Surviving a contract in Phasmophobia requires more than just hiding in a closet. As of the v0.16.0.0 update in early 2026, the roster has expanded to 27 unique entities, each with specific behavioral loops, sanity thresholds, and speed modifiers. Identifying the ghost efficiently—especially in Nightmare, Insanity, or custom no-evidence runs—relies on understanding the underlying code mechanics that govern ghost interactions. This cheat sheet provides the technical data necessary to categorize ghosts based on evidence and hidden traits.

Core Ghost Evidence and Thresholds

Identification starts with the three primary evidence types. However, knowing the sanity threshold at which a ghost can initiate a hunt is often more valuable for early-game safety.

Ghost Type Evidence Hunt Sanity Base Speed Unique Mechanic
Banshee DOTS, Orbs, UV 50% (Target) 1.7 m/s Targets one player; unique parabolic scream.
Dayan EMF 5, Orbs, Spirit Box 45% - 65% 1.2 - 2.25 m/s Speed changes based on player movement within 10m.
Deogen Spirit Box, Writing, DOTS 40% 0.4 - 3.0 m/s Always knows player location; fast far, slow near.
Demon Writing, Freezing, UV 70% 1.7 m/s Can hunt at any sanity; 5m Crucifix range.
Gallu UV, Writing, Freezing 40% - 60% 1.36 - 1.96 m/s 3-state cycle: Normal, Enraged, Weakened.
Goryo EMF 5, DOTS, UV 50% 1.7 m/s DOTS only visible on camera and when no one is near.
Hantu Freezing, Orbs, UV 50% 1.4 - 2.7 m/s Speed depends on room temperature; breath visible.
Jinn EMF 5, Freezing, UV 50% 1.7 - 2.5 m/s Fast when breaker is on and player is in LOS.
Mare Spirit Box, Orbs, Writing 60% (Dark) 1.7 m/s Higher hunt threshold in darkness; turns off lights.
Mimic Spirit Box, Freezing, UV Varies Varies Shows 4 evidences (includes Orbs); copies others.
Moroi Spirit Box, Writing, Freezing 50% 1.5 - 2.25 m/s Speed increases as average sanity decreases.
Myling EMF 5, Writing, UV 50% 1.7 m/s Quieter footsteps during hunts.
Obake EMF 5, Orbs, UV 50% 1.7 m/s Unique 6-finger prints; shapeshifts during hunts.
Obambo Writing, UV, DOTS 10% - 65% 1.45 - 1.96 m/s Switches between Calm and Aggressive states.
Oni EMF 5, DOTS, Freezing 50% 1.7 m/s More active with players nearby; visible flickering.
Onryo Spirit Box, Orbs, Freezing 60% 1.7 m/s Hunts when fire is extinguished; fears flames.
Phantom Spirit Box, DOTS, Freezing 50% 1.7 m/s Drains sanity looking at it; invisible in photos.
Poltergeist Spirit Box, Writing, UV 50% 1.7 m/s Throws multiple items; sanity bomb ability.
Raiju EMF 5, DOTS, Orbs 65% 1.7 - 2.5 m/s Fast near active electronic equipment.
Revenant Writing, Freezing, Orbs 50% 1.0 - 3.0 m/s Fast when chasing; incredibly slow otherwise.
Shade EMF 5, Writing, Freezing 35% 1.7 m/s Very shy; won't hunt if players are nearby.
Spirit EMF 5, Spirit Box, Writing 50% 1.7 m/s Smudge sticks prevent hunting for 180 seconds.
Thaye Writing, Orbs, DOTS 75% - 15% 1.0 - 2.75 m/s Ages over time; starts aggressive and weakens.
The Twins EMF 5, Spirit Box, Freezing 50% 1.5 or 1.9 m/s Two interaction ranges; hunt speed is variable.
Wraith EMF 5, Spirit Box, DOTS 50% 1.7 m/s Never steps in salt; teleports to players.
Yokai Spirit Box, DOTS, Orbs 80% (Talking) 1.7 m/s Triggered by voice; limited hearing range in hunt.
Yurei Freezing, Orbs, DOTS 50% 1.7 m/s Stronger sanity drain; door slams signal presence.

Deep Dive: The v0.16.0.0 Additions

The 2026 updates introduced complex state-based behaviors that cannot be identified through simple evidence alone. Understanding these cycles is critical for advanced contracts.

