Ghost-type Pokémon are now immune to effects that prevent recall or escape, and they are also guaranteed to flee from any wild battle regardless of Speed.
The Ghost type has the fewest Pokémon of its type in the game, with few additions in each new Pokémon game. They are also unique in the fact that they have a type-specific attack: Curse, which, other than being the only ???-type move before the type was removed in Generation V, works differently for Ghost-type Pokémon than it does for other Pokémon.
Ghost-type Pokémon are used mainly to inflict status effects, like confusion or paralysis. Most Ghost-type moves cause some sort of effect or a status condition. They are a good type to use in Pokémon battling, because of their possession of all-around good attacks, such as Shadow Claw and Shadow Ball. Also, no Pokémon resists a combination of Fighting- and Ghost-type moves, as the only combination capable of this (Normal/Ghost) has never materialized. A combination of Fairy and Ghost-type moves has nearly as good coverage, resisted by onlytwo Pokémon, both from the same evolutionary line.
Prior to Generation VI, Pokémon that are both Dark-type and Ghost-type have no weaknesses (excluding Fighting-type moves used under immunity-negating conditions such as Ring Target or Scrappy), as the resistances of the Dark type cover the weaknesses of Ghost, and vice-versa. In Generation VI, the Fairy type was introduced, which is super effective against Dark and not resisted by Ghost, so these Pokémon now have a weakness to Fairy.
As of Generation VI, Ghost-type Pokémon are immune to all trapping moves and abilities, including Magnet Pull and semi-trapping moves such as Fire Spin. They are also guaranteed to run from wild battles regardless of Speed.
It is a good defensive type, being immune to both Fighting-type, one of the most popular attacking types, and Normal-type, a type with a number of strong or unique moves.
The user takes the target trick-or-treating. This adds Ghost type to the target's type.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.
Interacting with Ghost-type
User of Color Change will be changed into Ghost-type after it is hit with a Ghost-type move. Protean will change its user into Ghost-type when it uses a Ghost-type move. When a Pokémon with Multitype holds a Spooky Plate, it will become a Ghost-type Pokémon. When a Pokémon with Imposter is sent out and its opposite opponent is Ghost-type, it will transform into that Pokémon and turn into Ghost-type. Finally, since Generation VI, Ghost-type Pokémon are immune to Magnet Pull, Arena Trap and Shadow Tag.
Has a 30% chance of disabling any move that hits the Pokémon.
All details are accurate to Generation VI games. For details that have changed between generations, please see an individual Ability's page.
Generation V introduced the most Ghost-type Pokémon of any generation, with nine, and Generation II introduced the fewest Ghost-type Pokémon, with only one.
Generation II introduced the most Ghost-type moves of any generation, with five, and Generation V introduced the fewest Ghost-type moves, with only one.
In Generation I, Ghost-type moves have no effect on Psychic-type Pokémon, though an abundance of evidence suggests that this may have been an error. Multiple sources mention that Ghost-type moves are super effective on Psychic-type Pokémon: official strategy guides published by Nintendo, two episodes of the anime (The Tower of Terror and Haunter versus Kadabra), and even the games themselves, where a Trainer in the Saffron Gym mentions that Psychic-type Pokémon "only fear Bugs and Ghosts" (though the reference to Ghost-type Pokémon was removed in Yellow). This was changed in Generation II to make Ghost moves actually be super effective against Psychic Pokémon.
There are no Ghost-type moves with an accuracy lower than 100%.
While the Ghost type has an immunity to Normal-type moves, several damaging moves that display as Normal can affect them, including Hidden Power (whose actual type varies) and Struggle (Generation II onward).
The only Ghost-type moves with more than 80 base power are Shadow Force and Phantom Force. Both moves take two turns to execute and hit even if the target is protecting itself.
Hex, however, will have a base power of 130 (100 in Generation V) if the target is inflicted with a status ailment.
Along with the Dark type, there are no Pokémon with a type combination doubly vulnerable to Ghost, though in Generation VI the move Trick-or-Treat can be used to create such a combination (Psychic/Ghost) in-battle -- the only type combination to possess a double vulnerability to itself.
As of Generation VI, it is not possible for any Pokémon to possess a double resistance to Ghost. The only Pokémon to possess a double resistance in previous generations are Pawniard and Bisharp.
The Ghost type is the only type immune to two types: Normal and Fighting.
Generation VI is the only generation so far not to introduce a Gym Leader or Elite Four member specialising in Ghost-types.
Offensively, the only differences between Dark and Ghost is that Dark type moves are not very effective on Fighting or Fairy while Ghost does normal damage to those types and Ghost type moves don't affect Normal, while Fighting type moves do super effective damage to it.
In Pokémon Mystery Dungeon, most Ghost-type Pokémon can naturally move through walls. While on a wall tile, they cannot be attacked but can attack their foes, and their Belly empties at a rate of 5 per turn.
In Pokémon Conquest, Ghost-type Pokémon which are not part-Flying or have Levitate are shown with an animation of physically passing through enemies, referencing the common belief that real life ghosts can pass through solid objects. They cannot, however, in-game pass through with any other obstacle on the field.