A portal is an aperture in the fabric of space through which exotic matter is emitted into our world. Ingress gameplay revolves around control of portals.


Portals appear in the scanner as glowing fountains of slowly rising XM particles. Neutral (uncaptured) portals are small and grey, and only occasionally emit XM particles. When an agent captures a portal, it changes to that faction‘s color: green for the Enlightened and blue for the Resistance. As agents upgrade a portal, it will become larger and spew more XM into the air. As a portal’s energy level drops, the XM particles rising from the portal fade to white.

A portal will also periodically generate XM on the ground around itself. The amount of XM generated is 10% of the portal’s current energy level. For example, a fully-charged L8 portal will have 48,000 energy, which means it will generate 4,800 XM on the ground. XM is regenerated every 10-15 minutes or so.


Portals have eight slots where agents can deploy resonators. These devices store XM and strengthen the portal. They appear around the portal in the scanner, with a colored beam connecting each one to the portal. The color of the resonator and the color of the connecting beam indicates the resonator’s level. Each slot can accommodate one resonator.

When all eight slots are empty, the portal is said to be neutral or uncaptured. Deploying a resonator on a neutral portal captures it, claiming it for your faction. Once all eight slots are occupied by resonators, the portal is said to be fully powered. A portal that is fully powered can be additionally strengthened by replacing existing resonators with ones of higher level; this is called upgrading them.

Resonators are destroyed when their XM energy levels are depleted; this can be caused by enemy attacks or natural decay over time. As a resonator weakens, the beam that connects it to the portal will grow dim. Resonators destroyed by a weapon shatter with a distinctive sound. When all resonators on the portal are destroyed, it briefly turns red, then reverts to neutral status.


Mods are items which you can install on a portal to alter its attributes (see below). Every portal has four mod slots, each of which can accommodate a mod. However, if you already own two mods on a portal, you won’t be allowed to install another. There are seven types of mods:

A portal that is equipped with at least one shield mod will have a visible dome that appears intermittently over it. Other mods are not visible without opening the mod status screen. Mods appear above the portal briefly when they are installed or destroyed.


Portals have attributes which can be improved by mods:

  • Burnout Insulation: Increases the number of hacks that can be performed on the portal by a single agent before it burns out. Each unit of burnout insulation increases the number of hacks by one. Burnout insulation is provided by multi-hacks.
  • Force Amplifier: Force amplification multiplies damage from a portal’s counterattack. It is increased by installing force amps.
  • Hack Speed: Indicates a percentage amount by which this portal’s cooldown time has been reduced, allowing you to hack it more quickly. Hack speed is increased by applying heat sinks. For example, a portal with a single very rare heat sink results in a hack speed of 70%, meaning that the portal will cool down in 90 seconds rather than 300.
  • Hit Bonus: The hit bonus results in a portal’s counterattack inflicting increased damage, although the exact mechanism that dictates how this is applied is still uncertain at this time. Hit bonus is increased by installing turrets.
  • Link Defense Boost: Links provide damage mitigation to resonators. A SoftBank ultra link boosts this mitigation by 50%.
  • Outgoing Link Bonus: Normally, a portal can support up to eight outgoing links. SoftBank ultra links add support for another eight outgoing links each.
  • Range: The maximum distance of remote portals to which this portal can be linked. The portal’s range can be increased by deploying or upgrading resonators or installing link amps.
  • Shielding: Shielding contributes to a portal’s mitigation, which reduces the amount of damage incurred by the portal’s resonators when attacked. Note that links also contribute to mitigation, and that the two combined are capped at 95. Adding shields to a portal whose mitigation is already at 95 will not increase it further. However, it may help the portal last longer if another shield is stripped off in an attack.
  • Strike Factor: The strike factor results in a portal’s counterattack inflicting increased damage, although the exact mechanism that dictates how this is applied is still uncertain at this time. Strike factor is increased by installing turrets.
  • XM-Spin: Alters the balance of offensive and defensive items hacked from a portal. Possible values are -1 (more offensive items), 0 (balanced), and 1 (more defensive items). A portal’s spin is altered by installing transmuters.


