Best Ghost-Type Fusions for Your Team in Pokémon Infinite Fusion
What are the best Ghost-type fusions in Pokémon Infinite Fusion? After running the numbers through the fusion stat formula, the short answer is: Gengar + Alakazam (Ghost/Psychic), Chandelure + Heatran (Ghost/Steel), and Giratina + Dialga (Ghost/Dragon) sit at the very top — monstrous Special Attack stats, immunities to Normal and Fighting, and game-changing abilities like Levitate and Flash Fire. This guide ranks the 10 best Ghost type fusions in Pokémon Infinite Fusion for your team, with exact typings, calculated stats, ability choices, and build paths in version 6.7.2.
Quick note: pokemon-infinitefusions.site is an unofficial fan guide. We are not affiliated with Nintendo, Game Freak, or the creators of Pokémon Infinite Fusion.

What Makes the Best Ghost-Type Fusions in Pokémon Infinite Fusion
Ghost is the trickiest type in the game — and the most rewarding. Every Ghost fusion is immune to Normal and Fighting, which means free switch-ins against the most common attacking types in Kanto and Johto. Ghost STAB hits Psychic and Ghost super effectively, and in a game full of Psychic-type bosses and Ghost-type rivals, that coverage is premium.
But Ghost has two famous weaknesses — Ghost and Dark — and Ghost attackers are everywhere in the late game. Every fusion below is ranked on four things:
- Does the typing fix Ghost’s problems? Ghost/Steel (Chandelure + Heatran) resists both Ghost and Dark. Ghost/Normal (Mismagius + Blissey) is immune to Ghost entirely. Pure offensive Ghost/Psychic picks accept the weaknesses and simply attack first.
- Special attacker on top. Ghost’s best attackers are special (Gengar 130, Chandelure 145, Giratina’s mixed bulk). The head donates two-thirds of Special Attack, so every sweeper below uses a Ghost head in the exact order listed — check it in the Pokémon Infinite Fusion calculator before fusing.
- Abilities that break the rules. Levitate removes Ground, Flash Fire absorbs Fire, Disguise eats a free hit, Prankster moves first. Fusion lets you pick either parent’s ability — the rankings call out the best choice for each.
- Spinblocking and immunities have real value. A Ghost fusion blocks Rapid Spin and soaks Fighting moves for the whole team. Defensive Ghost fusions earn their rank through utility, not just damage.
New to fusion mechanics? Our guide to how fusion works explains DNA Splicers, head/body order, and the typing rules every pick here depends on.
The 10 Best Ghost-Type Fusions for Your Team, Ranked
Every fusion below keeps the Ghost typing, uses the exact head/body order listed, and has its stats calculated with the official fusion formula. Rankings weigh raw power, defensive typing, ability options, and realistic availability.
#1 Gengar (Head) + Alakazam (Body) — The 117-Speed Nightmare
Type: Ghost/Psychic | Key stats: 132 Sp. Attack, 117 Speed | Abilities: Levitate, Cursed Body, Synchronize, Inner Focus, or Magic Guard
The classic “Gengazam” — and still the best Ghost fusion in Pokémon Infinite Fusion. 132 Special Attack with 117 Speed: Gengar’s head donates 130 Special Attack at two-thirds weight, Alakazam’s body adds one-third of its 135, and the Speed averages to a blistering 117. Shadow Ball + Psychic + Focus Blast hits every type for at least neutral damage, and Sludge Bomb is there for the Fairy types.
Levitate removes the Ground weakness, leaving only Ghost and Dark as weaknesses alongside immunities to Normal and Fighting. Cursed Body disables contact moves 30% of the time — devastating against physical attackers. Magic Guard (from Alakazam) enables a Life Orb set with zero recoil or hazard damage. Default to Levitate for the safest profile; the frailty (58 HP, 50 Defense) means it cannot afford mistakes. Timid nature, maximum Speed — attack first, attack last-never.
