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.
On attack, Duelists gain 2.0% Attack Damage and Ability Power, stacking up to 15 times. Duelist Tanks instead gain 2 Armor and Magic Resist. Gain a Kai'Sa and Kayle.

The first time you have 165 or more gold, gain a 2-star 5-cost champion and 2 items tailored to them.

You are more likely to fight stronger players, and you know who you will fight. When you lose, gain 2 XP. After your first win and every 3 wins after, gain a component.

Choose a gold-generating Artifact item and gain a Magnetic Remover.

Choose a gold-generating Artifact. Gain a Magnetic Remover and 4 gold.

Roll 3 dice. Gain rewards based on their total. Reward:

The next completed item you make grants an additional copy of it. Gain 5 gold now.

The next completed item you make grants another copy of it. Gain 1 component anvil.

After 12 seconds of combat, gain 35% Damage Amp.

Collect Golden Balls by defeating players in combat. Collect all 7 for a reward, then restart the quest with more powerful rewards. Gain a 2-star 1-cost champion to start your journey.

Gain a 2-star 5-cost champion holding a recommended item. You cannot field it until Stage 4-3.

Combat start: Every 3 seconds, champions in your 3 rightmost bench slots grant your team 3.0% Attack Speed per slot.

Gain a Battle Academia Emblem.

Allies isolated in pairs gain 15.0% Attack Speed and 22 Armor at the start of combat.

Allies that start combat next to an ally with over 1750 Health gain 13% Durability. Gain a Giant's Belt.

Gain 3 random components, 2 gold, and 1 Reforger.

Combat start: Your highest Attack Speed champion gains 20% Ability Power and 20.0% Attack Speed. Repeat on another ally every 3 seconds.

Your allies gain 12.0%-25% Damage Amp based on their missing Health. Maximum Damage Amp gained at 30% Health.

Your team gains 2.5% Damage Amp for each Bronze-tier trait. Damage Amp Bonus:

Gain an Udyr. Your strongest Udyr becomes an Attack Fighter and sends bouncing gusts of flame out with every attack. His spell no longer rapidly attacks, but instead grants him stacking Attack Speed.

After losing your combat, gain 2 gold and a free Shop reroll.

Now and at the start of the next 2 Stages, receive a care package with loot and 3 gold.

Gain a component anvil when you reach level 5, 6, 7, and 8.

Combat start: Powered Up Battle Academia champions and allies adjacent to one gain 70 Health, 8.0% AD, and 8% AP. Battle Academia units gain double. Gain a Katarina

If there are no champions on your bench at the end of player combat, gain 3 XP.

Each time an ally dies, allies that share at least one trait with them gain 5% Ability Power, 5.0% Attack Damage, 5 Armor, and 5 Magic Resist.

Empower the hex in the center of the third row. Summon a clone of the champion in it with 80.0% base Health and 10.0% increased Mana cost.

Gain 4 random 1-cost champions now. If your bench is full at the end of player combat, gain 3 XP.

At the start of each turn, all allies holding a Frying Pan or Spatula item grant the nearest champion 60 permanent Health. Gain a Frying Pan.

Gain a Needlessly Large Rod and a Chain Vest. Your team gains 8 Ability Power and 6 Armor.

Gain a Tear of the Goddess. Your team gains 1 Mana Regen. After 12 seconds in combat, increase this to 3.

Gain a Crystal Gambit Emblem.

Your champions holding an item gain 300 health.

Your champions holding an item gain 120 Health and 20.0% Attack Damage.

Your champions holding an item gain 120 Health and restore 2 Mana per second.

Enemies who take damage from Sorcerer Abilities deal 20.0% less damage for 6 seconds. Gain a Lux and a Lucian.

Gain a Deathblade. Deathblades permanently gain 1% Attack Damage whenever their holders score a takedown.

Gain a Rabadon's Deathcap. Rabadon's Deathcaps permanently gain Ability Power whenever their holders score a takedown.

At combat start and whenever the Shadow Realm strikes, Wraith champions gain 6.0% Attack Damage and 6% Ability Power. Gain a Jhin and Zac.

When you field exactly 2 copies of a champion, they both gain 30% Attack Damage and 30% Ability Power, Armor, and Magic Resist. When you 3-star, gain a 2-star copy.

