to zero in custom and if players are hiding in unofficial locations.

┊#29 Kormos
>>The Kormos cannot perform mist form and chasing ghost events.
>>Blind, not dumb. Can hear walking, spiriting, and talking.
>>While having no line-of-sight, it can still kill players by simply colliding with them by chance.
>>Has a detection waypoint
Technically, does not have line-of-sight. It can only achieve it if the player moves within 5 metres with no obstacles (e.g. furniture, walls).
Moving should be avoided during hunts. If the player needs to move, walking while crouched should be the preferred way of moving. Note that it cannot hear between floors, so if the ghost is on a different floor, then you are free to move around as much as you want.
Based off Closest Player:
Sprinting 30 metres
Walking while standing 15 metres
Walking while crouched 10 metres
Includes detection from voice and electronics. Does not count if the sound is not located on the same floor as the ghost, or if the pathing distance between the ghost and the sound's location is greater than 1.5 times the range.If the Kormos was not already travelling to a detection waypoint or LoS waypoint, it will remember the list of detected sounds and select the one with the highest priority, or the nearest if there are multiple of the same priority. A timer of 5-10 seconds will then start and a detection waypoint will be placed on the player's exact location, continuously updating until the next detection. If the timer expires or after the Kormos reaches the detection waypoint, it will set a new detection waypoint at the sound's location rather than the player's exact location then restart the timer. Otherwise, it will simply return to a wandering phase.Strategies:
The player does not necessarily to use hiding spots to survive against a Kormos. While it cannot see players, make sure to not be standing in areas where the ghost is likely to collide to kill you. In that sense, staying still in a corner of the map drastically lowers the chances of dying.
The Kormos is one of three ghosts (Hantu and Onryo) for which you can collect all three pieces of evidence without excluding The Mimic. To know its a Kormos, confirm it by using the above methods and/or checking whether the ghost gives Freezing Temperatures. If it does, you have The Mimic instead.One way to identify the Kormos is by standing still in an open area during a hunt. If the ghost does not move straight to the player where a standard ghost would normally achieve line-of-sight, then it could be a Kormos. Ensure that it is not a Banshee by having all players use this strategy at the same time, or simply by moving to see if the ghost can detect footstep sounds.With accumulated pseudo-line-of-sight acceleration from the player being within 5 metres of the ghost followed by the speed multiplier from being over 5 metres away, the Kormos can achieve a top speed of 3.65 m/s, making it just barely the second-fastest ghost in the game behind the Moroi at full speed (3.71 m/s).┊#30 Deildegast
>>Moves at a mach Jesus speed at the start of a hunt.
>>Speed changes happens or reset every new hunt (depending if an item was interacted (from player) with or not). The speed is reset back to 3.0 m/s after the end of a hunt or after a crucifix has burned.
>>Deildegast's minimum speed of 0.4 m/s is reached after interacting with 26 items. Any additional items over 26 have no effect.
>>Has no line-of-sight acceleration.
Speed depends on the number of unique props interacted with. This includes throwable items, light switches, the fuse box, taps, etc., but not cursed objects, or equipment. Less likely to interact with doors and light switches (having a 10% chance instead of the usual 25% chance.A Deildegast is the only ghost where dead players can directly assist in the investigation, as their interactions also count for slowing it down; if you died against one, then start throwing some items around in your afterlife!


For better understanding and help during gameplay I recommend using this:
Unofficial Phasmo Cheat Sheet
This site is nice to research and gather more in-depth information:
Phasmophobia Wikipedia
Also recommend to watch this video to learn how to play with no evidence:
How to do 0 Evidence

Currently work in progress. Plan to add:
-Extra basics to know/remember
-How certain items affect ghosts and how to use them to your advantages-Cursed objects uses-Maybe adding a category clicking on ghost names to review info rather scroll through a list (very difficult to add currently)