Augments
All TFT Augments in Set 17 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 Briar, a Jinx, and an Illaoi. Increase your current and max player Health by 10.

Gain a 3-cost non-Tank champion and an emblem for their last-listed trait.

Gain 11 gold worth of random champions. (At least one 3-Cost guaranteed!)

Gain 18 gold worth of random champions. (At least one 4-Cost guaranteed!)

Gain 30 gold worth of random champions. (At least one 5-Cost guaranteed!)

Your team gains 8% Damage Amp. 80% of overkill damage is dealt to the nearest enemy.

Gain 7 Gold, 1 2-star 1-cost champion, 1 2-cost champion, 2 3-cost champions, 1 XP, and 1 Shop reroll.

Gain a Pyke. Your strongest Pyke gains a resetting ability and generates gold on takedown.

Call upon the Gods to sell all units on your board and bench. Gain 2 random Emblems and 10 free Shop rerolls.

Gain a 2-star 1-cost Tank champion and an emblem for their last-listed trait.

Combat start: Allies grant other adjacent allies 9 Armor and Magic Resist. This effect stacks.

Gain a Bloodthirster. On Stage 4-1, gain a Zed. After receiving Zed, he can then appear in your shops.Zed is a 5-cost Attack Fighter that creates clones of himself.

Every 5th attack deals bonus true damage equal to 200% Basic Attack Damage.

At the start of each round, if the combined Health of all your unique Brawlers is high enough, gain a reward and increase the threshold (up to four times).

Your 4 cost champions and Jhin gain 204 Health and 14% Attack Speed. Gain a Jhin.

Meepsie gains a weaker version of Brock's spell and heavy attack damage.

Your team gains 75 Health for each active Unique trait. Gain a Miss Fortune and a Rhaast.

Gain 10 gold now, then 7 gold at the start of every stage. Picking up gold makes your Tactician larger.

Jax gains stacking attack speed with every attack. On cast, jump to a nearby enemy, dealing damage and adding stacking on-hit damage for the rest of combat.

Gain a Gragas. Gragas now self detonates, sacrificing 20% of max Health to deal XXX (AP) plus the sacrificed Health as magic damage in a four hex radius, reduced by 20% per hex from the epicenter.

When an ally is healed, they deal 50% of the healing to their target as magic damage. Every 5 seconds, allies heal for 5% of their max Health.

Snipers gain 8% Damage Amp for each combat fought from the same starting hex, up to 32%. Gain an Ezreal and a Gnar.

Mordekaiser becomes an auto-attack based AP carry, whose channel is a burst of attack speed for as long as he has mana to spend. At combat start and on kill, he gains a non-mana-locking shield.