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.Gain an Academy Emblem and a random sponsored item.
Gain an Ambusher Emblem, a Hand of Justice, and a Camille.
Gain three 2-cost champions. If you 3-star two of them, gain an orb filled with loot. Gain 6 rerolls.
All your current and future Completed items transform into Guinsoo's Rageblades that grant 35 Armor and Magic Resist. Each stack also grants 1% Attack Damagea and Ability Power.
At the start of each turn, your benched completed items transform into a random Artifact item. Gain 1 Artifact Anvil and 2 Removers.
Gain an Artillerist Emblem, a Runaan's Hurricane, and a Tristana.
Immediately go to level 6. You don't get to choose your future augments.
Gain an Automata Emblem, a Guardbreaker, and a Nocturne.
Gain 4 Giant's Belts. Your Giant's Belts grant +75 bonus Health.
Gain 2 gold and a 2-star champion every time you level up. The champion's tier is your level minus 4 (min: Tier 1).
Gain a Black Rose Emblem, a Morellonomicon, and a Cassiopeia.
Combat start: Your highest Attack Speed champion gains 35 Ability Power and 30% Attack Speed. Repeat on another ally every 3 seconds.
Gain a Guinsoo's Rageblade and a Red Buff and a Magnetic Remover.
Your team gains 2.50% Damage Amp and 1.50% for each Bronzetier trait.
Gain a Bruiser Emblem, a Redemption, and a Sett.
Gain a random three star 1-cost unit and 8 gold.
Allies that start combat next to exactly 1 other ally gain 300 Health. When that champion dies, the other gains a 15% max Health Shield for 10 seconds.
At the start of the next 5 rounds, gain a random item component.
Each combat, 4 random champions in your last row gain 35% Attack Damage and 40 Ability Power.
Gain a powerful and random reward.
As you level, gain more powerful items. As you level, gain more powerful items. Level 4: component anvil - Level 6: completed item anvil - Level 8: choose 1 of 5 Radiant items.
Gain a Chem-Baron Emblem, a Nashor's Tooth, and a Smeech.
Gain a Conqueror Emblem, a Last Whisper, and a Rell.
Gain a Tactician's Crown. Tactician's Crown, Shield, and Cape grant the holder an additional 30% Attack Speed, 40% Attack Damage, and 40 Ability Power.
Gain a Suspicious Trenchcoat. In 3 rounds, gain an Unstable Treasure Chest. Can't get offered at stage 2-1.
Gain a Dominator Emblem, a Protector's Vow, and a Blitzcrank.
The first time you buy experience each round, gain 2 gold. Whenever you buy experience, refresh your shop.
Gain an Enforcer Emblem, an Infinity Edge, and a Loris.
Now and at the start of the next 2 stages, roll 3 dice. Gain various rewards based on their total.
Gain a Family Emblem, a Redemption, a Vander, and a Violet.
Gain a Support Anvil and a completed item anvil.
Gain a Firelight Emblem, a Protector's Vow, and a Scar.
Gain 1 random emblem. At the start of every stage, gain a random emblem. For each emblem equipped, your team gains 30 health.
Gain a Zeke's Herald. Champions buffed by Zeke's also gain 35% Critical Strike Chance.
Whenever an allied champion dies, your team permanently gains 15 health, 2% Attack Damage, or 2 Ability Power, based on the dying champion's role.
You no longer gain interest. Round start: gain 4 XP and 15 gold.
Combat start: 1 random 1-cost champion is upgraded to 4-star for that round and gains 15% Attack Damage and 15 Ability Power.
Combat start: All champions in your front row become clones of the champion in the center of the row. Clones have 90% of their original health, and deal 10% less damage.
Gain a random Emblem. Now and after each carousel round, gain a 1-star unit of that trait with a cost equal to the Stage (max 5).
You have no interest cap. Gain 22 gold.
Gain a Randuins Omen. Its range is increased by 1 hex and its effect is increased by 60%.
Get a sentinel with tailored offensive items that upgrade as the game progresses.
Gain 26 gold. At the start of every round, gain 3 reroll for every 10 gold above 50 gold (max 80 gold).
Gain 45 gold. At the start of every round, gain 3 reroll for every 10 gold above 50 gold (max 80 gold).
Gain 5 gold. Your champions gain 10 permanent max health per interest you earn. Your max interest is increased to 7.
