Augments
All TFT Augments in Set 18 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.
Your next augment is one tier higher.

Gain a Recurve Bow. After your team attacks 1000 times, gain 2 more. Attacks:

Gain 1 Thief's Gloves.

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.

Set your win streak to 4. Gain 4 gold.

Store gold equal to of the interest you earn. On -, gain all the stored gold. Gain gold now.

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

Gain a B.F. Sword. After your team deals 65000 physical damage, gain 2 more. Damage dealt:

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

Gain -cost champions. After rounds, gain more.

Gain -cost champions. After rounds, gain more.

Gain -cost champions. After rounds, gain more.

Gain 8 gold and 1 XP.

Gain 12 gold and 3 XP.

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

Gain a Needlessly Large Rod. After your team deals 42000 magic damage, gain 2 more. Damage dealt:

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

Whenever you craft a completed item, gain 2 rerolls.

Lose all champions on your board and bench. Gain a Training Dummy with 60% of their combined Health. The Training Dummy gains 1000 Health per stage. Gain a non-Tank 2-star 2-cost champion.

Every 4 attacks an ally takes, they deal 30-90 (based on current Stage) magic damage to nearby enemies (1 second cooldown).

At the start of every round, lose the champion in the rightmost bench slot. After losing 33 gold of champions in this way, gain a powerful reward. Gain a 3-cost champion now.

Gain a Giant's Belt. After your team takes 75000 damage, gain 2 more. Damage taken:

Gain 12 gold, then flip a coin. If heads, gain 4 more gold.

Your champion that starts combat in the center of the front row gains 15% Damage Amp and 25% max Health.

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

The Inferno champion that dealt the most damage last combat is On Fire, gaining Attack Speed. Gain a Varus and an Akali.

Gain a Tear of the Goddess. After your team spends 6500 Mana, gain 2 more. Mana spent:

Your team gains 10% Attack Damage. Every 5 seconds, they gain 5% more.

The next 1-cost champion you buy is 3-star. Gain 5 gold.

Your Tactician loses Health, but after player combats, gain 4-cost champions and gold.

Allies that start combat in the back row begin combat at 80% Health but gain 16% Damage Amp.

Champions that aren't holding items have a 40% chance to drop 1 gold on death.

Combat start: Allies grant other adjacent allies 6 Armor and Magic Resist. This effect stacks.

When an enemy dies, the nearest ally is healed for 250.

Gain a component anvil and 3 gold.

Gain 1 random completed item.

Gain a random 2-star 2-cost champion and 1 gold.

After winning player combat, gain gold. If they had more health than you, gain Gold instead. Gain gold.

When you reach Level 9, gain 30 gold.

After 8 player combats, gain an Artifact anvil.

Your dice always roll 6 and your coins always flip heads. Roll a die and gain gold equal to the number rolled. Then flip a coin and gain gold if you flip heads.

Allies without items equipped gain 30 Armor and Magic Resist.

Gain a copy of each 1-cost champion.

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

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

Round start: items on your bench are randomized. Gain 1 random component.

After 12 seconds of combat, your team gains 20% Damage Amp.

Gain rerolls now. Each round, gain 1 free rerolls if you did not buy a champion last round.

You gain twice as much progress towards win and loss streaks. Gain gold.

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

Your team gains Health. Each time you purchase a Wisp, increase this by.

Your team gains Health. Each time you purchase a Wisp, increase this by.

Your team gains Health. Each time you purchase a Wisp, increase this by.

Gain 10 free Shop rerolls.

Gain 10 XP.

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

Roll a die. Gain rewards based on the number rolled. Reward:

Gain 2 random item components.

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

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

Gain a giant Training Dummy with increased Health (increases with Stage). Every 4 seconds, it zaps the 3 nearest enemies dealing 5% max Health true damage.

If you have exactly 2 allies in your first row, grant them 100 bonus Health, 35 Armor, and 35 Magic Resist.

Champions gain Attack Damage, Ability Power, Armor, and Magic Resist for each ally that shares a trait with them.

Whenever you 3-star a champion, gain a copy of them each round for the rest of the game. Gain a Lesser Champion Duplicator.

Each time you purchase a Wisp, gain gold. Gain gold now.

Each time you purchase a Wisp, gain gold. Gain gold now.

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