Augment | Augment Bonus | Tier |
---|---|---|
Big Gains | Your team gains 80 bonus Health, and permanently gains 10 Health every 2 takedowns. | 2 |
Crash Test Dummies | Gain 2 Target Dummies. Combat start: Your Target Dummies launch themselves towards the largest clump of enemies and Stun them for 1 seconds. | 2 |
Crown Guarded | Gain a Crownguard. Your Crownguards' start of combat effect is 75% stronger. | 2 |
Fully Adapted | Gain an Adaptive Helm. Champions holding this item gain both effects, regardless of position. | 2 |
Heavy Hitters | Your units with at least 1500 max Health gain Attack Damage and Ability Power equal to 1% of their max Health. | 2 |
Heroic Grab Bag | Gain 2 Lesser Champion Duplicators and 4 gold. This item allows you to copy a 3-cost or less champion. | 2 |
Inspiring Epitaph | When a unit dies, the nearest ally gains a 25% max Health Shield and 10% stacking Attack Speed. | 2 |
Learning to Spell | Your team gains 10 bonus Ability Power, and permanently gains 1 Ability Power every 2 takedowns. | 2 |
Little Buddies | Your 4-cost and 5-cost champions gain 75 Health and 9% Attack Speed for every 1-cost and 2-cost champion on your board. | 2 |
Low Interest Rates | Your max interest is capped at 3 gold but you gain 2 gold at the start of every player combat. Interest is extra gold you gain per 10g saved. | 2 |
Lucky Streak | Gain a Gambler's Blade and a Magnetic Remover. Gambler's Blade helps you gain gold. | 2 |
Scapegoat | Gain a Training Dummy and 2 gold. If it is the first to die each player combat, gain 1 gold. | 2 |
Shock Treatment | Gain a Statikk Shiv. Your Statikk Shivs' chain lightning effects deal 40-125% more damage (based on stage level). | 2 |
Twin Terror I | When you field exactly 2 copies of a champion, they both gain 350 Health and 35% Attack Speed. Anytime you 3-star, gain a 2-star copy. | 2 |
Altruist Crest | Gain an Altruist Emblem and a Riven. | 2 |
Mind Over Matter | Arcanists grant 250% of their combined Ability Power as bonus Health to your Training Dummies. Get an Ahri and a Training Dummy. | 2 |
Arcanist Crest | Gain an Arcanist Emblem and a Lux. | 2 |
Raid Boss | Combat start: Your strongest Behemoth gains 20% Health. When other Behemoths die, they transfer 20% of their Armor and Magic Resist to it. Gain a Cho'Gath and a Malphite. | 2 |
Behemoth Crest | Gain a Behemoth Emblem and a Malphite. | 2 |
Bruiser Crest | Gain a Bruiser Emblem and an Aatrox. | 2 |
Well Fed | Bruisers heal 2% of their max Health every 1 second. Gain a Kobuko and a Rek'Sai. | 2 |
Dragon's Spirit | Gain a Dragon's Claw. Every time you heal 8000 Health with Dragon's Claws, gain an item component, up to 4. (Current: TFTUnitProperty.item:TFT11_Augment_DragonSpirit_HealthHealed) | 2 |
Enter the Dragon | After the dragon strikes, Dragonlords deal 20% bonus true damage. Gain a Janna. | 2 |
Dragonlord Crest | Gain a Dragonlord Emblem and a Janna. | 2 |
Mulched | Every round, gain 2 Dryad stacks. Dryads deal 10% additional damage. Gain a Rek'Sai and a Gnar. | 2 |
Dryad Crest | Gain a Dryad Emblem and a Gnar. | 2 |
Extended Duel | Your Duelists start combat with 3 stacks. At max stacks, they gain 10% Omnivamp. Gain a Darius and a Yasuo. | 2 |
Duelist Crest | Gain a Duelist Emblem and a Qiyana. | 2 |
Dynamic Duo | Get a random 5-cost champion and a random champion that shares a trait with them. Get 10 gold. | 2 |
Epoch | Now, and at the start of every stage, gain 6 XP and 3 free rerolls for that round only. | 2 |
