Augments
All TFT Augments in Set 13 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.Whenever you build an item, gain a completed item anvil instead. That anvil always offers an Academy item and the item built. Gain 1 random components. Gain a Lux and an Ezreal.
Gain an Academy Emblem and a Leona.
Combat start and every 6 seconds, all Quickstrikers attack 85% faster for 2.50 seconds. Gain a Nocturne and Akali.
Champions evolved by the Anomaly drop 2 gold every 3 kills. Gain 10 free rerolls.
Open an armory of gold generating Artifact items. Gain a Magnetic Remover. Your max interest is increased to 7.
Open an armory of gold generating Artifact items. Gain 4 gold and a Magnetic Remover. Your max interest is increased to 7.
Roll 3 dice. Gain rewards based on their total.
Gain an Ambusher Emblem and a Camille.
After the Anomaly round on 4-6, gain a item that duplicates the chosen Anomaly Effect onto the equipped champion with 250 HP and 25 AP.
When Sorcerers die, they deal 300% of their Ability Power as magic damage to all adjacent units. Gain a Vladimir.
Gain an Artillerist Emblem and a Tristana.
Gain an Automata Emblem and a Nocturne.
Your team can no longer critically strike. Convert each 1% Critical Strike Chance into 1% Attack Damage. Gain a Sparring Gloves.
At the start of the next 4 rounds, gain 7 gold.
At the start of the next 4 rounds, gain 4 gold
Gain 2 random components, 1 gold, and a Reforger.
Gain a Black Rose Emblem.
Combat start: Your highest Attack Speed champion gains 20 Ability Power and 20% Attack Speed. Repeat on another ally every 3 seconds.
You cannot perform actions for the next 3 rounds. Afterwards, gain 2 completed item anvils.
Your team gains 2% Damage Amp for each Bronze-tier trait.
Gain a Bruiser Emblem and a Sett.
Gain 2 Rennis. Your strongest Renni's Ability costs 10 less and causes her to lunge towards the fartheset enemy within 2 hexes, dealing 110% damage to the target and reduced damage to enemies in her path.
Your units with no Traits active gain 240-530 Health and 45-60% Attack Speed (based on current Stage).
Allies that start combat next to exactly 1 other ally gain 175 Health. When that champion dies, the other gains a 15% max Health Shield for 10 seconds.
Gain a component anvil when you reach level 5, 6, 7, and 8.
Gain a Runaan's Hurricane. Your Runaan's Hurricanes shoot 1 extra bolts, each dealing 85% of the original damage.
Gain a Chem-Baron Emblem and a Renata Glasc.
If you have no units on your bench at the end of a round, gain 3 experience points.
Each time an ally dies, allies that share at least one trait with them gain 5 Ability Power, 5% Attack Damage, 5 Armor, and 5 Magic Resist.
Your team gains 10% Attack Speed every 3 seconds.
Empower a hex in the center of the board. Summon a clone of the champion in it with 70% Health and 20% increased Mana cost.
Gain 4 random 1-cost champions. If your bench is full at the end of a round, gain 4 experience points.
Gain a Conqueror Emblem and a Rell.
At the start of each turn, all units holding a Frying Pan or Spatula item grant the nearest champion 50 permanent Health. Gain a Frying Pan.
Gain a Vladimir. Your strongest Vladimir gains +3 Range and gains 3 bonus Mana each attack. His Ability no longer heals but grants 7% Damage Amp, deals 80% bonus damage, and spreads additional damage to the 2 nearest enemies.
Gain a Crownguard. Your Crownguards' start of combat effect is 100% stronger.
Gain a Needlessly Large Rod. Your units gain 10 Ability Power and 10 Armor.
Dominators gain 10% Attack Speed while shielded. When a Dominator gets a kill, all Dominators gain 100 Shield for 3 seconds. Gain a Cassiopeia.
Gain a Dominator Emblem and a Blitzcrank.
Gain 2 random 5-cost champions and 2 copies of a random component.
Gain an Enforcer Emblem and a Loris.
Now, and at the start of every stage, gain 6 XP and 2 free rerolls for that round only.
Now, and at the start of every stage, gain 8 XP and 2 free rerolls for that round only.
Gain an Experiment Emblem and an Urgot.
Gain a Family Emblem and a Violet.
Gain a Firelight Emblem and a Zeri.
Every 3 takedowns by Black Rose champions or Sion grant Sion permanent 1.50% Attack Damage and 10 Max Health. Gain 3 Black Rose champions.
Lose all your gold. After 6 player combats, gain back the original amount and another 70 gold.
When an Automata champion fires their blast, they fire a second blast at the closest enemy dealing 50% of the original damage. Gain an Amumu and Nocturne.
Units that start combat in the back row begin combat at 80% health but gain 20% Damage Amp.
Gain a Vander. Your strongest Vander gains a brand new Ability that no longer grants resistances, but deals 165% increased damage and punches the target backwards, dealing 65% of the original damage to all enemies hit.