How to build it: Gastly in the Lavender tower area, Abra on the early routes west of Cerulean. Both halves are available in the first third of the game — this is the rare #1 pick you can build almost immediately. Our Gengar guide and Alakazam guide cover each half.
#2 Chandelure (Head) + Heatran (Body) — The 140 Special Attack Furnace
Type: Ghost/Steel | Key stats: 140 Sp. Attack, 101 Defense, 95 Sp. Defense | Abilities: Flash Fire, Flame Body, or Infiltrator
The highest Special Attack on this list — 140 — on a Ghost/Steel typing that resists Ghost and Dark, is immune to Poison, Normal, and Fighting, and shrugs off ten types total. Chandelure’s head donates 145 Special Attack; Heatran’s body donates its Steel secondary typing and 106 Defense. Shadow Ball and Flash Cannon form a brutal STAB pair, Fire Blast punishes the Steel types that resist Ghost, and Energy Ball covers Water and Ground.
Flash Fire is the star: it absorbs Fire attacks — one of Ghost/Steel’s four weaknesses — for a free Special Attack boost. Opponents simply stop clicking Fire moves, which is a win by itself. Flame Body punishes contact attackers with burns. The honest weaknesses: Ground, Fire (without a Flash Fire boost banked), Ghost, and Dark — plus 78 Speed means it needs Trick Room or Tailwind support. Modest nature, Shadow Ball, Flash Cannon, Fire Blast, Trick Room or Substitute.
How to build it: Litwick is a mid-game catch that evolves into Chandelure with a Dusk Stone; Heatran is a late/post-game legendary encounter. A mid-to-late-game project with endgame payoff.
#3 Giratina (Head) + Dialga (Body) — The Post-Game God
Type: Ghost/Dragon | Key stats: 133 HP, 120 Defense, 117 Sp. Attack, 113 Sp. Defense | Abilities: Pressure, Telepathy, or Levitate
133 HP with 120/113 defenses and no bad stat — Giratina + Dialga is the bulkiest offensive Ghost fusion in the game. Ghost/Dragon hits everything except Normal (immune) and Fairy for neutral or better, and the bulk lets it set up Calm Mind or tank hits that would delete every other pick on this list. Shadow Force, Draco Meteor, Aura Sphere, and Thunder Wave or Will-O-Wisp give it offense and disruption in one slot.
Pressure drains PP in long legendary and boss fights — genuinely valuable in the post-game gauntlet. Levitate (Origin Forme) removes the Ground weakness. The weakness list (Ghost, Dark, Ice, Dragon, Fairy) is long but the bulk covers it; 90 Speed is the real limitation. This is strictly a post-game reward — both halves are late legendary encounters — but nothing else on this list survives what it survives. Our post-game guide maps the legendary hunt.
#4 Mimikyu (Head) + Aegislash (Body) — The Free-Hit Phantom
Type: Ghost/Steel | Key stats: 120 Defense, 117 Sp. Defense | Abilities: Disguise or Stance Change
Disguise eats the first hit for free — and on a Ghost/Steel typing with 120/117 defenses, that free turn is usually a Swords Dance. Then 63 Attack (boosted to effectively 126 after one Dance) with Shadow Claw, Iron Head, Play Rough, and Shadow Sneak priority sweeps. You choose one ability when fusing: Disguise is almost always correct, because a guaranteed setup turn is worth more than anything Stance Change offers a fusion with these stats.
Ghost/Steel resists Ghost and Dark and ignores Poison, Normal, and Fighting — the defensive profile is nearly as good as #2’s, with a completely different (physical setup) playstyle. 72 Speed and 57 HP are the honest flaws; Disguise covers exactly one of them, so bring it in safely via a slow U-turn or after a teammate faints. Adamant nature, Swords Dance, Shadow Claw, Iron Head, Shadow Sneak.
How to build it: Mimikyu is a later-region catch; Honedge evolves into Aegislash mid-to-late game. A patience build with a unique guaranteed-setup gimmick.

