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TFT Set 10 Remix Rumble: New and Returning Augments

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TFT Set 10 Augments

Augments have been in the game since Set 6, and they’ve been a great addition to the game. They provide some novelty to every game you play as the Augments you’re given will almost always differ game to game.

In Set 9, a lot of the Augments were overhauled, and Set 10 is looking to add some new ones as well.

Let’s go over all of the Augments we know about in Set 10. This information may change as the PBE continues and patches come out, so be sure to stay updated on our Augments Page.

Silver Augments

AFK: You cannot perform actions for the next 3 rounds. Afterwards, gain 20 gold.

All Natural I: Your units with no items equipped gain 75 Health and heal for 3% of their max Health each second.

Army Building: Gain a Lesser Champion Duplicator. This happens a second time after 8 player combats.

Best Friends I: Your units that start combat only adjacent to each other gain 10% Attack Speed and 15 Armor.

Blistering Strikes: Your units’ attacks burn their targets for 5% of their maximum Health over 5 seconds and reduce their targets’ healing received by 33%.

Blood Money: Gain 1 gold per 3 Health your Tactician loses.

Branching Out: Gain a random Emblem and a Reforger.

Bronze Ticket: Every 5 Shop refreshes, gain a free refresh.

Bulwark: Your champions that start combat in the back 2 rows gain 100 Health.

Buried Treasures I: At the start of the next 2 rounds, gain a random item component.

Caretaker’s Ally: When you reach Level 6, gain a 2-star Tier 3 unit ⇒ Each time you level up, gain the same random Tier 3 champion

Component Buffet: Whenever you would get a random component, instead gain a component anvil.

Consistency: Gain double streak gold.

Cutting Corners: Leveling up costs 3 XP less. You can now reach Level 10.

Cybernetic Bulk I: Your champions holding an item gain 200 health.

Cybernetic Leech I: Your units holding an item gain 80 Health and 15% Omnivamp.

Good for Something I: Champions that aren’t holding items have a 30% to drop 1 gold on death.

Harmacist l: Your units heal for 10% of the damage they deal, and they convert 50% of excess healing to magic damage on their next attack.

Healing Orbs I: When an enemy dies, the nearest allied unit is healed for 300 health.

Inconsistency: If your streak is less than 3, gain 2 gold.

Iron Assets: Gain a Component Anvil and 2 Gold.

Item Grab Bag I: Gain 1 random completed item.

Jeweled Lotus I: Magic and true damage from your units’ Abilities can critically strike. Your units additionally gain 20% Critical Strike Chance.

Keepers I: At the start of combat, your units grant adjacent allies a 160 health shield for 8 seconds.

Lategame Specialist: Gain 44 gold when you reach Level 9. (Can no longer be offered with Level Up! and vice versa)

Latent Forge: Gain an Ornn Item Anvil after 7 player combats.

Long Distance Pals: At the start of combat, your two furthest champions share 22% of their Armor, Magic Resist, Attack Speed, and Ability Power with each other.

Missed Connections: Gain a copy of each Tier One champion.

On a Roll: Whenever you 2* a unit, gain a free reroll.

One, Two, Five!: Gain 1 random component, 2 Gold, and 1 random Tier 5 champion(s).

One, Twos, Three: Gain 1 Tier one unit, 2 Tier two units, and 1 Tier three unit.

Pandora’s Bench: Gain 2 gold. At the start of every round, champions on the 3 rightmost bench slots transform into random champions of the same cost.

Pandora’s Items: Round start: items on your bench are randomized (except Tactician’s Crown and Spatula).

Partial Ascension: After 15 seconds, your units deal 33% more damage.

Pumping Up I: Your units gain 5% Attack Speed. Each round, increase this by 0.5%.

Recombobulator: Champions on your board permanently transform into random champions 1 Tier higher. Gain 2 Magnetic Removers.

Risky Moves: Your Tactician loses 20 Health, but after 7 Player combats, gain 30 Gold.

Rolling for Days I: Gain 10 free Shop refreshes. These Shop refreshes carry over between round.

Silver Spoon: Gain 12 XP.

Social Distancing I: Units that begin combat with no adjacent allies gain 15% Attack Damage and Ability Power.

