TFT Set 12 New Augments
TFT Set 12 is just around the corner, and with it comes over 140 new Augments.
Ever since Set 6 introduced Augments, TFT has introduced Augments into every set update. Some sets change things up a bit, like Set 8 with Hero Augments, and others refresh the pool of Augments.
While Set 12 isn’t focused on Augments, they are adding a new type of Augment this time: High Stakes Augments.
As expected, many of these values and Augments will be based on the PBE. Frequent changes will come to the Augments, and you can find an updated list of Augments on our website.
TFT Set 12 High Stakes Augments Explained
High Stakes Augments are a new category of Augments being introduced in TFT Set 12.
These Augments provide powerful rewards, but with a high cost. This introduces the high risk, high reward playstyle that many TFT players love.

The original Fortune trait debutted back in TFT Set 4: Fates
This design change moves the “Fortune” playstyle away from traits, and toward Augments instead. This adds more flexibility in what champions you can play with this strategy, rather than being limited to a specific trait.
There are other High Stakes Augments as well, challenging players to fulfill tough conditions to receive powerful rewards.
TFT Set 12 Hero Augments Return
“Hero Augments” are also returning to Set 12. These are Gold Augments that turn regular units into potential carrys. While it’s not a full return of the Hero Augment system, these Augments make way for more reroll comps than what is normally viable.
TFT Set 12 All Augments List
Here’s a rundown of all the Augments in Set 12. For easier reference, we’ll be splitting the Augments up into different sections. Instead of the usual, Silver, Gold, and Prismatic, we’ll break it down by the different Augment types.
High Stakes Augments
Augment | Description |
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Prismatic: When you start the turn with at least 161.8 gold, gain a 2-star 5-cost equipped with items. |
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Prismatic: After upgrading 4 units to 3-star, gain a magnificent reward. Gain 4 1-cost units. |
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Gold: Whenever you win player combat, get a loot orb. Contents improve for each consecutive loss before the win. |
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Gold: The first time you end player combat with 7 different traits, gain 5 random emblems. |
Hero Augments
Title | Description |
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Gold: Gain a Galio. Your strongest Galio gains 3 range and gains 15 Mana and 8 Ability Power per attack. His spell deals 150% damage but no longer Stuns or reduces damage. |
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Gold: Gain a 2-star Galio. Your strongest Galio gains 3 range and gains 15 Mana and 8 Ability Power per attack. His spell deals 150% damage but no longer Stuns or reduces damage. |
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Gold: Gain a 2-star Lillia. Your strongest Lillia gain 100% Attack Speed and 75% Move Speed. Her Ability deals 235% bonus damage, but only hits 1 target. |
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Gold: Gain a Rumble. Your strongest Rumble’s Ability does 166% damage and costs 30 less Mana but no longer reduces damage. |
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Gold: Gain a 2-star Rumble. Your strongest Rumble’s Ability does 166% damage and costs 30 less Mana but no longer reduces damage. |
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Gold: Gain a 2-star Elise. Your strongest Elise’s Ability no longer Stuns but poisons the target and the 2 closest enemies to take 110% of the Ability damage. Her spell costs 20 less Mana. |
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Gold: Gain 2 Wukongs. Your strongest Wukong’s Ability scales with Attack Damage instead of resistances. He gains 30% Attack Damage and 30% Attack Speed after each cast. |
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Gold: Gain a Nunu. Your strongest Nunu gains 200 health and deals 3.5% bonus damage for every 100 max health. When Nunu kills an enemy with his spell, he gains 45 permanent Health and grows slightly larger. |
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Gold: Gain a 2-star Nunu. Your strongest Nunu gains 200 health and deals 3.5% bonus damage for every 100 max health. When Nunu kills an enemy with his spell, he gains 45 permanent Health and grows slightly larger. |
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Gold: Gain a 2-star Poppy. Your strongest Poppy’s Ability no longer shields but strikes 3 times, dealing 80% of the original damage. |
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Gold: Gain a 2-star Blitzcrank. Your strongest Blitzcrank becomes supercharged, dealing magic damage to 2 nearby enemies every 4 seconds and on every Ability cast. |
Trait Augments
Title | Description |
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Gold: Your Preservers always gain both health and Mana. Preservers deal 15% increased damage. Gain a Bard and a Zilean. |
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Gold: The Chosen Arcana gains 6% Health and 15% Attack Speed for each unique Arcana champion fielded. |
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Gold: Honeymancers gain +1 starting Bee. When they jump to a new Honeymancer, the Honeymancer gains a 20% max health Shield. Gain a Blitzcrank and a Kog’Maw. |
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Gold: For each component equipped, Sugarcrafters gain 50 Health and 8% chance to drop 1 gold on each kill. Gain a Soraka and a Rumble. |
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Gold: Pyromancer auto attacks deal +3 magic damage for every 2 cinders collected. |
