Augments
All TFT Augments in Set 15 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.
You cannot perform actions for the next 3 rounds. Afterwards, gain 20 gold.

Your next augment is one tier higher.

Gain 1 Thief's Gloves.

Allies isolated in pairs gain 10.0% Attack Speed and 13 Armor at the start of combat.

Allies that start combat next to an ally with over 1750 Health gain 10% Durability. Gain a Giant's Belt.

Gain a random Emblem.

Gain a random Emblem and a Reforger.

Set your win streak to 4. Gain 4 gold.

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

Starring up a champion grants them one of the following: 100 Health, 6.0% Durability, 10% Ability Power, 10.0% Attack Damage, 10.0% Attack Speed. Bonuses stack.

Each time an ally dies, allies that share at least one trait with them gain 3% Ability Power, 3.0% Attack Damage, 3 Armor, and 3 Magic Resist.

Whenever you would get a component, gain a component anvil instead. Gain a random component now.

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

Whenever you craft a completed item, gain 2 rerolls.

Sell your board and bench. Gain 4 random 2-star 1-cost champions. Disable your Shop for the next 3 rounds.

Lose all champions on your board and bench. Gain a Training Dummy with 80% of their combined health. The dummy gains 1500 Health per stage. Gain a non-Tank 2-star 2-cost champion.

For the next 4 carousels, gain a second copy of the champion taken. Gain 4 gold now.

For every 15 ally champions that die, gain a random component (max 3). Deaths Remaining:

Gain a random component. For every 18 ally champions that die, gain another component (max 2). Deaths Remaining:

Your champion that starts combat in the center of the front row gains 15.0% Damage Amp and 25% max Health.

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

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

Allies that start combat in the back row begin combat at 80.0% Health but gain 17.0% Damage Amp.

Champions that aren't holding items have a 40.0% chance to drop 1 gold on death.

When an enemy dies, the nearest ally is healed for 220.

Gain a component anvil and 3 gold.

For each unique item they are holding, your team gains 1.0% Attack Damage and 1% Ability Power.

Gain 1 random completed item.

Combat start: Grant units with adjacent allies a 130 Health Shield for 8 seconds. This Shield stacks.

When you reach Level 9, gain 36 gold.

After 8 player combats, gain an Artifact anvil.

Your team gains 2 Armor and Magic Resist for each ally that starts combat in the front two rows.

Allies that start in the back two rows split 60 total Mana after 6 seconds of combat.

Every 7 damage you deal to enemy tacticians gives you 2 gold. Total Payouts: Gold

Gain a copy of each 1-cost champion.

Gain a Kennen. Your strongest Kennen becomes a ranged Marksman. He throws piercing Shurikens that can stun and deal magic damage.

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

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

For the next stage, you only get 2 bench slots. After, get 2 item components.

At the start of every round, champions on the 3 rightmost bench slots transform into random champions of the same cost. Gain 6 gold.

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.

Gain a Zac. Your strongest Zac becomes a Specialist. He now bounces around the battlefield dealing damage in a one hex radius.

Your team gains 1.0% Attack Speed. Gain 8 gold.

Your team gains 1.0% Attack Speed. Gain 14 gold.

Get 2 Pocket Recombobulators, a consumable that transforms a 1 or 2-cost champion into one of a higher cost. They keep their Star level. Also receive 2 Reforgers.

Champions on your bench permanently gain 30 Health, 3% Attack Damage, and 3% Ability Power every round. Champions start with 1 stack of this effect, and can stack up to 4 times.

Your team gains 6% Attack Speed. After each round, they gain 0.5% more. (Current Attack Speed: )

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

For every 1 unused Augment Reroll, gain 3 free shop rerolls. Gain 1 gold. Does not include the round this augment is selected.

Remove all champions on your board and bench. Gain 2 random 2-star 3-costs, 3 2-star 2-costs, and 1 2-star 1-cost champion.

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 30 gold.

Gain 10 free Shop rerolls.

Gain a Garen. Your strongest Garen becomes a Fighter. He no longer Heals, but deals more damage and executes weak enemies.

After 10 seconds of combat, your team heals 40% of their missing Health.

Gain a random Silver Augment and 2 gold.

Gain a random Silver Augment and 4 gold.

Gain a random Silver Augment and 7 gold.

Gain 10 XP.

Twice per stage, gain a random champion. Its cost increases by Stage. This effect ends after receiving 1 5-cost champion.

Enemies have a 25% chance to drop loot when killed.

Gain 1.5% Attack Damage and 1.5% Ability Power for each non-unique Trait active across your team. Current Bonus:

Gain 4 gold. After 3 players are eliminated, gain 100 more gold.

After the next 2 carousels, gain one champion that was not taken and its item. Gain 1 gold.

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

Gain 1 random component and 2 random 3-cost champions.

Gain a Malphite. Your strongest Malphite becomes a Fighter, gaining increased Attack Speed. He now charges at nearby enemies, knocking them up and dealing heavy damage.

Increase your current and max player Health by 25. On carousel rounds you are released earlier, but are much slower.

Whenever your team has fewer allies alive than your opponent, regenerate 4% missing Health each second (Max: 150).

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