Gain a Duelist Emblem.

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

Gain an Edgelord Emblem.

Now, and at the start of every stage, gain 4 XP and 2 free rerolls.

Now, and at the start of every stage, gain 8 XP and 2 free rerolls.

Gain 1 Velocity per reroll, and 10 when you level up. Crew units gain 1.0% Attack Speed for every 3 Velocity. (Velocity: )

Your champions deal 4.5% of their damage as True Damage for each Star level.

Gain a Lucky Item Chest and a Magnetic Remover and 10 gold.

Gain an Executioner emblem.

Now and at the start of the next 3 rounds, gain 7 XP.

Now and at the start of the next 3 rounds, gain 10 XP.

Lose all your gold. After 1 player combats, gain back the original amount and another 70 gold. Incoming Gold:

Gain an Adaptive Helm. Champions holding this item gain both effects.

Mark 1 hex per Strategist fielded. Allies standing in marked hexes gain 150 Health and 10.0% Damage Amp, Strategists gain 100% more. Gain a Janna and Ziggs.

Gain a Dr. Mundo. Your strongest Dr. Mundo becomes a Ranged Marksman. He now throws chairs that deal heavy damage, but cost Health.

Allies that start combat in the back row begin combat at 80.0% Health but gain 30.0% Damage Amp.

Gain a random Gold Augment and 3 gold.

Gain a random Gold Augment and 6 gold.

Executioner kills have a chance to drop loot, scaling with Critical Strike Chance. The value of the loot given can also critically strike, granting even more loot. Gain a Katarina and Kalista.

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 60% of their combined Health and 50% of their combined Attack Damage. The Golem gains 1200 Health per stage. Gain a non-Tank 2-star 2-cost champion.

Luchadors gain 10.0% Attack Speed. When Luchador is active, Luchadors leap into battle at combat start. Luchador leaps deal 300% of their Basic Attack Damage. Gain a Dr. Mundo.

You cannot choose your Carousel rewards. Gain an additional 6 player Health and 8 Gold each carousel round. When you do not pick a Carousel Reward, you are given an unpicked champion and the item it carries

When an enemy dies, the nearest ally is healed for 500.

Gain a Crown of Demacia, which provides significant bonuses to the wearer. If the holder dies, lose the round.

Your team gains Health and size for each time you've rolled this game. Gain 5 gold.

The first time you win 4 player combats (Wins: ), all Battle Academia champions gain 100 Health and 15.0% reduced max Mana. Gain a Garen and Ezreal.

Gain 2 Lesser Champion Duplicators and 5 gold.

Gain 2 Lesser Champion Duplicators and 8 gold.

Gain 2 Lesser Champion Duplicators and 14 gold.

Gain an Ionic Spark. Your Ionic Sparks have +3 hex radius and do 20.0% more damage.

For every 550 Mana your team spends, summon a whirlwind that knocks up enemies.

You no longer gain interest but gain 3 gold at the start of every player combat round. Gain 3 gold now.

Your champions gain 8 permanent max Health per interest you earn.

Your team gains 20 Health. For each unique item they are holding, your team gains bonus 5 Health, 1.0% Attack Damage, and 1% Ability Power.

Combat start: Grant units with adjacent allies a 210 Health Shield for 8 seconds. This Shield stacks.

You can see who you will fight next. Your team gains 8% Damage Amp, increased to 15% if you and your opponent have any of the same traits active.

Gain a Vi. Your strongest Vi becomes an Attack Fighter and has a chance to drop loot on kill. She now deals heavy single target damage and gains Attack Damage for item components equipped on your team.

The first time each ally falls below 35.0% Health, they restore 20.0% maximum Health.

Whenever you star-up a champion they permanently gain 50% of every unique Mentor bonus of Mentors on your board or bench. Gain a Yasuo.

Your 4-cost and 5-cost champions gain 55 Health and 6.0% Attack Speed for every 1-cost and 2-cost champion on your board.

Gain a Luchador Emblem.

Gain a Sparring Gloves. Your team gains 8.0% Attack Speed and 20.0% Critical Strike Chance.

Gain 7 gold. For the next 2 rounds, enemy champions drop 2 gold when killed.