Gain a Training Dummy. Every 10 seconds, all Training Dummies grant 1 gold.
Lose all champions on your board and bench. Gain a Golem with 90% of their combined Health and 60% of their combined Attack Damage.
Firelight champions gain 3% Attack Damage and 3 Ability Power for every hex traveled. Gain a Scar.
Your team gains 15% Omnivamp. Get a bonus of 20 gold when your team first accumulates 10000 total healing.
Every 4 seconds, Bruisers deal 7% bonus max Health bonus physical damage on their next attack. Gain a Steb and a Trundle.
Gain 2 Lesser Champion Duplicators and 9 gold.
Gain an Ionic Spark. Your Sparks range is increased by +3 hex, and they deal 25% more damage.
When a unit dies, the nearest ally gains a 20% max Health Shield and 10% stacking Attack Speed.
Your champions gain 7 permanent max health per interest you earn.
Your units gain 20 Health. Your team gains 5 Health and 2 AD/AP for each craftable, non-duplicate item equipped (up to 10).
Enforcer champions gain 10% Attack Damage. Every 6 Wanted enemy deaths grant 6 gold. Gain a Steb and Maddie.
Your 4-cost and 5-cost champions gain 65 Health and 9% Attack Speed for every 1-cost and 2-cost champion on your board.
At the start of combat, your two furthest champions share 22% of their Armor, Magic Resist, Attack Damage, and Ability Power with each other.
Ambusher kills have a chance to drop loot, scaling with Critical Strike Chance. The value of the loot given can also critically strike, granting even more loot. Gain a Camille and a Powder.
Gain a Sparring Gloves. Your team gains 8% Attack Speed and 20% Critical Strike Chance.
Gain 6 gold. For the next 3 rounds, enemy champions drop 2 gold when killed.
Your units that start combat in the back row gain 4 additional Mana per attack.
If an ally starts combat next to a higher-cost ally, they gain 18% Attack Speed and 220 Health.
Combat start: 1 random 1-cost champions are upgraded to 3-star for that round and gain 20% Attack Damage and 20 Ability Power.
When your first ally dies each combat, grant your team 15 + 15% of that ally's Armor and Magic Resistance.
Units can no longer be benched or sold after fighting in a player combat. After each player combat, units that fought gain 20 Health, 1.50% Attack Damage, and 1.50% Ability Power.
Gain an Edge of Night. Allies holding Edge of Night gain 35% Attack Speed.
Conquerors execute enemies below 12% Health. When they do, they gain 5 Armor and Magic Resist for the rest of combat. Gain a Darius and Draven.
Your team gains 3% max Health and 2.50% Damage Amp for each unique one-cost champion on your board. Gain 3 one-costs
Every third attack deals an additional 115% damage and heals 50% of the damage. Excess healing is converted to a shield up to 300 Health.
When the first 5 Rebels die each combat, summon a copy of themselves that is one-star lower with 400 less Health. Gain an Akali and an Irelia.
If your team has exactly 2 four-cost champions, they each gain 404 Health and 24.40% Attack Speed. Gain a random 4-cost.
Gain 2 random item components. At the start of each round, items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables).
After player combat, gain 2 XP if you won or 3 XP if you lost.
Your team gains 5% Critical Strike chance, and their Abilities can critically strike. Critical strikes 20% Shred and Sunder the target for 3 seconds.
At the start of each round, gain a 1* copy of the first unit you killed last round.
Gain a Pit Fighter Emblem and an Urgot.
Open an Armory and choose 1 of 4 unique Artifacts crafted by Ornn.
While Shielded, your units gain 12% Durability. The first time allies fall below 50% Health, they gain 125-275 Shield (based on Stage) for 3 seconds.
Gain 2 components now. Every 4 wins gives you an item component.
Your units gain 10% Attack Speed. Each round, increase this by 1%.
Gain a Red Buff. Your Burns deal 50% increased damage.
Gain a Quickstriker Emblem and an Akali.
Gain 8 gold now and 1 gold every round.
Gain 18 gold now and 1 gold every round.
Gain a Rebel Emblem and an Akali.
The next 4-cost champion you buy is instantly upgraded to 2-star. Get 12 gold.
Choose 1 of 3 components. For the next 2 rounds, gain another copy of that component.
Artillerist rockets deal 15% increased damage. Every 75 rockets your Artillerists fire, gain a Collector (max 2). Gain a Tristana and Urgot.
Artillerist rockets deal 15% increased damage. Every 65 rockets your Artillerists fire, gain a Collector (max 2). Gain a Tristana and Urgot.
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).
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).
After casting an Ability, champions gain 20% Omnivamp for 3 seconds. Excess healing is converted to a shield up to 300 Health.
Gain a Training Dummy and 4 gold. If it is the first to die each player combat, gain 1 gold.
The first 4 enemy champions that are killed each combat grant a champion on your team a temporary completed item.
Every round, if you're in the bottom 4, your team permanently gains 1.5% Attack Damage and Ability Power. If you're in the top 4, they have 10% more Health.