Splash Zone: Your champions that start combat in the front 2 rows gain 20 mana.

Spoils of War I: When you kill an enemy unit, there’s a 25% chance to drop loot.

Stationary Support I: Gain a Target Dummy. In 8 player combats, equip the dummy with 1 random Support Item(s), which cannot be removed.

Swift Strike: Your champions that start combat in the back 2 rows gain 20 Attack Speed.

Teaming Up I: Gain 1 random component and 2 random Tier 3 Units.

Tiny Titans: Your Tactician heals 30 Health, grows larger, and has 130 maximum Health.

Transfusion I: Your team gains 20 Health, plus 2 Health per missing Tactician Health.

Unburdened I: Your units without items equipped gain 35% Attack Speed.

Unified Resistance I: Combat start: Your units that share a row with at least 2 other units gain 18 Armor and 18 Magic Resist.

Vampirism I: Your units gain 60 Health. Gain an additional 10 Health and 1% Omnivamp per 5 missing Tactician Health.

Young and Wild and Free: You can always move freely on Carousel rounds. Gain a random item component.

Gold Augments

A Cut Above: Gain a Deathblade. Champions with Deathblade have a 33% chance to drop 1 gold on kill.

All Natural II: Your units with no items equipped gain 150 health and heal for 5% of their max Health each second.

Ascension: After 15 seconds of combat, your units deal 50% more damage.

Balanced Budget: At the start of the next 4 rounds, gain 7 gold.

Best Friends II: Your units that start combat only adjacent to each other gain 20% Attack Speed and 25 Armor.

Big Gains: Your team gains 80 bonus Health, and permanently gains 10 Health every 2 takedowns.

Bigger Shot: Every 3 attacks, Big Shots also fire a bomb that deals 80% Attack Damage to enemies within 1 hex of the target. Gain a Kaisa.

Blank State: Immediately sell all champions on your team and your bench for double their worth of gold. Your next 4 shop refreshes are free.

Blinged Out: Your True Damage champions gain 100 Health and 5% Attack Speed for each item they are holding. Gain a Yasuo and a Senna.

Bounty Hunters: Country champions have a 20% chance to drop 1 gold on kill. Your Dreadsteed’s chances are doubled. Gain a Samira.

Built Different II: Your units with no Traits active gain 225/275/350/475 Health and 40/45/50/60% Attack Speed (based on current Stage).

Buried Treasures II: At the start of the next 3 rounds, gain a random item component.

Capricious Forge: Gain a Blacksmith’s Gloves, which equips two temporary Ornn Artifacts each round.

Caretaker’s Favor: Gain a component anvil when you reach level 5, 6, 7, and 8.

Clear Mind: If you have no units on your bench at the end of a round, gain 3 experience points.

Cluttered Mind: Gain 4 random 1-cost champions. If your bench is full at the end of a round, gain 4 experience points.

Cold Steel: Enemies your Edgelords dash through become Mana-Reaved, Chilled, and Wounded for 4 seconds. Gain a Yasuo and a Kayle.

Combat Caster: When one of your units casts their spell they gain a 75-225(based on stage) health shield for 3 seconds.

Contagion: At the start of combat, the highest health enemy unit is afflicted with Contagion, which increases their damage taken by 20%. On death, Contagion spreads to the nearest 2 enemies. Contagion can stack.

Crash Test Dummies: At the start of combat your Target Dummies launch themselves towards the largest clumps of enemies, stunning units near them for 2 seconds. Gain 2 Target Dummies.

Crown Guarded: Gain a Crownguard. Your Crownguards’ start of combat effect is 75% stronger.

Cybernetic Bulk II: Your champions holding an item gain 300 health.

Cybernetic Leech II: Your units holding an item gain 120 Health and 20% Omnivamp.

Do it for the Fans: Your Headliner’s damage heals your Superfans for 15% of the damage dealt. Gain a Gnar.

Double the Funk: Your Disco Balls affect allies up to 2 hexes away and pulse every 2.5 seconds. Gain a Nami and a Gragas.

Emmotional Connection: Allies of your Emo champions gain 60% of the Emo Mana bonus when any ally dies. Gain an Annie and a Vex.