When you buy XP, gain an additional 2. Gain 12 immediately.
Gain a random Ornn item now and after every 8 player combats.
Thief's Gloves will always give your champions ideal items. Gain 2 Sparring Gloves.
Thief's Gloves will always give your champions ideal items. Gain 3 Sparring Gloves.
Your max level is 7. Gain 1 Tactician's Shield which increases your team size by +1, and 60 gold.
Gain a Red Buff, a Blue Buff, and a Champion Duplicator.
Gain a random Radiant item. At the start of each round, items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables).
Gain an Infinity Force. After 7 Player combats, gain a second Infinity Force.
Gain an Infinity Force. After 3 player combats, gain another.
Your team gains 30% Critical Strike chance, and their Abilities can critically strike. Critical strikes 20% Shred and Sunder the target for 3 seconds.
Gain a Pit Fighter Emblem, a Sterak's Gage, and a Gangplank.
The next non-player combat round will drop an additional Prismatic Orb full of amazing loot. All Gold and Prismatic orbs contain even more loot!
Each time your Shop is rerolled, you have a 45% chance to gain a free reroll.
Your units gain 12% Attack Speed. Each round, increase this by 2%.
Units holding exactly 1 item upgrade that item to Radiant. Gain 2 Magnetic Removers. Thief's Gloves counts as multiple items.
Gain a Quickstriker Emblem, a Guinsoo's Rageblade, and a Nocturne.
Gain a Masterwork Upgrade and 1 component anvil. Masterwork Upgrade upgrades an item to Radiant!
Open an Armory and choose 1 of 5 unique Radiant items. Gain a Magnetic Remover.
Gain a Rebel Emblem, a Jeweled Gauntlet, and an Akali.
Gain a Radiant Thieves Gloves.
Gain a Scrap Emblem, a Ziggs, and 2 random components.
Gain a Sentinel Emblem, a Crownguard, and a Loris.
Gain a Diamond hands. In 5 rounds, gain a Gamblers Blade.
Gain 4 gold. When you level up, gain a number of free shop refreshes equal to your level, which carry over between rounds.
Gain a Sniper Emblem, an Infinity Edge, and a Zeri.
Gain a Sorcerer Emblem, an Adaptive Helm, and a Vladimir.
When you kill an enemy unit, there's a 45% chance to drop amazing loot.
Combat start: Up to 5 champions with 1 or fewer items gain a copy of a random completed item from the nearest itemized ally.
Now and at the start of every stage, open a shop of four 4-costs and gain 6 gold.
Gain 5 BF Swords. Your BF Swords grant +2.50% Attack Speed.
Gain a Tactician's Cape and a random Emblem.
Gain a massive golden egg that hatches in 10 rounds. Victorious players accelerate hatch timer by 1 round.
Your tactician is small and speedy, heals 2 Health after a PVP round, and grants 2 Gold per round.
Appears only on 3-2. Your tactician is small and speedy, heals 2.0 Health after a PVP round, and grants 2 Gold per round. Gain 8 gold now.
Every time a player is eliminated, choose one of their items to keep.
When Heimerdinger casts, Ekko releases 3 afterimages, each dealing 30% damage. When Ekko casts, Heimerdinger fires 3 missiles, each dealing 100% damage. Gain a Heimerdinger and Ekko.
Vander gains 35 permanent max Health each time Silco casts. Silco gains 8 permanent Ability Power each time Vander dies. Gain a 2-star Vander, a Silco, and a Spear of Shojin.
Gain 3 3-cost champions. Allies gain 9% Attack Speed. Combat Start: 3 random 3-cost champions gain 450 Health and 30% Attack Speed.
Buying experience costs 1 less. When you level, gain 1 health and 1 free reroll.
Gain a Visionary Emblem, a Spear of Shojin, and a Renata Glasc.
Gain a Zz'Rot Portal and another after every 9 player combats. Zz'Rot Portal Voidlings gain 50% Attack Speed and 40% Omnivamp
Gain a Training Dummy and 6 gold. It has 2 random emblems equipped.
Gain 5 Needlessly Large Rods. Your Needlessly Large Rods grant +2.50% Attack Speed.
Gain a Watcher Emblem, a Steadfast Heart, and a Scar.
Gain a random 2-cost. After, gain a copy of that 2-cost at the beginning of the round for the next 8 rounds.