Combat start: 1 random 1-cost champion is upgraded to 3-star for that round and gains 40.0% Attack Damage and 40% Ability Power.

You no longer gain the Mighty Mech. Instead, all Mighty Mech champions gain 40.0% of the Health, Ability Power, and Attack Damage the Mech would have. Gain an Aatrox.

When your first ally dies each combat, grant your team 25 + 10.0% of that ally's Armor and Magic Resistance.

Every third attack deals 110.0% damage and heals 60.0% of the damage. Excess healing is converted to a shield up to 400 Health.

If your team has exactly 2 tier-4 champions, they each gain 374 Health and 24.4% Attack Speed. Gain a random tier-4 champion.

Round start: items on your bench are randomized. Gain 2 random components.

After player combat, gain 2 XP if you won or 3 XP if you lost.

Enemies take 1.0% damage as bonus true damage, increased by 1.0% up to 20.0% every time they take damage.

Each round, gain a 1-star copy of the first champion you killed last combat. The first time you gain 25 gold worth of champions in this way, gain a Thief's Gloves.

Your team gains 8 Armor and Magic Resist. After falling below 50% Health, increase this to 40 for the rest of combat.

Choose 1 of 4 Artifacts.

Star Guardians who start combat adjacent to at least one other Star Guardian gain 1 Mana Regeneration, 20 Armor, and 20 Magic Resist. Gain a Rell.

You can give the Mighty Mech a Power Up. When it has Power Up the Mighty Mech gains 150 Health and 10.0% Damage Amp. Gain an Aatrox, a Senna, and a Power Remover.

Every 4 seconds, all Sniper champions fire a shot that deals 85.0% of their Basic Attack Damage to the lowest health enemy in range. Gain a Jhin.

Combat start: Protectors shield themselves and their closest ally for 18.0% of their maximum health. Shields stack. Gain a Rakan.

Champions on your bench permanently gain 50 Health, 5% Attack Damage, and 5% Ability Power every round. Champions start with 1 stack of this effect, and can stack up to 4 times.

Gain 2 item components. Every 5 wins gives you an item component.

Gain a Prodigy Emblem.

Gain a Protector Emblem.

Round start Completed Items on benched champions turn into one of their recommended items. Gain a random completed item.

Your team gains 10% Attack Speed. After each round, they gain 1% more. (Current Attack Speed: )

Gain a Red Buff. Your Burns deal 50% increased damage.

For the next 3 player combats, you cannot use your shop. After, gain 24 gold and a Completed Item Anvil.

Your strongest Bastion champion gains 20% max Health. When other Bastions die, they transfer 20% of their Armor and Magic Resist to it. Gain a Shen and Rell.

Gain 7 gold now and 1 gold every round.

Gain 18 gold now and 1 gold every round.

The next 4-cost champion you buy with gold is instantly upgraded to 2-star. Gain 5 gold.

Choose 1 of 3 components. For the next 2 rounds, gain a copy of that component.

After 15 seconds, your Heavyweight champions gain 30.0% max Health and 20.0% Damage Amp. Gain a Kobuko and a Zac.

Gain 1 random completed item now, and 1 component after 8 player combats. Selling champions breaks completed items into components (excluding Tactician's items and Emblems).

Gain 1 random completed item now, and 1 component after 4 player combats. Selling champions breaks completed items into components (excluding Tactician's items and Emblems).

After casting an Ability, champions gain 15.0% Omnivamp for 3 seconds. Excess healing is converted to a shield up to 500 Health.

Gain a Training Dummy and 2 gold. If it is the first to die each player combat, gain 1 gold.

The first 5 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 10.0% more Health.

After 10 seconds of combat, your team heals 60% of their missing Health.

Gain 1 random component(s). After each player combat, if there are no items on your bench (other than consumables), gain 2 XP.

Gain 1 random component(s) and 10 XP now. After each player combat, if there are no items on your bench (other than consumables), gain 2 XP.

Gain a Sniper Emblem.

For the next 5 combats, your team size is 1 but the champion you field has massively increased stats. Gain 1 XP for every kill they get. Afterwards, gain 2 item components.

Gain an Sorcerer Emblem.

Gain a Soul Fighter Emblem.