Dayan: The Proximity Predator

The Dayan introduces a unique dynamic where the ghost's aggression and speed are directly tied to player movement within a 10-meter radius. If a player remains stationary, the Dayan is relatively passive, hunting at 45% sanity and moving at a slow 1.2 m/s. However, if the player is moving, the hunt threshold jumps to 65% and its speed increases to 2.25 m/s.

Testing Tip: If you notice the ghost speed up and slow down significantly as you toggle your sprint during a hunt, you are likely dealing with a Dayan. This is the only ghost where "playing dead" (staying still) actually reduces its lethality.

Gallu: The State Cycle Specialist

The Gallu operates on a three-state logic system: Normal, Enraged, and Weakened.

  • Normal State: Standard 1.7 m/s speed and 50% threshold.
  • Enraged State: Triggered by the ghost interacting with a Crucifix or stepping in Salt. It gains a speed boost (1.96 m/s) and its hunt threshold rises to 60%.
  • Weakened State: After an Enraged hunt ends, the ghost enters a Weakened state for several minutes, moving at only 1.36 m/s with a 40% threshold.

Testing Tip: Monitor the ghost's speed across two consecutive hunts. If the first hunt was triggered by a Crucifix burn and felt fast, but the second hunt is significantly slower, it confirms the Gallu state transition.

Obambo: The Time-Based Threat

The Obambo is perhaps the most deceptive ghost added in recent patches. It alternates between a Calm State (2 minutes) and an Aggressive State (2 minutes). During the Calm state, it will almost never hunt (10% threshold) and roams slowly. In the Aggressive state, it becomes a top-tier threat with a 65% threshold and a 1.96 m/s movement speed.

Testing Tip: If the house goes from completely silent to a high-intensity hunt-fest without a significant drop in average sanity, check the clock. A clear 2-minute rhythm of activity is a hallmark of the Obambo.

No-Evidence Identification Tactics

When playing on Insanity or custom 0-evidence settings, you must rely on behavioral "tells." Most ghosts have a specific quirk that reveals their identity during or after a hunt.

Speed-Based Identification

  1. The Hantu Test: Turn off the breaker. If the ghost is significantly faster in the ghost room (cold) and leaves visible breath during a hunt, it's a Hantu. It cannot speed up in warm areas even with Line of Sight (LOS).
  2. The Jinn Test: If the breaker is on and the ghost instantly accelerates the moment it sees you from across a long hallway—but then slows down once it gets close—it's a Jinn. Turning the breaker off removes this ability.
  3. The Revenant Test: This is the most distinct speed profile. If the ghost is barely moving while wandering but becomes a heat-seeking missile (3.0 m/s) the moment it gains LOS, it is a Revenant.
  4. The Thaye Test: Early in the game, a Thaye is faster than a Revenant. If you have a hunt at 75% sanity and the ghost is blazingly fast without LOS, it's a Thaye. If you survive long enough, it will eventually become the slowest ghost in the game.

Visual and Audio Tells

  1. Obake Shapeshifting: During a hunt, an Obake has a 6.5% chance every time it flickers to change into a different ghost model for one flicker. This is the only definitive visual test for an Obake.
  2. Phantom Flickering: Phantoms stay invisible for longer periods during hunts. While most ghosts flicker at a steady rate, a Phantom will be invisible for 1-2 seconds between flashes.
  3. Oni Visibility: Opposite of the Phantom, the Oni is visible for much longer periods during its flicker cycle and will never produce a "shadow" or "translucent" ghost event.
  4. Banshee Screams: Use the Parabolic Microphone. Only a Banshee can produce a rare, high-pitched supernatural scream. This is a 100% confirmation.

Survival Mechanics: The Hunt

Understanding how a hunt works is the difference between a successful identification and a lost loadout. As of 2026, the mechanics of LOS (Line of Sight) and equipment interference have been refined.

Speed Ramping

Most ghosts (excluding Hantu, Thaye, Deogen, and Revenant) feature "LOS Ramping." If a ghost sees you, it will gradually increase its speed until it reaches 1.65x its base speed. Breaking LOS causes the ghost to maintain that speed for a short duration before gradually slowing back down to its base movement.

Electronics Interference

When a ghost is within 8-10 meters of active electronic equipment (Flashlights, EMF Readers, Spirit Boxes), it will cause the equipment to malfunction. This also serves as a beacon. Ghosts can now detect active electronics in your hand from up to 7.5 meters away. To survive, you must toggle your equipment off before the ghost gets close to your hiding spot.

Smudge Stick Utility

Smudge sticks are the ultimate defensive tool.

  • During a Hunt: Using a smudge stick near the ghost blinds it for 5 seconds (6 for Moroi), allowing you to pass through it or reach a hiding spot.
  • Passive Use: Smudging the ghost room prevents a hunt for 90 seconds (180 for Spirit, 60 for Demon).

