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.Every 5 rounds with Strategist active, bet whether you'll win more or lose more. If you're correct, gain 5 gold and a completed Item Anvil. Gain a LeBlanc and an Ekko.
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.
Gain a Rhaast. Your strongest Rhaast enters Shadow Assassin form and his ability is replaced with a dash and 1 hex spin. If it kills, he immediately casts again.
Roll 3 dice. Gain rewards based on their total.

Gain an Anima Squad Emblem.

Your team can no longer critically strike. Convert each 1% Critical Strike Chance into 1% Attack Damage. Gain a Sparring Gloves.

Gain an Bastion emblem.

Gain 2 random components, 1 gold, and a Reforger.

Combat start: Your highest Attack Speed champion gains 20 Ability Power and 20% Attack Speed. Repeat on another ally every 3 seconds.

If you have 3 or fewer Divinicorp champions, their bonuses are increased by 50% + 10% for each Stage. Gain a Rhaast and a Morgana.

Gain a BoomBots emblem.

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.

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.

When Techies cast, grant the lowest Health Tech Shield equal to 200% of the Mana spent. Gain a Veigar and a Zyra.

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.

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 80% Health and 10% increased Mana cost.

Gain 4 random 1-cost champions. If your bench is full at the end of a round, gain 4 experience points.

Your Techies gain 5 Ability Power, increased by 1 for every 2 takedowns. Gain a Veigar and a Zyra.

Cyberboss abilities reduce the target's max Health by 15%. Cyberbosses take 15% less damage from enemies with less max Health. Gain a Poppy and a Veigar.

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.

Executioners have a 7% chance to drop a gold when their attacks critically strike. Gain a Graves and Rengar.

On combat start, up to 3 of your Exotech units with 2 items gain an ideal Exotech item. Gain a Jax and Naafiri.

Your champions holding an item gain 120 Health and 20% Attack Damage.

After 12 seconds your Divinicorp champions ascend, gaining 30% Health and 45% Attack Speed. Gain a Rhaast and a Morgana.

Gain a Divinicorp emblem.

With Syndicate active, your Training Dummies shoot enemies. Every 2 times they attack, grant the Kingpins 3% Attack Damage and Ability Power. Gain 1 Training Dummy, a Darius, and a Twisted Fate.

Gain 2 random 5-cost champions and 2 copies of a random component.

Gain a Dynamo emblem.

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 Executioner emblem.

Gain an Exotech emblem.

Marksmen execute enemies under 12% Health. Every time a Marksman executes, all Marksman gain 8% Attack Speed. Gain a Jhin and a Kindred.

Lose all your gold. After 6 player combats, gain back the original amount and another 80 gold.

Clear all painted hexes. When Street Demons start combat on a non-tagged hex, tag it. After all hexes are tagged, gain 30 gold. Gain 3 Street Demons.

Units that start combat in the back row begin combat at 90% health but gain 20% Damage Amp.

Each Golden Ox drops 1 gold after fighting 2 rounds. Your max interest is 7. Gain a Graves, an Alistar, and 0 gold.

Each Golden Ox drops 1 gold after fighting 2 rounds. Your max interest is 7. Gain a Graves, an Alistar, and 4 gold.

Gain a Golden Ox emblem.

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. The golem gains 500HP per stage.

Your team gains 15% Omnivamp. Get a bonus of 20 gold when your team first accumulates 10000 total healing.

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.

Cypher gains 50% of its combat bonus now. Gain 200% Intel from kills, but only 20% from losses.

Every 10 Boombot rockets, fire an HK Missile at the highest Health enemy that deals 600%

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).

Syndicate Kingpins gain 10% Attack Speed and 120 Health for each adjacent ally in their row. The allies gain 175 Health. Gain a Twisted Fate and a Darius.

Slayers above 50% Health gain 20% Attack Damage. While under 50%, they gain 15% Omnivamp. Gain a Vayne and a Shaco.

When you trade Cypher Intel, your board and bench is sold for 175% value and you gain 4 Reforgers. Gain a Draven.

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.

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.

Gain a Marksman emblem.