Encore!: The first time your Headliner would die each combat, they become invulnerable and heal 100% of their max health over 3 seconds.

Endurance Training: Your champions permanently gain 15 Health every time they kill an enemy. Champions start with 100 bonus Health.

Escort Quest: Gain a Training Dummy. Each round, if it survives combat, gain 2 gold.

Expose Weakness: Damage from Executioners’ attacks and spells Shred and Sunder enemies by 40% for 3 seconds. Gain a Twitch.

Extended Play: Gain bonuses for starring Punk champions.

Frequent Flyer: After you refresh your shop 8 times, your refreshes cost 1 for the rest of the game.

Fully Adapted: Gain an Adaptive Helm. Champions holding this item gain both effects, regardless of position.

Gargantuan Resolve: Gain a Titan’s Resolve. Your Titan’s Resolves can stack to 40 instead of 25.

Gifts from the Fallen: Your units gain 3% Attack Damage, 3 Magic Resist, 3 Armor, And 3 Ability Power. When one of your units dies, all your units gain these stats again.

Give me your Energy!: Crowd Divers gain 3 Armor, 3 Magic Resist, 3 Ability Power, 3% Attack Dower and 3% Attack Speed for each adjacent enemy. Gain an Evelynn and a Katarina.

Going Long: You no longer gain interest. Round start: gain 4 XP.

Good for Something II: Champions that aren’t holding items have a 50% to drop 1 gold on death.

Harmacist II: Your units heal for 15% of the damage they deal, and they convert 75% of excess healing to magic damage on their next attack.

Healing Orbs II: When an enemy dies, the nearest allied unit is healed for 500 health.

Heartthrobs: Keep 20% of the Heartsteel hearts you convert into rewards. Your Heartsteel champions gain 100 Health. Gain a K’Sante and an Aphelios.

Heavy Hitters: Your units with at least 1600 maximum Health gain Attack Damage and Ability Power equal to 2% of their maximum Health.

Help is on the Way: After 5 player combats, choose 1 of 4 Support items.

Heroic Grab Bag: Gain 2 Lesser Champion Duplicators and 2 gold.

Heroic Presence: Enemies that attack a Guardian’s shield take magic damage equal to 7% of the shielded unit’s max Health (up to once per second). Gain a Pantheon.

Hologram: Create a clone of your Headliner champion with 100% -130% of its base health (based on stage level). You cannot equip items on the clone.

Hustler: If you have less than 20 gold at the end of a round, gain 2 gold.

Idealism: Gain a Hand of Justice. Champions with a Hand of Justice deal 25% increased damage.

Indomitable Will: When your units score a Takedown they shed all negative effects and become immune to Crowd Control for 6 seconds.

Infusion: Your team restores 15 Mana every 5 seconds.

Insert Coin: Your 8-Bit champions execute targets below 10% Health. Executions have a 8% chance to drop 2 gold, increased by 1% for each high score achieved. Gain a Corki and a Garen.

Inspiring Epitaph: When a unit dies, the nearest ally gains a 40% max Health Shield and 10% stacking Attack Speed.

Jeweled Lotus: Magic and true damage from your units’ Abilities can critically strike. Your units additionally gain 40% Critical Strike Chance.

Keepers II: At the start of combat, your units grant adjacent allies a 240 Health shield for 8 seconds.

Know Your Enemy: Your units deal 12% increased damage. If you and your opponent have any of the same traits activated, they deal 20% increased damage instead.

Last Stand: The first time you would be eliminated or reduced to 1 Health, instead remain alive. After this effect triggers, your units permanently gain 180 Health, 18 Armor and Magic Resist, and 18% Omnivamp.

Learning to Spell: Your team gains 10 bonus Ability Power, and permanently gains 1 Ability Power every 2 takedowns.

Little Buddies: Your 4-cost and 5-cost champions gain 150 Health and 15% Attack Speed for every 1-cost and 2-cost champion on your board.

Live for Danger: Edgelords attacks deal 250% of their damage to enemies within 1 hexes of their target. Gain a Yasuo and a Kayle.