#5 Cofagrigus (Head) + Snorlax (Body) — The Trick Room Terror
Type: Ghost/Normal | Key stats: 92 HP, 92 Defense, 107 Sp. Defense, 90 Attack | Abilities: Mummy, Thick Fat, Immunity, or Gluttony
Ghost/Normal is immune to three types — Normal, Fighting, and Ghost — and weak only to Dark. Cofagrigus’s head donates the Ghost typing and 145 Defense leaning into 92; Snorlax’s body donates 160 HP and the Normal typing for 92 HP. Mummy replaces the attacker’s ability on contact — it deletes Huge Power, Speed Boost, and every other contact ability in the game just by being touched.
At 30 Speed it is the slowest pick on this list, which makes it a Trick Room monster: under Trick Room it moves first with 90 Attack Shadow Claw, Body Slam, Earthquake, and Curse or Stockpile. Thick Fat halves Fire and Ice damage as the safe alternative to Mummy. This is a doubles and Trick Room specialist — on a standard fast team it never moves. Brave nature, zero Speed IVs, Trick Room, Shadow Claw, Body Slam, Curse.
How to build it: Yamask is a mid-game catch evolving into Cofagrigus; Snorlax blocks Kanto routes (Poké Flute required). Our Snorlax guide covers the catch.
#6 Gengar (Head) + Gyarados (Body) — The Intimidate Raider
Type: Ghost/Flying | Key stats: 107 Sp. Attack, 105 Attack, 91 Speed | Abilities: Intimidate, Levitate, or Moxie
Intimidate on a Ghost fusion changes the math: switch in on a physical attacker, drop its Attack, and suddenly 73 Defense is enough. Gengar’s head keeps 107 Special Attack with Shadow Ball and Sludge Bomb; Gyarados’s body adds 105 Attack for Waterfall and Earthquake and the Flying secondary typing — which means immunity to Ground, Normal, and Fighting in one package. Mixed stats (107/105) make it genuinely unpredictable.
Levitate is redundant with the Flying typing’s Ground immunity, so Intimidate is the pick — or Moxie for a snowballing sweeper set. Weaknesses to Electric, Ice, Rock, Ghost, and Dark demand careful switching, but as a pivot that debuffs on entry and threatens both sides, it earns its team slot. Naive nature, Shadow Ball, Waterfall or Bounce, Earthquake, Taunt or Destiny Bond.
How to build it: Gastly early; Magikarp is the infamous Old Rod catch that evolves into Gyarados at level 20. One of the cheapest builds on this list — our Gyarados guide has the details.
#7 Mismagius (Head) + Blissey (Body) — The Nasty Plot Wall
Type: Ghost/Normal | Key stats: 125 HP, 115 Sp. Defense, 95 Sp. Attack | Abilities: Levitate, Natural Cure, Serene Grace, or Healer
A special wall that sets up and sweeps: 125 HP and 115 Special Defense with immunity to Normal, Fighting, and Ghost, weak only to Dark. Nasty Plot doubles the modest 95 Special Attack in one turn, and behind 125/115 bulk it usually gets two. Shadow Ball + Dazzling Gleam or Power Gem covers everything that resists Ghost, and Pain Split or Soft-Boiled keeps it healthy.
Levitate removes Ground for a fourth immunity — comically safe switching. Natural Cure shakes status on switch. The honest flaw is 27 Defense: any physical Dark move (Knock Off, Crunch) ends it instantly, so scout for those before setting up. Timid nature, Nasty Plot, Shadow Ball, Dazzling Gleam, Pain Split. A specialist that wins the matchups it is built for and loses the ones it is not — plan accordingly on the team builder.
How to build it: Misdreavus is a night encounter in Johto areas, evolving with a Dusk Stone; Chansey is the Safari Zone’s famous catch, evolving into Blissey. Mid-to-late-game assembly.