Powerups improve portals (somewhat similar to mods), but do not occupy a mod slot, and only one of any type can be deployed at a time on a portal. Currently, there are two types of powerups, both of which are premium items:

The Portal Information Card

portal info cardTapping on a portal in your scanner or selecting its key brings up the portal information card. This screen gives you an at-a-glance summary about the portal and its current status:

  • At the top is the title bar, which displays the portal’s name.
  • At the top-left is the portal’s level.
  • At the top-right is a share icon. Tap it to share an image of the portal with its displayed resonators and mods on social media or with other applications.
  • Below the title is a photo of the portal, if available. Tapping this picture will bring up another screen where you can see all the available photos of this portal and read its description, if it has one. This sub-screen also makes several other actions available:
    • Tap the thumbs-up icon to “like” the photo that is currently shown; the main photo for the portal is the that is most liked.
    • Tap the camera icon to add your own photo to the gallery.
    • If the portal does not already have a description, an “Add Description” will be shown.
    • Tap “Edit” to update the portal’s title, location, or description; or to report the portal as invalid.
    • Tap “Done” to return to the portal information card.
  • Below the photo is a diagram showing the portal’s eight resonator slots. Each slot with a deployed resonator displays its level and a meter displaying its current store of XM; the meter will be green or blue according to the faction that controls the portal. The north resonator is the third one from the left on the top row.
  • If the portal is controlled by your faction and is fully powered, the “LINK” button will appear at the center of the resonator diagram. If you are in range of the portal (within 40 meters), it will light up. Tap it to link this portal to another one.
  • Below the resonator diagram is the key button. It is lit up if you hold a key to the portal (that is not stored in a capsule). If you hold more than one key to the portal, the number of keys will be displayed to the left the button. Tapping the button allows you to view that portal remotely, the same as if you had tapped its key in the inventory.
  • To the right of the key button is a readout showing the portal’s total energy (XM) level. This is the sum of the energy stored in each resonator. The more energy the portal has, the more damage must be inflicted to neutralize the portal.
  • The name of the portal’s current owner is displayed to the right of the photo and below the title bar. The owner is the agent who most recently captured the portal. You can long press their name to view their profile or send them a message in comm.
  • Finally, running down the right side below the owner display are seven buttons. They are:
    • HACK portal: Hacking portals is the principal way to obtain items for your inventory. Long-pressing the hack button begins the glyph hacking mini-game; the meter that appears above the button is intended to clue you in to this feature. Disabled if you are not in range of the portal.
    • DEPLOY resonator: Displays the resonator status screen, from which you can deploy resonators if you are in range and it is not controlled by the enemy. For portals which are out of range or aligned with the enemy, the button’s label changes to “DEPLOY status.” Always enabled.
    • RECHARGE resonators: Displays the recharge screen, from which you can recharge this portal’s resonators. Disabled if the portal is not friendly, is already fully charged, or is not in range and you don’t hold its key.
    • MOD status: Displays the mod status screen, from which you can install mods if you are in range and if the portal is friendly. Always enabled.
    • NAVIGATE to portal: Selects this portal as the current navigation objective. If this portal is already the current navigation objective, the caption changes to “NAVIGATE OFF.” Always enabled.
    • MISSIONS: Displays a list of missions which can be started at this portal. (These portals will have a small yellow ring around them in the main scanner view.) Disabled if there are no missions available for this portal.
    • OK: Closes the portal information card and returns to the previous screen.


Action Cost Range Glyph Hacking Zap
Hack Flip Link* Zap Glyphs Time Limit Time/Glyph
1 50 XM 1,000 XM 0.16 km 40 m 1 20 sec 20 sec 262 XM
2 100 XM 2,000 XM 2.56 km 45 m 2 20 sec 10 sec 437 XM
3 150 XM 3,000 XM 12.96 km 50 m 3 20 sec 6⅔ sec 612 XM
4 200 XM 4,000 XM 40.96 km 55 m 3 19 sec 6⅓ sec 833 XM
5 250 XM 5,000 XM 100.00 km 60 m 3 18 sec 6 sec 1,050 XM
6 300 XM 6,000 XM 207.36 km 65 m 4 17 sec 4¼ sec 1,400 XM
7 350 XM 7,000 XM 384.16 km 70 m 4 16 sec 4 sec 1,750 XM
8 400 XM 8,000 XM 655.36 km 75 m 5 15 sec 3 sec 2,187 XM

* Minimums; portal upgrades can increase these values