Epoch+ | Now, and at the start of every stage, gain 8 XP and 3 free rerolls for that round only. | 2 |
Venerable Piggy Bank | Gain 2 Exalted Champions. Your Exalted Soul Core gains gold instead of XP. If you lose combat, it gains 3 bonus gold. If there no 1 or 2-cost Exalted champions, get one 3-cost instead. | 2 |
Fated Crest | Gain a Fated Emblem and a Kindred. | 2 |
Fortune Crest | Gain a Fortune Emblem and a Teemo. | 2 |
Storied Champion | Gain a 2-star Garen. Your strongest Garen's Ability now grants stacking max Health instead of Shield. If he has more max Health than his target, his Ability deals 40% bonus true damage. | 2 |
Haunted House | Enemies that die while haunted by Ghostly pass 1 extra spectre to a nearby enemy. Gain a Caitlyn and a Shen. | 2 |
Ghostly Crest | Gain a Ghostly Emblem and an Shen. | 2 |
Divine Rolls | At the start of every stage, including this one, gain 4 free rerolls + 1 for each of your Heavenly champions. Gain a Kha'Zix and a Malphite. | 2 |
Heavenly Crest | Gain a Heavenly Emblem and a Neeko. | 2 |
Inkshadow Crest | Gain an Inkshadow Emblem and a Senna. | 2 |
Mana Shield | Whenever an Invoker casts, grant the lowest Health ally Shield equal to 250% of Mana spent. Gain a Janna. | 2 |
Invoker Crest | Gain an Invoker Emblem and a Janna. | 2 |
Lucky Paws | Gain a 2-star Kobuko. Your strongest Kobuko's Ability deals 300% damage. If Kobuko kills an enemy, they have a 100% chance to drop 1 gold. | 2 |
It's Going to be Epic | Every time a unique Mythic champion becomes Epic, gain 2 player health and 3 gold. Gain a Cho'Gath and Kog'Maw. | 2 |
Mythic Crest | Gain a Mythic Emblem and a Neeko. | 2 |
Drop Blossom! | Gain a Neeko. Your strongest Neeko's spell Heals 25% more, and slams for 30% increased damage. Each cast increases the spell radius by 1. | 2 |
Boiling Point | Porcelains' attacks grant 5 bonus Mana. While boiling, their attacks also Burn and Wound. Gain a Lux. | 2 |
Porcelain Crest | Gain a Porcelain Emblem and a Lux. | 2 |
Prizefighter | Gain 1 item component(s). Every 3 wins gives you an item component. | 2 |
Raining Gold | Gain 9 gold now and 1 gold every round. | 2 |
Raining Gold+ | Gain 18 gold now and 1 gold every round. | 2 |
Grim Harvest | Your Reapers gain 8% Critical Strike Chance and 4% Omnivamp. They gain this bonus again every time they get a takedown. Gain a Kindred. | 2 |
Reaper Crest | Gain a Reaper Emblem and a Kindred. | 2 |
ReinFOURcement | The next 4-cost champion you buy is instantly upgraded to 2-star. Get 4 gold. | 2 |
The Road Less Traveled | Gain 1 XP at the start of each combat. Each unique Sage that starts in the middle two rows grants 1 more. Gain a Zyra. | 2 |
Sage Crest | Gain a Sage Emblem and a Zyra. | 2 |
Scoreboard Scrapper | Every round, if you're in the bottom 4, your team permanently gains 1% Attack Damage and Ability Power. If you're in the top 4, they have 10% more Health. | 2 |
Ethereal Blades | Gain a Shen. Your strongest Shen has +3 Range and his spell does 100% increased damage. | 2 |
Slammin' | Gain 1 random Component(s). After each player combat, if there are no items on your bench (other than Consumables), gain 2 XP. | 2 |
Slammin'+ | Gain 1 random component(s) and 12 XP now. After each player combat, if there are no items on your bench (other than Consumables), gain 2 XP. | 2 |
Long Shot | Snipers gain 15% Attack Speed. Gain a Caitlyn and a Kog'Maw. After Snipers have attacked a total distance of 1200 hexes, gain a Sniper's Focus. (Current: TFTUnitProperty.item:TFT11_Augment_Sniper_DistanceShot) | 2 |
Sniper Crest | Gain a Sniper Emblem and a Senna. | 2 |
