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.Your team gains 10% Attack Speed if at least 4 allies start combat in the back two rows.
Gain 1 Thief's Gloves.
You have 3 extra augment rerolls for all other augment choices. Gain 7 gold.
Gain an Irelia. Your strongest Irelia gains 40% Attack Speed and gains a brand new Ability that dashes her between two targets, dealing physical damage to both.
Your units' attacks burn their targets for 5% of their maximum Health over 5 seconds and reduce their targets' healing received by 33%.
Gain a random Emblem and a Reforger now.
Allies that start combat next to exactly 1 other ally gain 100 Health. When that champion dies, the other gains a 10% max Health Shield for 10 seconds.
Set your win streak to +4. Gain a random component (2-1 only) and 4 gold.
When you reach Level 6, gain a 2-star Tier 3 unit ⇒ Each time you level up, gain the same random Tier 3 champion
Each time an ally dies, allies that share at least one trait with them gain 3 Ability Power, 3% Attack Damage, 3 Armor, and 3 Magic Resist.
Gain a Steb. Your strongest Steb's Ability's Mana cost is reduced by 10, but no longer heals. Steb's spell grants 30% Omnivamp and strikes 3 times, each dealing 70%.
Whenever you would get a random component, instead gain a component anvil.
Enemy champions in the first two rows lose 3 Armor and Magic Resist every 2 seconds.
Whenever you craft a completed item, gain 3 rerolls.
Sell your board and bench. Gain 4 random 2-star 1 cost champions. Disable your Shop for the next 3 rounds.
Each round, gain 1 gold for every 3 non-unique traits active. Gain 1 gold.
Each round, gain 1 gold for every 3 non-unique traits active. Gain 4 gold.
Lose all champions on your board and bench. Gain a Training Dummy with 70% of their combined health.
For every 14 ally champions that die, gain a random component (max 4).
Gain a random component. For every 11 ally champions that die, gain another component (max 3).
Your champion that starts combat in the center of the board gains 15% damage and 15% max health.
Completed items left on your bench for 4 rounds transform into Support items.
Each round, steal a random champion from the shop. Gain 3 gold.
Units that start combat in the back row begin combat at 80% health but gain 12% Damage Amp.
Champions that aren't holding items have a 50% to drop 1 gold on death.
Your team gains 10% Omnivamp. Get a bonus of 10 gold when your team first accumulates 10000 total healing.
After 8 player combats, choose 1 of 4 Support items.
Gain a Powder. Your strongest Powder's explosion radius is increased by two hexes, has less damage falloff, but deals 60% damage to ALLIES.
Gain a Component Anvil and 2 Gold.
Your units gain 10 Health. Your team gains 2 Health and 1 AD/AP for each craftable, non-duplicate item equipped (up to 10).
Gain 1 random completed item.
After winning player combat, gain 1 gold. If they had more health than you, gain 3 Gold instead. Gain 1 gold now.
Gain 33 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.
Your team gains 2.50 Armor and Magic Resist for each unit that starts combat in the front two rows.
Your last surviving unit gains 100% Attack Speed and 30% Durability.
Every 8 damage you deal to enemy tacticians gives you 2 gold.
Gain a Singed. Your strongest Singed cannot attack but constantly runs, leaving a poison trail dealing magic damage over time. His Ability will always target himself and instead grants 20% Omnivamp and Move Speed.
Your units that start combat in the back row gain 3 additional Mana per attack.
If an ally starts combat next to a higher-cost ally, they gain 12% Attack Speed and 150 Health.
Gain a copy of each Tier One champion.
Your team gains 2% max Health and 1.50% Damage Amp for each unique one-cost champion on your board. Gain 2 one-costs.
Gain 1 random component, 2 Gold, and 1 random Tier 5 champion(s).
Gain 2 Tier one unit, 1 Tier two units, and 1 Tier three unit.
For the next stage, you only get 1 bench slot(s). After, get 3 item components.
Gain 2 gold. At the start of every round, champions on the 3 rightmost bench slots transform into random champions of the same cost.
Round start: items on your bench are randomized (except Tactician's Crown and Spatula).
If you didn't purchase a champion last turn, gain 1 free reroll. Repeats each round.
Your team gains 2% attack speed. Gain 10 gold.
Your team gains 1% attack speed. Gain 15 gold.
Your next augment is one tier higher.
Your units gain 8% Attack Speed. Each round, increase this by 0.5%.
Champions on your board permanently transform into random champions 1 Tier higher. Gain 2 Magnetic Removers.
For every 1 unused Augment Reroll, gain 3 free shop rerolls. Gain 3 gold. Does not include the round this augment is selected.
Sell all champions on your board and bench. Gain 2 random 2-star 3-costs, 3 2-star 2-costs, and a 2-star 1-cost champion.
Your next shop and every 4 shops will contain all 3-cost champions.
Your next shop and every 4 shops will contain all 3-cost champions. Gain 5 rerolls.
Your Tactician loses 20 Health, but after 7 Player combats, gain 33 Gold.
Gain 11 free Shop refreshes. These Shop refreshes carry over between round.
Gain 10 XP.
When you kill an enemy unit, there's a 25% chance to drop loot.
Your team deals 5% more damage, increased by 2% for every 3-star champion on your team. Gain 2 rerolls.
Gain a Training Dummy. When it dies 6 times, gain a Support Anvil and remove the Training Dummy.
Gain a Training Dummy. When it dies 4 times, gain a Support Anvil and remove the Training Dummy.
After 3 players are eliminated, gain 60 gold.
After each carousel, gain one unit that was not taken and its item. Gain 1 gold.
Gain a Lesser Champion Duplicator. This happens a second time after 8 player combats.
Gain 1 random component and 2 random Tier 3 Units.
Increase your current and max player health by 20. On carousel rounds you are released earlier, but are much slower.
Gain a Trundle. Your strongest Trundle's Ability no longer heals, but grants him 125% Attack Speed for 5 seconds, and permanently grants him 1.50% Attack Damage. His maximum mana is reduced by 40.
Whenever your team has fewer units alive than your opponent, your units regenerate 8% Health each second (maximum: 150).
You can always move freely on Carousel rounds. Gain 2 gold.