Augments
All TFT Augments in Set 16 organized into three tiers. Choosing the right augments can really impact the course of your game. Make sure to know how they work and the order they may appear.
Gain an Air Hex. Champions within gain 25% Attack Speed and their damage 30.0% Sunders enemies for 5 seconds.

Gain a Rumble. Your strongest Rumble gains +7 Range and constantly fires missiles at enemies, increased with Attack Speed.

Your next augment is one tier higher.

Gain a Recurve Bow. After your team attacks 1000 times, gain 2 more. Attacks:

Gain 1 Thief's Gloves.

Allies isolated in pairs gain 10.0% Attack Speed and 10 Armor at the start of combat.

Allies that start combat next to an ally with over 1750 Health gain 10% Durability.

Your team gains 30 Health for each ally that starts combat in the front row.

Gain a random Emblem.

Gain a random Emblem and a Reforger.

Set your win streak to 4. Gain 4 gold.

Gain a random 2-cost champion now. Gain the same one again every time you level up. Champion:

Gain a B.F. Sword. After your team deals 65000 physical damage, gain 2 more. Damage dealt:

Your team gains 12% Omnivamp. Excess healing is converted to a shield up to 200 Health.

Starring up a champion grants them one of the following: 100 Health, 6.0% Durability, 10% Ability Power, 10.0% Attack Damage, 10.0% Attack Speed. Bonuses stack.

Whenever you would get a component, gain a component anvil instead. Gain a random component now.

Gain a Needlessly Large Rod. After your team deals 38000 magic damage, gain 2 more. Damage dealt:

Enemy champions in the first two rows lose 4 Armor and Magic Resist every 2 seconds.

Whenever you craft a completed item, gain 2 rerolls.

Gain a Sparring Glove. After your team's attacks critically strike 320 times, gain 2 more. Critical strikes:

Sell your board and bench. Gain 4 random 2-star 1-cost champions. Disable your Shop for the next 3 rounds.

Lose all champions on your board and bench. Gain a Training Dummy with 80% of their combined health. The dummy gains 1200 Health per stage.

Gain an Earth Hex. Champions within gain 30 Armor and Magic Resist. At 50% Health, they Stun enemies within 2 hexes for 1.5 seconds.

For the next 4 carousels, gain a second copy of the champion taken.

Your champions that start combat with no adjacent champions gain a 20% max Health shield for 10 seconds.

Gain a Giant's Belt. After your team takes 75000 damage, gain 2 more. Damage taken:

For every 15 ally champions that die, gain a random component (max 3). Deaths Remaining:

Gain a random component. For every 18 ally champions that die, gain another component (max 2). Deaths Remaining:

Your champion that starts combat in the center of the front row gains 15.0% Damage Amp and 15.0% max Health.

Gain a Fire Hex. Champions within gain 15% Attack Damage and Ability Power. Their damage 1.0% Burns and 33.0% Wounds for 6 seconds.

Each round, steal a random 3-cost or lower champion from the shop. Gain 1 gold.

Gain a Tear of the Goddess. After your team spends 6500 Mana, gain 2 more. Mana spent:

Your team gains 5.0% Attack Damage. Every 5 seconds, they gain 5.0% more.

Gain 3 random 4-cost champions.

Allies that start combat in the back row begin combat at 80.0% Health but gain 17.0% Damage Amp.

Champions that aren't holding items have a 50% chance to drop 1 gold on death.

When an enemy dies, the nearest ally is healed for 220.

Gain a component anvil and 3 gold.

Gain 1 random completed item.

When you reach Level 9, gain 36 gold.

After 8 player combats, gain an Artifact anvil.

Gain an Illaoi. Your strongest Illaoi becomes a Fighter. Her Ability is replaced with an airborne slam that's recast when she kills her target.

Your team gains 2 Armor and Magic Resist for each ally that starts combat in the front two rows.

Every 7 damage you deal to enemy tacticians gives you 2 gold. Total Payouts: Gold

Allies without items equipped gain 30 Armor and Magic Resist.

Gain a copy of each 1-cost champion.

Whenever you star up a champion that you fielded last combat, gain 2 free Shop rerolls. Gain 2 gold.

Gain 1 random component, 2 gold, and 1 random 5-cost champion.

Gain 1 1-cost champion, 2 2-cost champions, and 1 3-cost champion.

For the next stage, you only get 2 bench slots. After, get 2 item components.

Round start: items on your bench are randomized. Gain 1 random component.

Each round, gain 2 free rerolls if you did not buy a champion last round.

Your team gains 1.0% Attack Speed. Gain 8 gold.

Your team gains 1.0% Attack Speed. Gain 14 gold.

Champions on your bench permanently gain 30 Health, 3% Attack Damage, and 3% Ability Power every round. Champions start with 1 stack of this effect, and can stack up to 4 times.

Champions on your board permanently transform into random champions 1 cost tier higher (max 5). Gain 2 Magnetic Removers.

Remove all champions on your board and bench. Gain 2 random 2-star 3-costs, 3 2-star 2-costs, and 1 2-star 1-cost champion.

Your Tactician loses 20 Health, but after 7 player combats, gain 30 gold.

Gain 10 free Shop rerolls.

After 10 seconds of combat, your team heals 40% of their missing Health.

Gain a random Silver Augment and 2 gold.

Gain a random Silver Augment and 4 gold.

Gain 10 XP.

Twice per stage, gain a random champion. Its cost increases by Stage. This effect ends after receiving 1 5-cost champion.

Roll a die. Gain rewards based on the number rolled. Reward:

Gain 2 random item components.

Enemies have a 25% chance to drop loot when killed.

Gain 1.5% Attack Damage and 1.5% Ability Power for each non-unique Trait active across your team. Current Bonus:

Gain 4 gold. After 3 players are eliminated, gain 100 more gold.

After the next 2 carousels, gain one champion that was not taken and its item. Gain 1 gold.

Gain a Lesser Champion Duplicator. Gain another after 5 player combats.

Gain 1 random component and 2 random 3-cost champions.

Increase your current and max player Health by 25. On carousel rounds you are released earlier, but are much slower.

If you have exactly 2 allies in your first row, grant them 50 Armor and 50 Magic Resist.

Gain a Water Hex. Champions within gain 3 Mana Regen. Their damage 30.0% Shreds enemies for 5 seconds.