Long Distance Pals II: At the start of combat, your two furthest champions share 25% of their Armor, Magic Resist, Attack Damage, and Ability Power with each other.

Low Interest Rates: Your max interest is capped at 2 gold but you gain 2 gold at the start of every player combat.

Lucky Streak: Gain a Gambler’s Blade and a Magnetic Remover.

Magic Wand: Gain a Needlessly Large Rod. Your units gain 20% Ability Power.

Martyr: Whenever one of your units dies, all allies heal for 15% of Maximum health

Mesmerizing Performance: X seconds into combat, all enemies and non-KDA units are stunned and forced to dance for X seconds. Your KDA champions gain bonus Ability Power. Gain a Lillia and a Kai’Sa.

Metabolic Accelerator: Your Tactician moves faster and heals 2 Health at the start of each PVP round.

Metalheads: Your Pentakill champions are immune to crowd control for the first 12 seconds of combat. They heal 5% of their max Health on takedown. Gain a Kayle and a Gnar.

Not Today: Gain an Edge of Night. Allies holding Edge of Night gain 35% Attack Speed.

Pandora’s Items II: Gain 1 random completed item(s). At the start of each round, items on your bench are randomized (excluding Tactician’s Crown, Spatula, and consumables).

Parting Gifts: When a unit dies, they pass a temporary copy of one of their items to the nearest ally with open slots and shield them for 35% of their maximum Health.

Party Starters: Crowd Divers gain 10% Attack Speed and leap at 50% Health instead of on death. Gain 2 Crowd Divers.

Patient Study: After player combat, gain 2 XP if you won or 3 XP if you lost.

Portable Forge: Open an Armory and choose 1 of 2/3/4 (based on stage) unique Artifacts crafted by Ornn.

Pumping Up II: Your units gain 8% Attack Speed. Each round, increase this by 1%.

Raise the Tempo: When your Spellweavers cast their 2nd Ability each combat, they instantly cast it again at 80% effectiveness. Gain a Gragas and a Seraphine.

Ramping Rhythm: Rapidfire champions can gain Attack Speed from their trait up to 20 stacks. Gain a Jinx and a Senna.

Reach The Summit: When you reach Level 9, gain 50 XP.

Remember your Roots: Allies that share a trait with your Headliner gain 200 Health and 20% Attack Speed.

Return on Investment: After you have refreshed your shop 20 times gain a Tactitians Crown

Rich Get Richer: Gain 10 gold. Your maximum interest is increased to 7.

Rich Get Richer+: Gain 20 gold. Your maximum interest is increased to 7.

Salvage Bin: Gain a random completed item now, and a component after 7 player combats. Selling champions breaks apart their full items into components (excluding Tactician’s Crown).

Salvage Bin+: Gain a random completed item now, and a componenet after 4 player combats. Selling champions breaks apart their full items into components (excluding Tactician’s Crown).

Sample Synthesis: EDM’s sampled champion gains 5 Mana every 2 seconds. When they cast, they gain 20% Attack Damage and 20 Ability Power for the rest of combat. Gain a Jax and a Lux.

Scapegoat: Gain a Training Dummy and 2 gold. If it is the first to die each player combat, gain 1 gold.

Scrappy Inventions: Combat start: Up to 5 equipped components turn into completed items for the rest of combat. Gain a component at the start of the next 2 stages.

Shock Treatment: Gain a Statikk Shiv. Statikk Shiv’s chain lightning effect does 300% increased damage.

Silver Ticket: Each time your Shop is refreshed, you have a 30% chance to gain a free refresh.

Silver Veil: Your team gains 5% Attack Speed and is immune to the first crowd control effect in combat.

Sleight of Hand: Gain a Thief’s Gloves. Champions holding this item gain 200 Health and 20% Attack Speed.

Social Distancing II: Units that begin combat with no adjacent allies gain 18% Attack Damage and Ability Power.

Spoils of War II: When you kill an enemy unit, there’s a 35% chance to drop more loot.

Stars are Born: The first Tier 1 and Tier 2 champion you buy are upgraded to 2 star. Gain 6 gold.

Stationary Support II: Gain a Target Dummy. It has 1 random Support Item(s) equipped, which cannot be removed.

