Portals are the grind mode that arrived with Anime Expeditions Update 2.0, and running them by hand gets old fast. A macro fixes that, but only if the in-game Auto Play settings do most of the heavy lifting and the recorded clicks handle nothing but the menu navigation between runs.
Quick answer: Set your Auto Play placement position near the back corner of the path, set the placement limit to 1, turn on Auto Retry, then record a short TinyTask loop that clicks the middle portal reward, selects a portal, and presses Start Game.
How the portal macro loop works
The recording itself is short. It covers only the menu clicks that happen after a boss dies, when the portal reward appears and you need to re-enter another portal. Everything inside the actual match is handled by the game’s own Auto Play system, which places your units, upgrades them, and fires abilities without any recorded input.
That split matters. A recorder replays a fixed timeline, so anything that depends on how long a round takes will drift out of sync eventually. Keeping the recording to menu navigation, and letting Auto Retry restart the run, is what keeps the loop stable over long sessions.

Unit loadout for portal farming
Two money units are the backbone of the team. Without enough yen early, Auto Play cannot upgrade anything and the run stalls well before the boss wave. The rest of the slots cover damage and utility.
| Unit | Rarity and type | Why it is in the team |
|---|---|---|
| Ramen Guy | Legendary, Physical | Money unit that funds upgrades |
| Stone Alchemist | Legendary, Physical | Second money unit, doubles income |
| Crow (Black Fire) | Exclusive, Flame, Magical | Illusion and shield-breaking passives |
| Puppet (Telekinetic) | Mythic, Light, Psychic | High damage plus rewind |
| Dark Mage (Sovereign) | Exclusive, Hydro, Magical | Core damage slot |
| Cubert | Exclusive, Hydro, Magical | Support damage, targeting set to None |
Cubert is the one unit with a specific quirk. Set his targeting to None so his cubes stay parked on a single character instead of jumping between enemies.
Auto Play settings to configure first
Open Auto Play Settings before you record anything. These values are saved by the game, so they carry across every loop the macro triggers.
| Setting | Value | Effect |
|---|---|---|
| Select Position | Back corner of the path | Keeps units in range for most of the lane |
| Placement Limit | 1 for your main units | Stops over-placement on tight traitless portals |
| Targeting (Cubert) | None | Cubes stay on one character |
| Auto Retry | Enabled | Required for the run to repeat continuously |
Note: the placement limit is the setting most people skip. Leaving it unrestricted lets Auto Play drop extra copies of a unit, which drains yen you needed for upgrades and is the usual reason a traitless portal run fails halfway through.
Record the portal loop in TinyTask
TinyTask is third-party software that captures your mouse input and replays it. The whole recording should last only a few seconds, so start it at the right moment.

Update 2.0 also added Auto Portal selection and Auto Augment portal settings in-game. If those are configured to your liking, your recording can be shorter still, since the game handles the picking for you.
Choosing which portal to farm
Traitless portals are the harshest test of a loop, because your units get no trait bonuses and the margin for error shrinks. If the setup holds on a traitless run, it will hold anywhere. The Summer Portal on the Coral Kingdom map is a reasonable place to test.
Portals run across five tiers. Tier 5 is where Charged Dust and Djinn’s Treasure drop, both at a 4 percent chance with a 25-run pity, and four of either crafts the matching Secret Portal. That pity counter is the real argument for leaving a loop running — the runs accumulate whether you are watching or not.
How to confirm the loop is running
Once the macro is playing back, the match should show the Auto Playing indicator, units should appear at the position you calibrated, and upgrades should tick up on their own. Watch two full cycles before walking away.

The clean confirmation is the handoff: the boss dies, the reward screen appears, the recorded clicks fire, and a fresh portal starts without you touching anything. If that happens twice in a row, the loop is stable.
Why the loop stops repeating
- Auto Retry is off, so the game sits on the result screen instead of restarting.
- The placement limit was left above 1, so extra units eat the yen your upgrades needed.
- The recording was started too early or stopped too late, capturing clicks that do not line up with the reward screen.
- The portal inventory click lands on nothing because the recorded position no longer matches the first slot.
- Augmentation was recorded on a team that cannot clear the harder version of the portal.
Most failures trace back to the same root cause. The more work you push into the recording, the more fragile it becomes. Keep it to the handful of clicks between one run ending and the next one starting, and let the game’s own Auto Play and Auto Retry settings carry the rest.






