Augments
All TFT Augments in Set Set 10 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.
You cannot perform actions for the next 3 rounds. Afterwards, gain 20 gold.

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

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

Gain 1 gold per 3 Health your Tactician loses.

At the start of the next 2 rounds, gain a random item component.

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

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

Gain double streak gold.

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

Your champions holding an item gain 200 health.

Your champions holding an item gain 150 Health and restore 2 Mana per second.

Champions that aren't holding items have a 30% to drop 1 gold on death.

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

When an enemy dies, the nearest allied unit is healed for 300 health.

After 5 player combats, choose 1 of 4 Support items.

When your units score a Takedown they shed all negative effects and become immune to Crowd Control for 10 seconds.

Gain a Component Anvil and 2 Gold.

Gain 1 random completed item.

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

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

Gain an Ornn Item Anvil after 7 player combats.

Gain a copy of each Tier One champion.

Whenever you 2* a unit, gain a free reroll.

Gain 1 random component, 2 Gold, and 1 random Tier 5 champion(s).

Gain 1 Tier one unit, 2 Tier two units, and 1 Tier three unit.

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

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

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.

Your units gain 5% Attack Speed. Each round, increase this by 0.5%.

When you reach Level 9, gain 50 XP.

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

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

Gain 10 free Shop refreshes. These Shop refreshes carry over between round.

Gain 12 XP.

Every 4 Shop refreshes, gain a free refresh.

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

When you kill an enemy unit, there's a 25% chance to drop loot.

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

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

Gain 4 components after you lose 50 player health.

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

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

Gain 1 random component and 2 random Tier 3 Units.

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

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

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

You can always move freely on Carousel rounds. Gain a random item component.