Augments
All TFT Augments in Set 19 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 gold, player Health, and rerolls now, then gain a random champion after a delay.

Gain gold, player Health, and rerolls now, then gain a random champion after a delay.

Your next augment is one tier higher.

Gain a Recurve Bow. After your champions attack, gain additional Recurve Bows.

Gain Thief's Gloves.

Gain random completed items that build from Giant's Belt.

Gain an Elise. Your strongest Elise becomes a Magic Assassin, and her bite recasts on low-Health enemies when she gets a kill.

Gain a random Gold Augment, but lose gold.

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

Gain a random Emblem.

Gain a random Emblem and a Reforger.

Gain mushrooms; each grants either rerolls, XP, or Tactician Health. Mushrooms have a small chance to be huge and grant double loot.

Set your win streak and gain gold.

Store gold equal to the interest you earn. On a stage-round, gain a portion of the stored gold. Gain gold now.

Gain a random 2-cost champion now, and gain that same champion again each time you level up.

Gain a B.F. Sword. After your champions deal physical damage, gain more.

Gain a Tear of the Goddess. After player combats, gain a Needlessly Large Rod.

Your team gains Omnivamp. Excess healing is converted into a shield, up to a maximum.

Gain champions, then gain more champions after a delay.

Gain champions, then gain more after a delay.

Gain cost-based champions. After a delay, gain more.

Get a new cheat code now and at the start of each stage. The first time you perform that exact sequence of actions, gain a reward.

Whenever you would get a component, gain a component anvil instead. Gain a random component.The anvil offers 4 choices.

Enemies in the first two rows periodically lose Armor and Magic Resist.

Whenever you craft a completed item, you gain rerolls.

Gain gold. Your team gains Critical Strike Chance.

Gain gold. Your team gains Critical Strike Chance.

Lose all champions on your board and bench. Gain a Training Dummy with health based on their combined health; it gains additional health each stage. Gain a random non-tank 2-star 2-cost champion.

After an ally takes enough attacks, they deal magic damage to nearby enemies, with a cooldown between activations.

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

Gain a Giant's Belt. After your champions take damage, get more.

Gain gold, then flip a coin. If it lands heads, gain additional gold.

Gain gold, then flip a coin; if heads, gain additional gold.

Gain Sparring Gloves. After waiting through player combats, gain a Chain Vest.

Your Fighters and Assassins move faster and gain Attack Speed. Both bonuses are doubled while they are below the health threshold.

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

Gain a Tear of the Goddess. After your champions spend Mana, gain more rewards.

Your team gains Attack Damage and gains more Attack Damage periodically.

The next champion you buy is a star-ranked champion. Gain gold.

Your Tactician loses Health, then gains 4-cost champions and gold after player combats.

Allies that start combat in the back row begin combat at a Health level and gain Damage Amp.

Champions that aren't holding items have a chance to drop gold when they die.

At combat start, allies grant Armor and Magic Resist to other adjacent allies. This effect stacks.

When an enemy dies, a nearby ally is healed.

Gain a component anvil and gold.

Gain 1 random completed item.

After winning player combat, gain a free Shop reroll.

Gain a random champion and gold.

After winning player combat, gain gold; if your opponent had more health than you, gain a different amount instead. You also gain gold.

Gain XP.

When you reach a level, gain gold.

Gain an Artifact Anvil after player combats.

Champions without items equipped gain Armor and Magic Resist.

Gain a Recurve Bow. After player combats, gain a B.F. Sword.

Gain a copy of each 1-cost champion.

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

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

At the start of each round, champions in the rightmost bench slots transform into random champions of the same cost. Gain gold.

At the start of each round, items on your bench are randomized. Gain random component items.

Once combat has been underway for a while, your units gain Damage Amp.

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

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

Champions on your board permanently transform into random champions 1 cost tier higher, up to 5 cost. Gain Magnetic Removers and free rerolls.

Gain champions that all share a trait.

Gain free Shop rerolls.

Gain a random Silver Augment and gold.

Gain a random Silver Augment and gold.

Gain a random Silver Augment and 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.

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

Gain 2 random item components.

Gain random completed item(s) that build from Needlessly Large Rod.

Gain stat-boosting consumables now and at regular intervals thereafter.

Allies that start combat isolated in pairs gain Durability and Damage Amp.

Gain random completed items that build from B.F. Sword.

Gain a Giant's Belt. After player combat, gain a Negatron Cloak.

Gain a Lesser Champion Duplicator, then gain another after player combats.

After a delay in combat, your team heals for a portion of its max Health, and enemies take true damage based on their max Health.

Gain a giant Training Dummy. At regular intervals, it zaps the nearest enemies, dealing true damage based on their max Health.

When your first row meets the exact ally-count condition, those allies gain Health, Armor, and Magic Resist.

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

Gain a completed item anvil periodically after player combats.

You can always move freely on Carousel rounds and gain gold.