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Gold: Incantor spell damage reduces enemy damage by 10% for 2 seconds. At max Incantor stacks, Incantors gain 10 Mana every 2 seconds. Gain a Ziggs and a Syndra. |
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Gold: Dragons deal 15% increased damage to burning enemies. Burning enemies deal 12% less damage to Dragons. Gain a Shyvana and a Nomsy. |
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Gold: Hunters gain 8% Attack Damage for every takedown. Gain a Twitch and a Kog’maw. |
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Gold: Shapeshifters that start combat next to another Shapeshifter gain 30 permanent health. Gain an Elise and a Jayce. |
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Gold: After casting an ability, Chronomancers gain 30% Attack Speed and 15% Omnivamp for 3 seconds. Gain a Jax and a Zilean. |
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Gold: The Frost trait additionally grants 1 placeable Frost Statue equipped with Eternal Winter that gains health for each Frost trait tier. The first time it would die, it instead regenerates over 6 seconds if an ally is alive. Gain a Warwick and a Zilean. |
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Gold: Every time your Scholars spend 100 mana, all Scholars gain 10% stacking Attack Speed. |
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Gold: Gain a Galio and a Zoe. At the start of each round, gain a random 1-3 cost Portal champion. |
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Gold: Witchcraft curses last forever. Witchcraft Abilities also curse the nearest uncursed champion. If all units are cursed, Witches gain 20% Attack Damage and Ability Power. Gain a Poppy and a Cassiopeia. |
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Gold: Whenever a Mage casts a spell, they grant 4 mana to the nearest ally. Gain a Soraka and a Galio. |
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Gold: Your Multistriker’s attacks apply a stack on their target for 5 seconds. Every third stack deals true damage equal to 5.5% of the target’s maximum Health. Gain a Kassadin and an Ashe. |
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Gold: Your strongest Bastion gains 20% Health. When other Bastions die, they transfer 20% of their Armor and Magic Resist to it. Gain a Nunu and a Poppy. |
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Gold: Every 3 seconds, all Faeries restore 6% max health and the Faerie queen gains 1.5% AD/AP per other surviving Faerie. Gain a Lillia and a Tristana. |
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Gold: The Eldritch summon is equipped with beneficial items. The summon gains an additional 10% Health and 25 Ability Power. Gain an Elise and a Syndra. |
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Gold: Shields on Vanguards are 20% stronger. When shielded, Vanguards are immune to crowd control for 6 seconds. Gain a Rumble and a Blitzcrank. |
Flexible Augments
Title | Description |
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Gold: Open an armory of gold generating Artifact items. Gain a Magnetic Remover. Your max interest is increased to 7. |
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Gold: Open an armory of gold generating Artifact items. Gain 4 gold and a Magnetic Remover. Your max interest is increased to 7. |
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Prismatic: All your current and future Completed items transform into Guinsoo’s Rageblades that grant 35 Armor and Magic Resist. Each stack also grants 1% Attack Damage and Ability Power. |
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Prismatic: Gain a Collector. In 3 rounds, gain a Prowler’s Claw. |
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Gold: After 3 allies die, your team gains 15 Attack Damage, Ability Power, and Armor and Magic Resist. |
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Silver: You have 2 extra augment rerolls for all other augment choices. Gain X gold. |
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Gold: Your team’s Abilities can critically strike. Every 3s, your team gains 4% Critical Strike chance. |
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Prismatic: Your team’s Abilities can critically strike. Every 3s, your team gains 8% Critical Strike chance. |
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Silver: Set your win streak to +5. Gain a random component (2-1 only). |
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Gold: Gain a Runaan’s Hurricane. Your Runaan’s Hurricanes fire 1 additional bolt; each bolt dealing 95% of the original damage. |
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Gold: Your team gains 6% Attack Speed every 4 seconds. |
Combat Bandages I | Silver: The first time each ally unit falls below 50% health, restore 300-600 health over 2 seconds. |
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Gold: The first time each ally unit falls below 50% health, restore 175-400 health over 2 seconds. |
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Prismatic: Gain a Suspicious Trenchcoat. In 3 rounds, gain an Unstable Treasure Chest. |
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Prismatic: “The first time you buy experience each round, gain 2 gold. Whenever you buy experience, refresh your shop.” |
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Gold: Gain 2 random 5-cost champions and 2 copies of a random component. |
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Gold: Gain 8 experience a round for the next 4 rounds. |
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Gold: Gain 10 experience a round for the next 4 rounds. |
