The metrics of Ingress are as follows:


Meters: distances are checked in the metric unit of meters
Speed Limit:

The Trekker badge checks that an agent is going less than 8 km/h.
The Speed Lock checks that an agent is going slower than 60 km/h.

Check PointsEdit

Checkpoints are 5 hour MU progress checks for both the global and the Cell level. At every Checkpoint, the fields are assessed for their MU value and added together. They are not added to previous check points. The Checkpoints can be seen in the Intel Tab of the OPS menu. There are 35 Checkpoints for every Cycle where the average MU is taken for the final score.


Global Scores

Global scores. The countdown to the end of the cycle is at the bottom right; previous cycle scores can be seen by tapping "History" at the bottom left.

Cycles, also known as septi-cycles[1], are 175 hour "finish lines" that average the MU from 35 Check Points. The score is counted at the Global level and, as of v1.43.1, the Cell level.[2]

The ongoing tally can be seen under the "Intel" tab of the OPS menu. Previous cycle scores can be viewed by tapping "History" at the bottom left corner. In addition, the top 50 agents from each faction are ranked by their MU control throughout the cycle, which can be seen by tapping "See other agents" under the cell map.

Cycles have no real effect on gameplay, other than acting as a scoreboard.[3] However, in rare cases cell scores at the end of a cycle have been used to determine the outcome of an anomaly, such as during Helios.[1]



  1. 1.0 1.1 [1] "Stuart Davis's answer to What is an Ingress global cycle? What happens when a cycle ends?"
  2. [2] Downs, Dustin. "Regional Scoring – This Changes Everything"
  3. [3] "So, what happens at the end of cycles?"

Exotic MatterEdit

XM Glyph

Exotic Matter or XM is a resource collected by the Scanner and depleted with most actions made with the scanner. XM is represented as glowing blue dots throughout the world. XM tends to appear more around areas of high mobile phone usage, such as public transport stops and city centers. The scanner stores XM and uses it to perform most actions other than collecting more XM and restoring XM via a Power Cube. If the XM stored reaches critical levels (below 1%) the scanner will become disabled until sufficient XM has been restored. In addition to being unable to perform any actions that require XM, a disabled scanner may not be able to perform other actions such as viewing resonators or mods. A disabled scanner can still activate a Power Cube.

To acquire more XM, the scanner needs to be brought within the action range (40 meters, shown by the orange ring); the XM will be drawn to the scanner and added to the total carried. XM can be collected about every 3 seconds. XM can also be obtained by using Passcodes and Power Cube Power Cube. The XM collected disappears from the game until it naturally regenerates after about 25 minutes.

The bar next to your level shows how much XM you have relative to your total capacity. Capacity increases along with your level. Once you have reached 100%, you cannot pick up any additional XM.

Access Level XM Capacity
L 1 3,000
L 2 4,000
L 3 5,000
L 4 6,000
L 5 7,000
L 6 8,000
L 7 9,000
L 8 10,000
L 9 11,500
L 10 13,000
L 11 14,500
L 12 16,000
L 13 17,500
L 14 19,000
L 15 20,500
L 16 22,000

Mind UnitsEdit

Scoring Timeline
Mind Units ( MU) are the primary scoring metric of Ingress. Mind Units represent the population within a Control Field Δ. MU is calculated once at each Check Point! for Cell scores every 5 hours and combined into the Global score. However, only Cycle ○ scores (35 checkpoints; 175 hours) will be recorded into global history. If a Control Field covers multiple Cells at a scoring Checkpoint, the MU is divided proportionally between the regional Cells that the Field covers based on the fraction of the area of the Control Field that is in each Cell.


From the Scanner, touch OPS > INTEL to access the Global MU view.

Regional Mind Unit scoringEdit

This competition hinges on maintaining control of those Mind Unit fields through key scoring Checkpoints that happen every 5 hours. Each competition period has a 175 hour duration. If a Control Field is maintained through the Checkpoint time, then those Mind Units are added to that faction's running score in that Cell. The faction with the highest average Mind Unit score at 175 hour Cycle end, wins that Cycle.

The ENL and RES bar charts show the average MU scored during the current 175 hour competition Cycle. This score is not the same as the global MU count shown on the Intel Map, which reflects total MU held at that point in time.

  • Regional Cell View

Each geographic Cell has a unique codename. For example, the Cell in the image above is identified as AM01-CHARLIE-02. Cell codenames currently cannot be nicknamed by Agents.

The ENL and RES bar charts show the the average MU scored during the current 175 hour competition Cycle. This score is an average of the Mind Units that are maintained by each faction through the scoring Checkpoints that occur every 5 hours.

Touching History will show the historical results of Cycles for that particular Cell.

  • Top Agents

Touch SEE OTHER AGENTS from the regional Cell view to display the top 50 Agents per faction for the current Cycle and Cell.

The Top Agents are ranked by MU captured during the current Cycle. Only the Agent who creates the third link and completes a Field will receive MU credit toward the Top Agents list. If you created a Field that was destroyed before a Checkpoint measurement, the MU would count toward your Top Agents ranking but not towards the total regional Cell score.

  • View Other Cells

Touch CELL ACTIVITY to view a list of neighboring Cells that surround the regional Cell in which you are currently located. You can view Cell Activity for nearby Cells, but we don’t currently offer an option to search for or view specific Cells.

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