Gain a Scrap Emblem and a Ziggs.
Gain a Sentinel Emblem and a Rell.
Sentinels gain 5% bonus Armor and Magic Resist. Every 4 seconds, their next attack deals 75% of their total resistances as magic damage. Gain a Loris.
During non-player combat rounds, your shop refreshes for free every 3 seconds for 30 seconds.
After each player combat, if there are no items on your bench (other than Consumables), gain 3 XP.
Gain 10 XP now. After each player combat, if there are no items on your bench (other than Consumables), gain 3 XP
Gain a Sniper Emblem and a Zeri.
Snipers gain +8% Damage Amp for each round fought from the same starting hex (Maximum +32%). Gain a Zeri.
Gain a Sorcerer Emblem and a Vladimir.
Your team gains 10% Attack Damage and 10 Mana. Gain a B.F. Sword.
Your team restores 5% of their max Health every 5 seconds. Increase the healing by 0.50% for every 10 missing player Health.
When you kill an enemy unit, there's a 35% chance to drop more loot.
1-cost and 2-cost units in your shop have a chance to be 2-star. Gain 6 gold. Chances increase with player level.
1-cost and 2-cost units in your shop have a chance to be 2-star. Gain 8 gold. Chances increase with player level.
Your team deals 7% more damage, increased by 5% for every 3-star champion on your team. Gain 4 rerolls.
Open an Armory and choose 1 of 4 unique Support items.
Gain 1 random Support item and 2 random Tier 4 Unit. Can only show up at stage 4-2.
Experiments gain 12% Health and grant a special hex. The Experiment in the hex is killed on combat start, granting their Experiment bonus to other laboratory hexes. Gain 3 Experiment champions
Gain a Bramble Vest. Champions holding a Bramble Vest gain 100% of their bonus armor as AD.
For the next 3 players eliminated, choose one of their items to keep.
Every 8 components Scrap champions convert, gain a random component (max 6). Gain a Powder and a Trundle.
Gain a Training Dummy equipped with a random emblem that fires ranged attacks at enemies. It upgrades as the game goes on.
Gain a free Shop refresh each round. Gain 1 gold.
Pit Fighters permanently gain 1.50 Attack Damage if they lost the last combat. If they won, gain 45 Health instead. Gain an Urgot.
When Ambessa casts, Caitlyn fires an empowered attack at the target, dealing 225% damage. Ambessa gains 25% of Caitlyn's Attack Damage. Gain a Caitlyn and Ambessa.
While fielded with Silco, Powder gains Dominator, but no longer benefits from Family. When her monkey explodes, it creates 3 of Silco's monstrosities. Gain a 2-star Powder and a Silco
When Vi casts, Ekko releases 3 afterimages towards her target dealing 50% damage. When Ekko casts, Vi slams an earthquake towards his target dealing 150% damage. Gain a Vi and Ekko.
When Jinx scores a takedown, Vi gains 40% bonus Attack Damage for 5 seconds. When Vi scores a takedown, Jinx gains 50% bonus Attack Speed for 5 seconds. Gain a Jinx and a Vi.
The first time you end player combat with 8 different traits, gain 6 random emblems.
Jinx and Sevika gain 10% Attack Damage and 100 Health. Whenever one casts, they grant the other 10 mana. Sevika's arm is luckier. Gain a Jinx and Sevika.
Gain 2 3-cost champions. Combat Start: 3 random 3-cost champions gain 250 Health and 18% Attack Speed.
Gain 1 reroll for every 3 unique two-cost champions fielded last combat. Gain 2 two-cost unit.
Gain a random 2-star two-cost and 2 random 2-star one-cost champions.
Gain a Sterak's Gage. When its effect triggers, the unit gains 45% attack speed and immunity to crowd control for 10 seconds.
You heal for 20% of the damage you deal to enemy Tacticians. Your units gain 12% Omnivamp.
Gain a Visionary Emblem and a Renata Glasc.
For every 275 Mana Visionaries spend during combat, summon a Voidling, up to 5 Voidlings. Gain a Rell and Morgana. The Voidling has 400-600 Health based on Stage.
Gain 1 gold and a Training Dummy with 2 permanently attached Emblems.
Everytime you choose to save your Shimmer on a Black Market, heal 4 player health and gain 6 gold. Gain a Renni.
After dealing 60 player damage, gain a chest of high cost champions and items.
Gain a Watcher Emblem and a Vander.
If at least 2 Family members are alive after 17 seconds in combat or at the end of combat, gain a random copy of a Vander, Powder, or Violet. Gain a Powder and Violet.
Gain 2 gold after losing a player combat. Gain a random component after every 4 losses.
While you field 2 of the same Form Swapper in different forms, both gain 24 Ability Power, Armor, and Magic Resist, and 24% Attack Damage. When you 3-star a Form Swapper, gain a 2-star copy. Gain a Swain and Gangplank. (Can only be offered to 1 player)
Gain a random 1-cost unit. After 2 round(s), gain a copy of that unit at the beginning of each round for the rest of the game.