When they hit Max Power, Soul Fighters gain 45.0% Attack Speed and 10.0% Durability for 5 seconds.

Whenever you upgrade a 1-cost Crew champion, gain a random 1-3 cost Crew champion. Gain a Malphite.

Your team gains 8.0% Attack Damage and 5 Mana. Gain a B.F. Sword and a Tear of the Goddess.

Champions restore 5.0% of their max Health every 4 seconds. Increase the healing by 0.5% for every 10 missing player Health.

Enemies have a 30.0% chance to drop loot when killed.

Gain 2.5% Attack Damage and 2.5% Ability Power for each non-unique Trait active across your team.

Gain a Neeko. Your strongest Neeko becomes a Magic Fighter and gains increased Attack Speed. Her Ability deals more damage, and increases its radius with every cast.

Gain a Star Guardian Emblem.

Star Guardians with a Power Up grant 150% increased Star Guardian bonuses. Gain a Xayah.

The first 1-cost and 2-cost champions you buy are instantly upgraded to 2-star. Gain 7 gold.

Combat Start: Burn all enemies for 15% of their max Health over 15 seconds and reduce healing received by 33%.
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Gain a Supreme Cells Emblem.

Mentor bonuses are granted to your team regardless of how many Mentors you play. Gain a Kobuko.

Each of your allies with 3 items equipped emits 2 arcs of lightning every 5 seconds, dealing 240-270 magic damage based on stage.

The first 3 Wraith champions to die each combat summon a monstrosity from the Shadow Realm. Gain a Jhin and Zac.

Every 4 seconds the God's Eye grants a random Soul Fighter 200 shield and 12.0% stacking Attack Speed for the rest of combat. Gain a Kalista and Naafiri.

Whenever an ally dies, they grant the Supreme Cell with the most damage this round 8.0% of their maximum health. Gain a Kai'Sa and Kennen.

Gain a Bramble Vest. Your Bramble Vests deal 20.0%-170.0% more damage (based on Stage).

Disable your Shop for the next 3 rounds. Then gain 32 XP.

When you field 3 or less Star Guardians, increase Star Guardian bonuses by an additional 100%. Gain a Syndra and Rell.

For the next 3 players eliminated, choose one of their completed items to keep.

Your team gains 44 Health, 4% Attack Damage, 4% Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.

Soul Fighters gain Fame when they deal damage. Each Fame breakpoint grants loot. Gain a Naafiri and Kalista. Fame: /

Luchadors gain 5.0% Attack Speed. Whenever you win player combats, Luchadors grow in size and permanently gain 2% Attack Damage and 20 Health. Gain a Dr Mundo and Gnar. (Total: AD; Health)

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 reroll every round. Gain 2 gold.

At the start of every stage and after every carousel round, gain 2 random 1-3 cost Battle Academia champions. Gain an Ezreal.

Gain a locked chest each Stage between now and Stage. Unlock each chest when you spend gold on Shop rerolls. These chests persist until opened.

Gain 2 3-cost champions. Combat Start: 3 random 3-cost champions gain 220 Health and 20.0% Attack Speed.

Gain a Shen. Your strongest Shen becomes a ranged Marksman gaining +3 Range. His ability no longer shields but instead deals additional damage.

Gain 1 reroll for every 2 unique 2-cost champions fielded last player combat. Gain 1 2-cost champions.

Gain a random 2-star 2-cost and 2 random 2-star 1-cost champions.

Every 2 seconds, Prodigies gain Ability Power equal to 50% of their Mana Regeneration (rounded down).

Whenever an ally Juggernaut dies, all other Juggernauts gain a 10.0% max Health shield for 5 seconds and gain 2.0% more Durability. Gain an Aatrox and Dr. Mundo.

You heal for 12.0% of the damage you deal to enemy Tacticians. Your team gains 12.0% Omnivamp.

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

Gain a 2-star 2-cost champion. After dealing 80 player damage, gain a chest of high cost champions and items. (Current: )

Your team gains 5.0% Critical Strike chance, and their Abilities can critically strike. If an Ability critically strikes, restore 9% of your Mana over 3 seconds.

Gain a random 1-cost champion. Gain another copy of them at the start of each round for the rest of the game. Champion:

Gain a Wraith Emblem.