Augments
All TFT Augments in Set 16 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 Air Hex. Champions within gain 20% Attack Speed and their damage 30% Sunders enemies for 5 seconds.

Gain a Rumble. Your strongest Rumble gains +7 Range and constantly fires missiles at enemies, increased with Attack Speed.

Your next augment is one tier higher.

Gain a Recurve Bow. After your team attacks 1200 times, gain 2 more.

Gain 1 Thief's Gloves.

Units isolated in pairs gain 12% Attack Speed and 12 Armor at the start of combat.

Your units that start combat next to an ally with over 1750 Health take 7% less damage for the rest of combat.

Your team gains 30 Health for each ally that starts combat in the front row.

Gain a random Emblem.

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

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.

Gain a B.F. Sword. After your units deal 70,000 physical damage, gain 2 more.

Your team gains 12% Omnivamp. Excess healing is converted to a shield up to 200 Health.

Starring up a champion grants them one of the following: 100 Health, 6% Durability, 12 Ability Power, 12% Attack Damage, 10% Attack Speed. Bonuses stack.

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

Gain a Needlessly Large Rod. After your units deal 40,000 magic damage, gain 2 more.

Enemy champions in the first two rows lose 3 Armor and Magic Resist every 2 seconds.

Whenever you craft a completed item, gain 2 rerolls.

Gain a Sparring Glove. After your champions critical strike 400 times, gain 2 more.

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 1000 Health per stage.

Gain an Earth Hex. Champions within gain 25 Armor and Magic Resist. At 50% Health, they Stun enemies within 2 hexes for 1.5 seconds.

For the next 3 carousels, gain a second copy of the champion taken.

Your units that start combat with no adajacent allies gain a 20% maximum Health shield for 10 seconds.

Gain a Giant’s Belt. After your team takes 100,000 damage, gain 2 more.

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

Gain a random component. For every 16 ally champions that die, gain another component (max 2).

Your champion that starts combat in the center of the front row gains 15% Damage Amp and 15% max Health.

Gain a Fire Hex. Champions within gain 15% Attack Damage and Ability Power. Their damage 1% Burns and 33% Wounds for 6 seconds.

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

Gain a Tear of the Goddess. After your team spends 7,500 mana, gain 2 more.

Your team gains 5% Attack Damage. Gain 5% more every 4 seconds.

Gain 3 random 4-cost champions.

Units that start combat in the back row begin combat at 90% health but gain 13% Damage Amp.

Champions that aren't holding items have a 50% chance to drop 1 gold on death.

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

Your team gains 10% Omnivamp. Get a bonus of 8 gold when your team first accumulates 10000 total champion healing.

Gain a component anvil and 4 gold.

Gain 1 random completed item.

When you reach Level 9, gain 33 gold.

After 8 player combats, gain an Artifact anvil.

Gain an Illaoi. Your strongest Illaoi becomes a Fighter. Her ability is replaced with an airborne slam that's recast when she kills her target.

Your team gains 2 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.

Allies without items equipped gain 30 Armor and Magic Resist.

Gain a copy of each Tier One champion.

Whenever you star up a champion that you fielded last combat, gain 3 free Shop rerolls. Gain 3 gold.

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

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

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

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 1% Attack Speed. Gain 8 gold.

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

Champions on your bench permanently gain 30 Health, 2% Attack Damage, and 2 Ability Power every round. Champions start with 1 stack of this effect, and can stack up to 4 times.

Champions on your board permanently transform into random champions 1 cost tier higher (max 5). 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 Tactician loses 20 Health, but after 7 player combats, gain 30 gold.

Gain 11 free Shop refreshes. These Shop refreshes carry over between round.

After 10 seconds of combat, your units heal 40% of their missing Health.

Gain a random Silver Augment and 3 gold.

Gain a random Silver Augment and 4 gold.

Gain 10 XP.

Twice per stage, gain a random champion. Its cost increases per stage. This effect ends after receiving one 5-cost champions.

Roll a single die and gain a bonus depending on the result.

Gain 2 random components.

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

Your units gain 1.5% Attack Damage and 1.5 Ability Power for each non-unique Trait active across your team.

After 3 players are eliminated, gain 92 gold.

After the next 2 carousels, gain one unit 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 Tier 3 Units.

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

If you only have 2 allies in your first row, they gain 35 Armor and Magic Resist.

Gain a Water Hex. Champions within gain 3 Mana Regen. Their damage 30% Shreds enemies for @Duration@ seconds.

Gain a Wood Hex. Champions within gain 12% max Health. After combat, they permanently gain 30 Health.