Call to Adventure | Every 2 takedowns, Storyweaver Kayle permanently gains 2 Ability Power and 12 Health. Gain a Garen and a Sivir. | 2 |
Storyweaver Crest | Gain a Storyweaver Emblem and a Riven. | 2 |
Too Much Candy | Your rerolls cost null gold. Every 6 rerolls, the cost goes up by 1 gold. At the start of each stage your reroll cost is reset to null. | 2 |
Lucky Ricochet | Trickshots bounce 1 additional time for 50% of original damage. | 2 |
Wrath of the Moon | Umbral champions deal 4% more damage every second they continue attacking an enemy. Resets when they swap targets. Gain a Darius and a Yorick. | 2 |
Umbral Crest | Gain an Umbral Emblem and a Yorick. | 2 |
Wandering Trainer I | Gain 1 gold and a Training Dummy with 2 permanently attached Emblems. | 2 |
Spirit Guardians | Wardens' start of combat damage reduction is increased by 12%. 20% of damage dealt to non-Wardens is instead distributed across your Wardens. Get a Garen and a Jax. | 2 |
Warden Crest | Gain a Warden Emblem and a Gnar. | 2 |
Midnight Siphon | Gain a Yorick. Your strongest Yorick gains 25% max Health and additionally deals 20% of his max Health with his Ability. | 2 |
Clear Mind | If there are no champions on your bench at the end of player combat, gain 3 XP. | 2 |
Cybernetic Uplink II | Your champions holding an item gain 120 Health and restore 3 Mana per second. | 2 |
Stand United II | Your units gain 3% Attack Damage and 3 Ability Power per Trait active across your team. | 2 |
Keepers II | Combat start: grant units with adjacent allies a 260 Health Shield for 8 seconds. This Shield stacks. | 2 |
Metabolic Accelerator | Gain 2 player health after every player combat. Your Tactician also moves faster. | 2 |
Portable Forge | Choose 1 of 2 Artifacts. Artifacts are more powerful items with a unique effect. | 2 |
Portable Forge+ | Choose 1 of 3 Artifacts. Artifacts are more powerful items with a unique effect. | 2 |
Portable Forge++ | Choose 1 of 4 Artifacts. Artifacts are more powerful items with a unique effect. | 2 |
Salvage Bin | Gain 1 random completed item now, and 1 component after 7 player combats. Selling champions breaks completed items into components (excluding Tactician's Crown). | 2 |
Three's Company | Gain 4 random 3-cost champions. | 2 |
Trade Sector | Gain a free Shop reroll every round. Gain 2 gold. | 2 |
Built Different II | Your units with no Traits active gain 250-500 Health and 40-60% Attack Speed (based on current Stage). | 2 |
Best Friends II | Units isolated in pairs gain 15% Attack Speed and 20 Armor at the start of combat. | 2 |
Cluttered Mind | Gain 4 random 1-cost champions now. If your bench is full at the end of player combat, gain 3 XP. | 2 |
Salvage Bin+ | Gain 1 random completed item now, and 1 component after 4 player combats. Selling champions breaks completed items into components (excluding Tactician's Crown). | 2 |
A Cut Above | Gain a Deathblade. Champions holding this item have a 20% chance to drop 1 gold on kill. | 2 |
Balanced Budget | At the start of the next 4 rounds, gain 7 gold. | 2 |
Balanced Budget+ | At the start of the next 4 rounds, gain 9 gold. | 2 |
Caretaker's Favor | Gain a component anvil when you reach level 5, 6, 7, and 8. The anvil offers 4 choices. | 2 |
Big Grab Bag | Gain 3 random components, 2 gold, and 1 Reforger. Reforgers allow you to remake any item. | 2 |
Buried Treasures II | Gain a random item component at the start of the next 3 rounds (including this round). | 2 |
