Augments
All TFT Augments in Set 18 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.
Your next augment is one tier higher.

Gain a Recurve Bow. After your champions attack 1000 times, get 2 more.

Gain 1 Thief's Gloves.

Your team gains 30 Health for each champion 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.

Store gold equal to the interest you earn. On 3-3, gain gold equal to 100% of the stored gold. Gain 1 gold now.

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

Gain a B.F. Sword. After your champions deal 2 physical damage, gain 65000 more.

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

Gain 3 2-cost champions. After 6 rounds, gain 3 more.

Gain 3 3-cost champions. After 6 rounds, gain 3 more.

Gain 3 4-cost champions. After 6 rounds, gain 3 more.

Gain 8 gold and 1 XP.

Gain 3 gold and 12 XP.

Whenever you would get a component, gain a component anvil instead. Gain a random component.The anvil offers 4 choices.

Gain a Needlessly Large Rod. After your team deals 42000 magic damage, gain 2 more. Damage dealt:

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

Whenever you craft a completed item, gain 2 rerolls.

Lose all champions on your board and bench. Gain a Training Dummy with 60% of their combined health. The dummy gains 1000 Health per stage. Gain a random non-tank 2-star 2 cost champion.

Every 4 attacks an ally takes, they deal 30-90 (based on current Stage) magic damage to nearby enemies (1 second cooldown).

At the start of every round, lose the champion in the rightmost bench slot. After losing 33 gold of champions in this way, gain a powerful reward. Gain a 3-cost champion now.

Gain a Giant's Belt. After your champions take 2 damage, get 75000 more.

Gain 4 gold, then flip a coin. If heads, gain 12 more gold.

Your champion that starts combat in the center of the front row gains 15% Damage Amp and 25% max Health.

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

The Inferno champion that dealt the most damage last combat is On Fire, gaining 55% Attack Speed. Gain a Varus and an Akali.

Gain a Tear of the Goddess. After your champions spend 6500 Mana, gain 2 more.

Your team gains 10% Attack Damage. Every 5 seconds, they gain 5% more.

The next 1-cost champion you buy is 3-star. Gain 5 gold.

Your Tactician loses 20 Health, but after 5 player combats, gain 3 4-cost champions and 8 gold.

Allies that start combat in the back row begin combat at 80% Health but gain 16% Damage Amp.

Champions that aren't holding items have a 40% chance to drop 1 gold on death.

Combat start: Champions grant other adjacent champions 6 Armor and Magic Resist. This effect stacks.

When an enemy dies, a nearby ally is healed for 250 Health.

Gain a component anvil and 3 gold.

Gain 1 random completed item.

Gain a random 2-star 2-cost champion and 1 gold.

After winning player combat, gain 1 gold. If they had more health than you, gain 6 Gold instead. Gain 1 gold.

When you reach Level 9, gain 27 gold.

After 8 player combats, gain an Artifact anvil.

Your dice and coins are luckier. Roll a die and gain gold equal to the number rolled. Then flip a coin and gain 1 gold if you flip heads.

Champions without items equipped gain 30 Armor and Magic Resist.

Gain a copy of each 1-cost champion.

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

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

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

After 12 seconds of combat, your units gain 20% Damage Amp.

Gain 4 rerolls now. Each round, gain 1 free reroll if you did not buy a champion last round.

You gain twice as much progress towards win and loss streaks. Gain 2 gold.

Champions on your board permanently transform into random champions 1 cost tier higher (max 5). Gain 2 Magnetic Removers and 3 free rerolls.

Your team gains 60 Health. Each time you purchase a Wisp, increase this by 10.

Your team gains 75 Health. Each time you purchase a Wisp, increase this by 10.

Your team gains 90 Health. Each time you purchase a Wisp, increase this by 10.

Gain 10 free Shop rerolls.

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.

Gain 2 random item components.

Your units gain 1.5% Attack Damage and 1.5% Ability Power for each non-unique Trait active across your team.

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

Gain a giant Training Dummy. Every 4 seconds, it zaps the 3 nearest enemies dealing 5% max Health true damage.

If you have exactly 2 allies in your first row, grant them 100 Health, 35 Armor, and 35 Magic Resist.

Champions gain 1.5% Attack Damage, 1.5% Ability Power, 1.5 Armor, and 1.5 Magic Resist for each ally that shares a trait with them.

The first time you 3-star a champion, gain a copy of them each round for the rest of the game. 3-starring the same champion again grants additional copies. Gain a Lesser Champion Duplicator and a Tiny Champion Duplicator.

Each time you purchase a Wisp, gain 2 gold. Gain 4 gold now.

Each time you purchase a Wisp, gain 2 gold. Gain 8 gold now.

You can always move freely on Carousel rounds. Gain 5 gold.