#8 Banette (Head) + Mawile (Body) — The Huge Power Prankster
Type: Ghost/Fairy | Key stats: 95 Attack (190 effective with Huge Power) | Abilities: Huge Power, Prankster, Intimidate, or Hyper Cutter
The ability choice is the whole pick. Huge Power doubles 95 Attack to an effective 190 — Shadow Claw, Play Rough, and Sucker Punch off 190 Attack with Ghost/Fairy STAB deletes anything that does not resist it. Prankster is the alternative: priority Will-O-Wisp, Taunt, and Destiny Bond on a typing immune to Normal, Fighting, and Dragon.
Ghost/Fairy is a genuinely great offensive typing — only Steel resists the STAB combination — and the immunities give it free switch-ins. The flaws are real: 59 HP, 55 Speed, and a weakness to Ghost and Steel. Play the Huge Power set as a wallbreaker (switch in on a Fighting move, delete something, switch out) or the Prankster set as pure disruption. Adamant for Huge Power (Shadow Claw, Play Rough, Sucker Punch, Destiny Bond) or Careful for Prankster (Will-O-Wisp, Taunt, Shadow Sneak, Pain Split).
How to build it: Shuppet is a mid-game catch evolving into Banette; Mawile is catchable in cave and rocky areas mid-game. No legendaries, no post-game — the most accessible gimmick on this list.
#9 Palossand (Head) + Hippowdon (Body) — The Sand Castle
Type: Ghost/Ground | Key stats: 115 Defense, 100 Attack, 93 HP | Abilities: Sand Stream, Water Compaction, or Sand Veil
A physical wall with a weather engine: 115 Defense, immunity to Normal, Fighting, and Electric, and Sand Stream chipping the opponent every turn while boosting its own Special Defense. Shore Up (Palossand’s signature recovery, boosted in sand) plus Slack Off-style sustain means it simply does not die to physical attackers. Shadow Ball, Earth Power, Shore Up, and Stealth Rock or Toxic.
The flaws: 74 Special Defense even in sand is mediocre, 43 Speed never moves first, and weaknesses to Ghost, Dark, Grass, Water, and Ice are a lot of common coverage. Water Compaction is the fun alternative — +2 Defense every time it is hit by Water — turning its Water weakness into a trap. This is a sand-team role player, not a solo star: pair it with Sand Rush sweepers and a special wall. Impish nature, maximum Defense.
How to build it: Sandygast appears on beaches and sandy areas, evolving into Palossand; Hippopotas is a desert-area catch evolving into Hippowdon. A thematic late-mid-game build for sand teams.
#10 Drifblim (Head) + Staraptor (Body) — The Aftermath Kamikaze
Type: Ghost/Flying | Key stats: 128 HP, 107 Attack, 93 Speed | Abilities: Aftermath, Unburden, Intimidate, or Reckless
128 HP with Aftermath: when it faints to a contact move, the attacker loses a quarter of its health. The game plan is gloriously simple — switch into a Fighting or Normal move (both immunities), set up Stockpile or hit hard with Acrobatics and Shadow Ball, and when it finally goes down, take a chunk of the killer with it. Unburden doubles Speed after consuming its item (usually a Flying Gem or Berry), turning 93 Speed into a genuine sweeper stat for one glorious run.
It ranks tenth because 61/56 defenses behind 128 HP still fold to strong super effective hits, and the ability is a one-time trick. But as a lead or a momentum pivot that always trades up, it is more valuable than its stats suggest. Jolly nature for the Unburden set (Acrobatics, Shadow Ball, Stockpile, Baton Pass or Destiny Bond) or Adamant for Aftermath disruption.
How to build it: Drifloon is an early-balloon encounter evolving into Drifblim; Starly is one of the earliest catches in the game, evolving into Staraptor. The cheapest Ghost fusion on this list and a great first project.
Honorable Mention: Shedinja and the Wonder Guard Trick
No Ghost fusion discussion is complete without Shedinja. Its Wonder Guard ability blocks all damage that is not super effective — and when fusing, you can put Wonder Guard on a fusion whose typing has few weaknesses. The classic is Shedinja as the body (Bug/Ghost): the body donates Wonder Guard as an ability option while the head provides a typing with minimal weaknesses. A Wonder Guard fusion with only one or two weaknesses and immunities everywhere else is functionally unkillable outside of status, weather, and entry hazards.