Gain a Jhin and Morgana. Dynamos gain 4% Damage Amp. After they spend 7000 Mana, gain a Muramana and an Aurora.

If an ally starts combat next to a higher-cost ally, it gains 16% Attack Speed and 220 Health.

Combat start: 1 random 1-cost champions are upgraded to 3-star for that round and gain 35% Attack Damage and 35 Ability Power.

Cyberbosses increase their score when they deal damage. When they reach the next high score, they gain 4% Attack Speed and bonus loot. Gain a Veigar and a Poppy.

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.

Your team gains 3% max Health and 2% Damage Amp for each unique one-cost champion on your board. Gain 3 one-costs

Your A.M.P. champions with 3 or more items gain 1 Amp. Gain 4 rerolls, a Naafiri, and a Nidalee

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.

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.

When you 3-star Nitro champions, they gain 16% Attack Damage, 25 Ability Power, and grant 10 Gold. Gain a Kindred and a Nidalee.

Open an Armory and choose 1 of 4 unique Artifacts crafted by Ornn.

Anima Squad takedowns have a 20% chance to drop an XP orb that sells for 1 XP. Anima Squad units gain 2% Attack Speed for each of your player levels. Gain a Seraphine and Illaoi.

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 8 gold now and 1 gold every round.

Gain 18 gold now and 1 gold every round.

Gain a Rapidfire emblem.

Vanguards gain 8% Health. When the Vanguard Shield ends, deal 50% of the initial Shield as magic damage to their current target. Gain a Skarner and a Vi.

Whenever a Bruiser dies, it permanently gains 40 Health. Gain a Darius and Alistar.

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.

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.

Before dying, BoomBots jump on the nearest enemy and deal 350 physical damage + 35% dealt by rockets to adjacent enemies. Gain a Kog'Maw and a Skarner.

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 Slayer emblem.

Get a Nitro Hex Turret that has 50% of your total Chrome. Gain a Shyvana.

Your team gains 10% Attack Damage and 10 Mana. Gain a B.F. Sword.

Rapidfire champions start at 2 stacks and can go to 20. If you win combat within 18 seconds, gain 2 gold. Gain a Twisted Fate and a Kog'Maw.

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.

Gain a Strategist Emblem.

Gain a Street Demon emblem.

Your team deals 7% more damage, increased by 4% for every 3-star champion on your team. Gain 4 rerolls.

Open an Armory and choose 1 of 4 unique Support items.

After 8 seconds in combat, a support spire grants Anima Squad a Shield, Attack Speed, or Stuns all enemies. Gain 3 Anima Squad champions.

Gain a Syndicate emblem.

Signature Street Demon hexes grant 20% Attack Speed. Gain 3 Street Demons and 2 Spray Can items that create signature Street Demon hexes.

Gain 1 random Support item and 2 random Tier 4 Unit. Can only show up at stage 4-2.

Gain a Techie emblem.

Gain 1 Gragas. Your strongest Gragas's attacks have a chance to knockback and deal bonus magic damage. His ability heals and empowers his next attack.

Gain 2 Gragas. Your strongest Gragas's attacks have a chance to knockback and deal bonus magic damage. His ability heals and empowers his next attack.

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.

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.

The first time you end player combat with 8 different traits, gain 5 random emblems.

When A.M.P. champions die, the nearest A.M.P. champion gains 1 Amp until the end of combat. Gain a Naafiri and a Nidalee.

When Bastions' start of combat bonus ends, 50% of it converts into Attack Damage and Ability Power and they gain 30% Attack Speed. Gain an Illaoi and Jax.

Gain an Exotech Golem with a copy of each of your Exotech items. It gains 5% Health and 12% Attack Damage per Exotech star level. Gain a Jhin and a Naafiri

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 4 two-cost unit.

You heal for 20% of the damage you deal to enemy Tacticians. Your units gain 12% Omnivamp.

Gain a Vanguard Emblem.

Gain 1 gold and a Training Dummy with 2 permanently attached Emblems.

After dealing 60 player damage, gain a chest of high cost champions and items.

Gain 2 gold after losing a player combat. Gain a random component after every 4 losses.

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.