Sticks and Stones: Champions that aren’t holding items Shred and Sunder enemies for 3 seconds. Physical damage Sunders for 30%, and magic damage Shreds for 30%.

Stimpack: Gain 4 components after you lose 50 player health.

Submit to the Pit: For each adjacent enemy, Moshers gain 3 Armor, 3 Magic Resist, 3% Attack Damage, 3 Ability Power, and 3% Attack Speed. Gain a Jax and a Gnar.

Support Cache: Open an Armory and choose 1 of 4 unique Support items.

Switching Gears: Gain 2 gold whenever you break your win or loss streak.

Teaming Up II: Gain 1 random Support item and 1 random Tier 4 Unit.

That’s Jazz Baby!: Gain a Bard. Combat start: Jazz champions gain permanent bonuses based on the number of active traits.

The Drop: After their first sampled cast, EDM champions will sample 50% more frequently. Gain a Lux.

The Ol’Razzle Dazzle: The damage over time effect from your Dazzlers lasts 2 seconds longer and deals 100% more damage. Gain a Nami and a Bard.

Three’s a Crowd: Your units gain 111 health for each 3 cost unit you field.

Three’s Company: Gain 4 random but unique Tier 3 champions.

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.

Too Big to Fail: Your Bruisers explode on death, dealing 30% of their maximum health to enemies withhin 1 hex. After 20 seconds in combat the explosion radius doubles. Gain 2 Bruisers.

Trade Sector: Gain a free Shop refresh each round.

Transfusion II: Your team gains 80 Health, plus 4 Health per missing Tactician Health.

Twin Terror I: When you field exactly 2 copies of a champion, they both gain 200 max Health and 20% attack speed and critical strike chance. When you 3 star, gain a 2-star copy.

Two Healthy: Your units gain 111 health for each 2 cost unit you field.

Unburdened II: Your units without items equipped gain 55% Attack Speed.

Unified Resistance II: Combat start: Your units that share a row with at least 2 other units gain 35 Armor and 35 Magic Resist.

Vampirism II: Your units gain 70 Health. Gain an additional 20 Health and 1% Omnivamp per 5 missing Tactician Health.

What Doesn’t Kill You: Gain 2 gold after losing a player combat. Gain a random component after every 4 losses.

You Have My Bow: Gain a Recurve Bow. Your units gain 20% Attack Speed.

You Have My Sword: Gain a B.F. Sword. Your units gain 20% Attack Damage.

Prismatic Augments

Best Friends III: Your units that start combat only adjacent to each other gain 30% Attack Speed and 35 Armor.

Binary Airdrop: Your champions equipped with 2 items temporarily gain a random completed item at the start of combat.

Birthday Present: Gain 2 gold and a 2-star champion every time you level up. The champion’s tier is your level minus 4 (min: Tier 1).

Built Different III: Your units with no Traits active gain 300 – 550 Health and 50 – 70% Attack Speed (based on current Stage).

Buried Treasures III: At the start of the next 5 rounds, gain a random item component.

Caretaker’s Chosen: As you level, gain more powerful items.

Cruel Pact: Buying XP costs 6 Health instead of gold. Heal 3 Health before each player combat.

Cursed Crown: Gain +2 maximum team size, but take 100% increased player damage.

Cybernetic Bulk III: Your champions holding an item gain 425 health.

Cybernetic Leech III: Your units holding an item gain 200 Health and 25% Omnivamp.

Determined Investors: At the end of your turn, if you have at least 50 gold, gain a Diamond Hands. (A unique item that protects its user and generates gold)

Endless Horde: Gain +3 maximum team size, but your units can only hold 1 item and their total health is reduced by 15%. Gain 4 gold.

Final Ascension: Your units deal 18% more damage. After 15 seconds, this effect triples.

Final Reserves: The first time you would be eliminated or reduced to 1 Health, instead remain alive. After this effect triggers, Gain 60 XP and 66 Gold.

Gifts From Above: At the start of combat, your champion with the least items equips 5.0 temporary completed item.

Harmacist III: Your units heal for 25% of the damage they deal, and they convert 100% of excess healing to magic damage on their next attack.