The honest caveats: Wonder Guard fusions still die to burn, poison, sandstorm, hail, Stealth Rock, and any super effective hit — and building one requires evolving Nincada with an empty party slot and a spare Poké Ball, which is fiddly. It is a gimmick, not a team core. Fun to build, unreliable to rely on — preview the exact weakness list in the Pokémon fusion tool before you commit a playthrough to it.
Where to Catch Ghost Types in Pokémon Infinite Fusion
Ghost hunting starts early. Gastly haunts the Lavender Town tower area — the earliest Ghost catch in the game and half of the #1 fusion. Misdreavus appears as a night encounter in Johto areas. Shuppet and Duskull are mid-game catches in their respective areas. Drifloon floats around as an early encounter and evolves into the bulky Drifblim. Yamask, Litwick, and Honedge are mid-game catches; Mimikyu, Sandygast, and Palossand‘s pre-evolution appear in the later regions.
The legendary halves — Giratina and Dialga — are post-game encounters, and Heatran is a late-game legendary. Check exact locations in the Infinite Fusion Dex, which lists every encounter. Start with Gengar + Alakazam or Drifblim + Staraptor, and graduate to the legendary builds after the Elite Four — our Elite Four guide will get you there. New to the game? Download Pokémon Infinite Fusion (version 6.7.2) and start your haunted team today.

Best Ghost Fusions FAQ
What is the best Ghost fusion in Pokémon Infinite Fusion?
Gengar (head) + Alakazam (body) is the best Ghost-type fusion in Pokémon Infinite Fusion. Ghost/Psychic typing with 132 Special Attack and 117 Speed outruns and outguns nearly everything, with Levitate, Cursed Body, and Magic Guard as ability options. Both halves are catchable in the first third of the game, making it the rare #1 pick that is also the most accessible.
What is the bulkiest Ghost fusion?
Giratina + Dialga (133 HP, 120 Defense, 113 Special Defense) for legendary bulk, or Mismagius + Blissey (125 HP, 115 Special Defense) without legendaries. For physical walling, Palossand + Hippowdon (115 Defense, Sand Stream) and Cofagrigus + Snorlax (triple immunity) are the best non-legendary options.
How do I deal with Dark types as a Ghost team?
Dark is immune to Psychic and super effective against Ghost, so it is the hardest matchup. Answers on this list: Banette + Mawile (Fairy STAB hits Dark super effectively), Mimikyu + Aegislash and Chandelure + Heatran (Steel resists Dark), and Fighting coverage (Focus Blast, Aura Sphere) on the special attackers. Never leave a pure Ghost/Psychic fusion in on a Dark type — switch to your Steel or Fairy answer.
Should the Ghost Pokémon be the head or the body?
The head, in most cases. The head donates the Ghost primary typing (with its Normal and Fighting immunities) and two-thirds of Special Attack — exactly what Ghost sweepers want. The body exceptions are ability donors: Shedinja as a body donates Wonder Guard, and Snorlax or Blissey as bodies donate HP and the Normal typing. For standard builds, Ghost goes on top.
Are Ghost fusions good for Nuzlocke runs?
The bulky ones are: Mismagius + Blissey and Cofagrigus + Snorlax forgive mistakes with huge HP and immunities. The fast sweepers (Gengar + Alakazam, Chandelure + Heatran) are high-risk — one mispredicted Sucker Punch ends the run. Our best fusions for Nuzlocke guide ranks the safest picks across every type.
Conclusion
The best Ghost-type fusions in Pokémon Infinite Fusion turn the game’s trickiest type into its most versatile: Gengar + Alakazam for unmatched speed and power, Chandelure + Heatran for 140 Special Attack on a Ghost/Steel fortress, and Giratina + Dialga for post-game immortality. Start with the early catches, preview every combination in the fusion calculator, and build your haunted squad on the team builder — this unofficial fan guide will keep the rankings updated as version 6.7.2 evolves.