Cursed Possessions: Risk vs. Reward

Each map spawns one cursed possession. Using these items provides immediate information at the cost of sanity and the risk of a Cursed Hunt.

  1. Music Box: Locates the ghost. If the box is within 5 meters of the ghost, it will start singing and walking toward the box. If they touch, a Cursed Hunt begins.
  2. Ouija Board: Direct communication. Asking "Where are you?" or "What is your favorite room?" will drain 40-50% sanity but give you the exact ghost room location.
  3. Voodoo Doll: Force interactions. Pining the heart triggers an immediate hunt.
  4. Haunted Mirror: Provides a visual of the ghost room. Looking into it drains sanity rapidly. If sanity hits zero while looking, the mirror breaks and a hunt starts.
  5. Summoning Circle: Forces the ghost to manifest for a photo. After 5 seconds, the ghost initiates a hunt from that spot.
  6. Monkey Paw: Provides wishes (e.g., "I wish to see the ghost") but always with a negative twist (e.g., blinding the player or locking the exit doors).

Identifying the Mimic

The Mimic remains the most common cause of incorrect identifications. It always presents Ghost Orbs as a secondary characteristic, even in Zero-Evidence runs.

If you find Ghost Orbs plus three other evidences, it is a Mimic. If you are playing a "1-Evidence" challenge and you find Orbs, you must check for a second piece of evidence. If you find a second one, the ghost is a Mimic. The Mimic can copy the hunt threshold of a Demon (70%) and the speed of a Revenant (3.0 m/s) in the same match. Vigilance is required when Orbs are present.

Environmental Clues and Room Mechanics

The "Ghost Room" is where the entity spends most of its time and where evidence is most likely to appear. However, ghosts can roam.

Temperature Drops

Freezing temperatures (below 0°C) are a definitive evidence type. However, all ghosts will cause the room temperature to drop slightly. A thermometer reading of 1°C to 5°C simply indicates the ghost's current location, not necessarily "Freezing" evidence. Look for the "cold breath" effect to confirm Freezing evidence without a thermometer.

Interaction Frequency

  • Poltergeists are characterized by high interaction rates. If multiple items fly across the room simultaneously, it is almost certainly a Poltergeist.
  • Shades have the lowest interaction rate. If you spend 10 minutes in a room and only see one door move, consider the Shade.
  • Oni are the opposite of Shades; they are incredibly active when multiple people are in the room, often performing ghost events frequently.

Footstep Audio Analysis

Experienced investigators identify ghosts by the rhythm of their footsteps.

  • The Twins: You may hear two different interaction sounds in different parts of the house almost simultaneously. In a hunt, the speed will be either slightly faster or slightly slower than average, depending on which "twin" initiated the hunt.
  • Myling: If you can only hear the ghost's footsteps when it is already close enough to flicker your flashlight, it is a Myling. Most ghosts' footsteps are audible from further away than their electronic interference range.
  • Footstep Speed Table (Non-Ramping):
    • Deogen (Close): 0.4 m/s (Slowest crawl)
    • Revenant (No LOS): 1.0 m/s (Very slow)
    • Thaye (Old): 1.0 m/s
    • Gallu (Weakened): 1.36 m/s
    • Standard Ghost: 1.7 m/s
    • Gallu (Enraged): 1.96 m/s
    • Obambo (Aggressive): 1.96 m/s
    • Moroi (0% Sanity): 2.25 m/s
    • Hantu (Coldest): 2.7 m/s

Final Investigative Workflow

To maximize efficiency in the v0.16.0.0 meta, follow this sequence:

  1. Locate the Room: Use the Thermometer or listen for throws/door touches.
  2. Setup Evidence Tools: Place DOTS, Writing Books, and Cameras immediately. Check for Orbs.
  3. Test Sanity: Monitor the van's sanity chart. If a hunt starts above 50%, narrow your list to Demon, Thaye, Yokai, Mare, Raiju, or the new Obambo/Dayan.
  4. Listen to the Hunt: If evidence is inconclusive, hide and listen to the footstep speed. Note if it changes based on LOS or distance.
  5. Apply Smudge Test: If you suspect a Spirit, smudge it and wait 3 minutes. If it doesn't hunt, the ID is confirmed.

By treating Phasmophobia as a logic puzzle rather than a horror game, you can achieve a 100% correct identification rate. This data reflects the most current 2026 mechanics and should be referenced mid-hunt for the best results.