Hedge Fund: You have no interest cap. Gain 23 gold.

Hedge Fund+: You have no interest cap. Gain 30 gold.

Hedge Fund++: You have no interest cap. Gain 40 gold.

Impenetrable Bulwark: Gain a Bramble Vest and a Dragon Claw and a Magnetic Remover.

Infernal Contract: Your max level is 7. Gain 100 gold.

Jeweled Lotus III: Your units’ Abilities can critically strike. Your units gain 55% Critical Strike chance.

Level Up!: When you buy experience points, gain an additional 3 experience points. You can now reach level 10.

Living Forge: Gain a random Ornn item now and after every 10 player combats.

Lucky Gloves: Thief’s Gloves will always give your champions ideal items. Gain 2 Sparring Gloves.

March of Progress: Gain 2.0 XP now, and bonus XP equal to your level at the start of every player combat round. You can no longer use gold to level up.

New Recruit: Gain +1 max team size and a Champion Duplicator.

Overwhelming Force: Gain a Deathblade, an Infinity Edge, a BF Sword, and a Magnetic Remover.

Pandora’s Items III: Gain a random Radiant item. At the start of each round, items on your bench are randomized (excluding Tactician’s Crown, Spatula, and consumables).

Phreaky Friday: Gain an Infinity Force. After 7 Player combats, gain a second Infinity Force.

Phreaky Friday+: Gain an Infinity Force. After 3 player combats, gain another.

Prismatic Ticket: Each time your Shop is rerolled, you have a 45% chance to gain a free reroll.

Pumping Up III: Your units gain 12% Attack Speed. Each round, increase this by 2%.

Radiant Relics: Open an Armory and choose 1 of 5 unique Radiant items. Gain a Magnetic Remover.

Roll The Dice: Gain a Radiant Thieves Gloves.

Share the Spotlight: Your units that start combat in a lighted hex gain a 30% max Health shield for 10 seconds. Gain a Kaisa and Lillia.

Shopping Spree: Gain 1 gold per round. When you level up, gain a number of free shop refreshes equal to your level, which carry over between rounds.

Social Distancing III: Units that begin combat with no adjacent allies gain 25% Attack Damage and Ability Power.

Spectral Supplies: At the start of combat, distribute 4 temporary items to the champions with the fewest items.

Spoils of War III: When you kill an enemy unit, there’s a 45% chance to drop amazing loot.

Starter Kit: Gain a 4-cost champion and a 2-star 1-cost champion that shares a trait with them.

Stationary Support III: Gain a Target Dummy. It has 2 random Support Items equipped, which cannot be removed.

Tactician’s Tools: Gain two Spatulas and 1 Component Anvil!

Talent Search: All of your units gain their unique Headliner effect!

The Golden Egg: Gain a massive golden egg that hatches in 10 rounds. Victorious players accelerate hatch timer by 1 round.

Tiniest Titan: Your tactician is small and speedy, heals 2.0 Health after a PVP round, and grants 2.0 Gold per round.

Tiniest Titan+: Appears only on 3-2. Your tactician is small and speedy, heals 2.0 Health after a PVP round, and grants 2 Gold per round. Gain 8 gold now.

Transfusion III: Your team gains 50 Health, plus 6 Health per missing Tactician Health.

Twin Terror II: When you field exactly 2 copies of a champion, they both gain 400 max Health and 40% attack speed and critical strike chance. When you 3 star, gain a 2-star copy.

Unleashed Arcana: Gain a Rabadon’s Deathcap and a Jeweled Gauntlet and a Magnetic Remover.

Wandering Trainer: Gain a Training Dummy. It has 3 random emblems equipped.

Wellness Trust: Round Start: Gain 3 gold. If you have at least 40 gold, your Tactician heals 3 Health.

What The Forge: All Completed items you own or receive are reforged into random Ornn Artifacts (excluding Tactician’s Crown and Emblems). Units gain 110 Health per equipped Artifact.

Closing Words

This covers all of the Augments we know about for TFT Set 10. Things may change during the PBE or during release, so be sure to stay updated at our Full Augment List.

Thanks for reading! Be sure to check out our meta team comps page, or head to our Team Builder to try and come up with your own comps.

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