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Silver: Whenever an ally dies, 30% Shred and Sunder the nearest 4 enemies for 6 seconds. |
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Prismatic: Gain 1 random emblem. At the start of every Stage, gain a random emblem. For each emblem equipped, your team gains 40 health. |
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Prismatic: Your team gets larger, gaining 350 Health and +5% max Health. |
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Prismatic: Gain a random Emblem. Now and after each carousel round, gain a 1-star unit of that trait with a cost equal to the Stage + 1 (max 5). |
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Silver: Gain 3 2* 1-cost units. Disable your shop for the next 3 rounds. |
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Gold: Gain an Ionic Spark. Your Spark’s range is increased by 1 hex, and they deal 50% more damage. |
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Prismatic: Get a sentinel with tailored offensive items that upgrade as the game progresses. |
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Prismatic: Gain a Randuin’s Omen. Its range is increased by 1 hex and its effect is increased by 50%. |
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Prismatic: Gain 16 gold. At the start of every round, gain 1 reroll for every 10 gold above 50 gold (max 100 gold). |
Invested+ | Prismatic: Gain 26 gold. At the start of every round, gain 1 reroll for every 10 gold above 50 gold (max 100 gold). |
Invested++ | Prismatic: Gain 36 gold. At the start of every round, gain 1 reroll for every 10 gold above 50 gold (max 100 gold). |
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Silver: Your units gain 20 Health. Your team gains 10 Health and 1 AD/AP for each craftable, non-duplicate item equipped (up to 10). |
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Gold: Your units gain 40 Health. Your team gains 15 Health and 2 AD/AP for each craftable, non-duplicate item equipped (up to 10). |
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Silver: Planning phase start: gain a random item that lasts for 1 round. Item quality increases based on stage level. |
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Silver: If an ally starts combat next to a higher-cost ally, they gain 12% Attack Speed and 150 Health. |
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Gold: If an ally starts combat next to a higher-cost ally, they gain 18% Attack Speed and 220 Health. |
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Silver: Whenever you star up a unit gain 1 gold. |
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Silver: If you didn’t purchase a champion last turn, gain 1 free reroll. Repeats each round. |
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Gold: Gain 5 gold. At the start of each round, gain a 1* copy of the first unit you killed last round. |
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Silver: Your team gains 1% attack speed. Gain 10 gold. |
Placebo+ | Silver: Your team gains 1% attack speed. Gain 15 gold. |
Precise Planning | Silver: If you win or lose combat by 3 or less units, gain 2 gold at the start of the next round. |
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Gold: Choose 1 of 3 components. For the next 2 rounds, gain another copy of that component. |
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Silver: Delete all champions on your board and bench. Gain 2 random 2-star 3-costs, two 2-star 2-costs, and a 2-star 1-cost champion. |
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Silver: Gain 8% Omnivamp, increased by 1% for each champion that starts combat in the same row. |
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Gold: Gain 12% Omnivamp, increased by 1.5% for each champion that starts combat in the same row. |
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Prismatic: Gain a Diamond hands. In 5 rounds, gain a Gamblers Blade. |
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Gold: Whenever one of your units casts, their next auto attack deals bonus damage equal to 100% of their total AP. |
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Prismatic: Gain a Lich Bane. In 3 rounds, gain a Manazane. |
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Prismatic: Now and at the start of every stage, open a shop of four 4-costs and gain 2 gold. |
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Gold: Gain a Golem equipped with a random Support Item. |
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Gold: Gain a Golem equipped with 2 random Support Items. |
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Gold: Gain a Bramble Vest. Champions holding a Bramble Vest gain 100% of their bonus armor as AD. |
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Gold: Gain a random component. For every 3 Charms purchased this game, gain another component (max 4). |
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Gold: When you field exactly two copies of a champion, they both gain 550 health. When one of the units dies, the other unit gains a 40% max health Shield for 6 seconds. When you 3-star, gain a 2-star copy. |
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Gold: Gain a Sterak’s Gage. When its effect triggers, the unit gains 30% attack speed and immunity to crowd control for 10 seconds. |
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Prismatic: Buying experience costs 1 less. When you level, gain 1 health and 1 free reroll. |
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Gold: Your team deals 10% more damage. Deal 16% more damage if you have less active traits than your enemy. |