Capricious Forge | Gain a Blacksmith's Gloves, which equips two random Artifacts each round. Artifacts are more powerful items with a unique effect. | 2 |
Combat Caster | Your team gains 90-170 Shield for 6 seconds after casting their Ability. The Shield amount scales with round of the game. | 2 |
Ascension | After 15 seconds of combat, your units deal 50% more damage. | 2 |
Teaming Up II | Gain 1 random Support item and 2 random 4-cost champions. | 2 |
Cybernetic Bulk II | Your champions holding an item gain 300 health. | 2 |
Escort Quest | Gain a Training Dummy. You gain 3 gold every time it survives player combat. | 2 |
Unified Resistance II | If you have 3 or more champions in the same row at the start of combat, they all gain 25 Armor and Magic Resist. | 2 |
Gargantuan Resolve | Gain a Titan's Resolve. Your Titan's Resolves can continue stacking to 40 instead of 25. | 2 |
Gifts from the Fallen | Your team gains 3% Attack Damage, 3 Ability Power, 3 Armor, and 3 Magic Resist. Each time an ally dies, gain these stats again. | 2 |
Harmacist II | Your team has 15% Omnivamp and converts 25% of excess healing to true damage on their next attack. (Omnivamp: healing for a percent of damage dealt) | 2 |
Healing Orbs II | When an enemy dies, the nearest ally is healed for 450. | 2 |
Idealism | Gain a Hand of Justice. Champions holding this item deal 12% increased damage. | 2 |
Jeweled Lotus II | Your team gains 15% Critical Strike chance, and their Abilities can critically strike. | 2 |
Know Your Enemy | Your team deals 10% more damage. Deal 15% more damage instead if you and your opponent have any of the same traits active. | 2 |
Patient Study | After player combat, gain 2 XP if you won or 3 XP if you lost. | 2 |
Long Distance Pals | Combat start: Your 2 units furthest from each other form a bond, sharing 20% of their Armor, Magic Resist, Attack Damage, and Ability Power with each other. | 2 |
Martyr | Whenever one of your allies die, your team heals for 9% of their max Health. | 2 |
Not Today | Gain an Edge of Night. Champions holding this item gain 35% Attack Speed. | 2 |
Magic Wand | Gain a Needlessly Large Rod. Your units gain 18 Ability Power. | 2 |
Pandora's Items II | Round start: items on your bench are randomized (excluding Tactician's Crown and Spatula). Gain 1 random completed item. | 2 |
Pumping Up II | Your team gains 8% Attack Speed now. Each round after, they gain 1% more. (current Attack Speed: TFTUnitProperty.item:TFT9_PumpingUp2Rounds%) | 2 |
Sleight of Hand | Gain a Thief's Gloves. Champions holding this item gain 200 Health and 20% Attack Speed. | 2 |
Stars are Born | The first 1-cost and 2-cost champions you buy are instantly upgraded to 2-star. Gain 5 gold. | 2 |
Stationary Support II | Gain 1 Training Dummy with 1 permanently attached Support item(s). | 2 |
Support Cache | Choose 1 of 4 Support items. | 2 |
Three's a Crowd | Your team gains 75 Health for each unique 3-cost champion on your board. | 2 |
Tons of Stats! | Your team gains 44 Health, 4% Attack Damage, 4 Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana. | 2 |
Two Healthy | Your team gains 110 Health for each unique 2-cost champion on your board. | 2 |
What Doesn't Kill You | Gain 2 gold after losing a player combat. Gain a random component after every 4 losses. Losses until next component: TFTUnitProperty.item:TFT9_Augment_WhatDoesntKillYou_Counter | 2 |
You Have My Bow | Gain a Recurve Bow. Your units gain 12% Attack Speed. | 2 |
You Have My Sword | Gain a B.F. Sword. Your units gain 15% Attack Damage. | 2 |