Augments
All TFT Augments in Set 4.5 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.
You cannot perform actions for the next 3 rounds. Afterwards, gain 20 gold.

Your next augment is one tier higher.

Your team gains 12.0% Attack Speed if at least 4 allies start combat in the back two rows.

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

Gain 1 Thief's Gloves.

You get +3 Augment rerolls for all other augment choices. Gain 7 gold.

Allies isolated in pairs gain 10.0% Attack Speed and 13 Armor at the start of combat.

Allies that start combat next to an ally with over 1750 Health gain 10% Durability. Gain a Giant's Belt.

Your team's attacks Burn their targets for 5% of their max Health over 5 seconds. Attacks also reduce their targets' healing received by 33%.

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.

Allies that start combat next to exactly 1 other ally gain 100 Health. When that champion dies, the other gains a 10.0% max Health Shield for 10 seconds.

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. 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.

Starring up a champion grants them one of the following: 100 Health, 6.0% Durability, 10% Ability Power, 10.0% Attack Damage, 10.0% Attack Speed. Bonuses stack.

Each time an ally dies, allies that share at least one trait with them gain 3% Ability Power, 3.0% Attack Damage, 3 Armor, and 3 Magic Resist.

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 38000 magic damage, gain 2 more. Damage dealt:

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

Whenever you craft a completed item, gain 2 rerolls.

Gain a Sparring Glove. After your team's attacks critically strike 320 times, gain 2 more. Critical strikes:

Sell your board and bench. Gain 4 random 2-star 1-cost champions. Disable your Shop for the next 3 rounds.

Sell your board and bench. Gain 4 random 2-star 1-cost champions. Disable your Shop for the next 3 rounds.

Gain 1 gold. Each round, gain 1 gold for every 3 non-unique traits active. Gold Bonus:

Gain 4 gold. Each round, gain 1 gold for every 3 non-unique traits active. Gold Bonus:

Lose all champions on your board and bench. Gain a Training Dummy with 80% of their combined health. The dummy gains 1500 Health per stage. Gain a non-Tank 2-star 2-cost champion.

For the next 4 carousels, gain a second copy of the champion taken. Gain 4 gold now.

Your champions that start combat with no adjacent champions gain a 20% max Health shield for 10 seconds.

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

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

Gain a random component. For every 18 ally champions that die, gain another component (max 2). Deaths Remaining:

Your champion that starts combat in the center of the front row gains 15.0% Damage Amp and 25% max Health.

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

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 6500 Mana, gain 2 more. Mana spent:

Your team gains 10.0% Attack Damage. Every 5 seconds, they gain 5.0% more.

Allies that start combat in the back row begin combat at 80.0% Health but gain 17.0% Damage Amp.

Champions that aren't holding items have a 40.0% chance to drop 1 gold on death.

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

Your team gains 10.0% Omnivamp. Get a bonus of 8 gold when your team first accumulates 10000 total champion healing. Total Healing:

Gain a component anvil and 3 gold.

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

Gain 1 random completed item.

Combat start: Grant units with adjacent allies a 130 Health Shield for 8 seconds. This Shield stacks.

Now and after every player combat, gain 1 gold. If you win against a player who had more health than you, gain 6 gold instead.

When you reach Level 9, gain 36 gold.

After 8 player combats, gain an Artifact anvil.

Your team gains 2 Armor and Magic Resist for each ally that starts combat in the front two rows.

Every 7 damage you deal to enemy tacticians gives you 2 gold. Total Payouts: Gold

Your allies that start combat in the back row gain 2 additional Mana per attack.

If an ally starts combat next to a higher-cost ally, it gains 10.0% Attack Speed and 100 Health.

Gain a copy of each 1-cost champion.

Whenever you star up a champion that you fielded last combat, gain 2 free Shop rerolls. Gain 2 gold.

Your team gains 2.0% max Health and 1.0% Damage Amp for each unique one-cost champion on your board. Gain 2 one-costs.

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

Gain 1 1-cost champion, 2 2-cost champions, and 1 3-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 1.0% Attack Speed. Gain 8 gold.

Your team gains 1.0% Attack Speed. Gain 14 gold.

Champions on your bench permanently gain 30 Health, 3% Attack Damage, and 3% Ability Power every round. Champions start with 1 stack of this effect, and can stack up to 4 times.

Your team gains 6% Attack Speed. After each round, they gain 0.5% more. (Current Attack Speed: )

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

For every 1 unused Augment Reroll, gain 3 free shop rerolls. Gain 1 gold. Does not include the round this augment is selected.

Remove all champions on your board and bench. Gain 2 random 2-star 3-costs, 3 2-star 2-costs, and 1 2-star 1-cost champion.

Your next shop and every 4 shops will contain all 3-cost champions.

Your next shop and every 4 shops will contain all 3-cost champions. Gain 5 rerolls.

Your Tactician loses 20 Health, but after 7 player combats, gain 30 gold.

Gain 10 free Shop rerolls.

After 10 seconds of combat, your team heals 40% of their missing Health.

Gain a random Silver Augment and 2 gold.

Gain a random Silver Augment and 4 gold.

Gain a random Silver Augment and 7 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. Reward:

Gain 2 random item components.

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

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

Your team deals 5.0% more damage, increased by 2.0% for every 3-star champion on your team. Gain 2 rerolls. Bonus:

Gain a Training Dummy. When it dies 8 times, gain a random Support Item and remove the Training Dummy.

Gain a Training Dummy. When it dies 7 times, gain a random Support Item and remove the Training Dummy.

Gain 4 gold. After 3 players are eliminated, gain 100 more gold.

After the next 2 carousels, gain one champion 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 3-cost champions.

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

If you have exactly 2 allies in your first row, grant them 100 bonus Health, 45 Armor, and 45 Magic Resist.

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