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Gold: Gain a random 1-cost unit. After 4 rounds, gain a copy of that unit at the beginning of each round for the rest of the game. |
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Prismatic: Gain a random 2-cost. After 2 turns, gain a copy of that 2-cost at the beginning of the round for the next 8 rounds. |
Crest & Crown Augments
Title | Description |
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Gold: Gain an Arcana Emblem and an Ahri. |
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Prismatic: Gain an Arcana Emblem, an Adaptive Helm, and an Ahri. |
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Gold: Gain a Bastion Emblem and a Nunu. |
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Prismatic: Gain a Bastion Emblem, a Steadfast Heart, and a Nunu. |
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Gold: Gain a Blaster Emblem and a Tristana. |
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Prismatic: Gain a Blaster Emblem, a Spear of Shojin, and a Tristana. |
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Gold: Gain a Chrono Emblem and a Zilean. |
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Prismatic: Gain a Chrono Emblem, an Archangel’s Staff, and a Zilean. |
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Gold: Gain an Eldrich Emblem and a Nilah. |
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Prismatic: Gain an Eldrich Emblem, a Bloodthirster, and a Nilah. |
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Gold: Gain a Faerie Emblem and a Tristana. |
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Prismatic: Gain a Faerie Emblem, a Giant Slayer, and a Tristana. |
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Gold: Gain a Frost Emblem and a Zilean. |
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Prismatic: Gain a Frost Emblem, a Protector’s Vow, and a Swain. |
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Gold: Gain a Honeymancy Emblem and a Nunu. |
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Prismatic: Gain a Honeymancy Emblem, a Gargoyle Stoneplate, and a Nunu. |
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Gold: Gain a Hunter Emblem and a Kog’Maw. |
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Prismatic: Gain a Hunter Emblem, a Runaan’s Hurricane, and a Kog’Maw. |
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Gold: Gain an Incantor Emblem and a Syndra. |
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Prismatic: Gain an Incantor Emblem, a Jeweled Gauntlet, and a Syndra. |
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Gold: Gain a Mage Emblem and a Galio. |
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Prismatic: Gain a Mage Emblem, an Ionic Spark, and a Galio. |
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Gold: Gain a Multistriker Emblem and a Kassadin. |
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Prismatic: Gain a Multistriker Emblem, a Quicksilver, and a Kassadin. |
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Gold: Gain a Portal Emblem and a Kassadin. |
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Prismatic: Gain a Portal Emblem, a Spear of Shojin, and a Kassadin. |
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Gold: Gain a Preserver Emblem and a Zilean. |
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Prismatic: Gain a Preserver Emblem, a Nashor’s Tooth, and a Bard. |
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Gold: Gain a Pyro Emblem and an Akali. |
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Prismatic: Gain a Pyro Emblem, an Infinity Edge, and an Akali. |
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Gold: Gain a Scholar Emblem and an Ahri. |
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Prismatic: Gain a Scholar Emblem, a Guardbreaker, and an Ahri. |
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Gold: Gain a Shapeshifter Emblem and a Shyvana. |
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Prismatic: Gain a Shapeshifter Emblem, a Redemption, and a Shyvana. |
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Gold: Gain a Sugarcraft Emblem and a Rumble. |
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Prismatic: Gain a Sugarcraft Emblem, a Redemption, and a Rumble. |
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Gold: Gain a Vanguard Emblem and a Rumble. |
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Prismatic: Gain a Vanguard Emblem, a Protector’s Vow, and a Rumble. |
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Gold: Gain a Warrior Emblem and an Akali. |
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Prismatic: Gain a Warrior Emblem, a Hand of Justice, and an Akali. |
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Gold: Gain a Witchcraft Emblem and a Cassiopeia. |
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Prismatic: Gain a Witchcraft Emblem, a Hextech Gunblade, and a Cassiopeia. |
Returning Augments
Title | Description |
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AFK | Silver: You cannot perform actions for the next 3 rounds. Afterwards, gain 18 Gold. |
Spoils of War I | Silver: When you kill an enemy unit, there’s a 25% chance to drop loot. |
Spoils of War II | Gold: When you kill an enemy unit, there’s a 50% chance to drop more loot. |
Spoils of War III | Prismatic: When you kill an enemy unit, there’s a 25% chance to drop amazing loot. |
What the Forge | Prismatic: Completed items you own (except Tactician’s Crown and Emblems) are transformed into random Artifacts. Champions gain 100 Health per equipped Artifact. |
Thanks for Reading! For a complete overview on the new set, check out our all-in-one TFT Set 12 Reveal.
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