Augments
All TFT Augments in Set 14 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 a Jax. Your strongest Jax's attacks deal bonus magic damage every 3rd attack which gets stronger each time. His ability grants Attack Speed.
Your team gains 10% Attack Speed if at least 4 allies start combat in the back two rows.
Gain 1 Thief's Gloves.
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.

Gain a random Emblem and a Reforger. Reforgers allow you to remake any item.

Gain a Bruiser Emblem and a Gragas.

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.

Gain a Poppy. Your strongest Poppy's ability is replaced with a 3-hit Wallop.

Set your win streak to +4. Gain a random component (2-1 only) and 4 gold.

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

Gain a Vi. Your strongest Vi gains Attack Speed and her ability dashes to the farthest target, Stuns, and deals bonus physical damage.

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.

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 100% of their combined health. The dummy gains 1000 Health per stage.

For every 15 ally champions that die, gain a random component (max 4).

Gain a random component. For every 13 ally champions that die, gain another component (max 3).

Your champion that starts combat in the center of the frontline and gains 15% damage and 15% max health.

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

Units that start combat in the back row begin combat at 90% health but gain 12% Damage Amp.

Champions that aren't holding items have a 50% chance 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.

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 5 Gold instead. Gain 4 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.

Every 8 damage you deal to enemy tacticians gives you 2 gold.

Your units that start combat in the back row gain 2 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. Gain 1 random component.

Each round, gain 2 free rerolls if you did not buy a champion last round.

Your team gains 2% attack speed. Gain 10 gold.

Your team gains 1% attack speed. Gain 15 gold.

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.

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. Gain 9 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 9 times, gain a Support Anvil and remove the Training Dummy.

Gain a Training Dummy. When it dies 5 times, gain a Support Anvil and remove the Training Dummy.

After 3 players are eliminated, gain 70 gold.

Gain a Lesser Champion Duplicator. This happens a second time after 5 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.

Whenever your team has fewer units alive than your opponent, your units regenerate 8% Health each second (maximum: 150).

Gain a Sylas. Your strongest Sylas's ability deals more damage and recasts on kill, but his Health gain no longer scales with Ability Power.

You can always move freely on Carousel rounds. Gain 2 gold.