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.
Gain 3 random 2-star 3-cost champions and 3 gold.

Gain 20 Gold. Your next augment is one tier lower.

Gain 33 Gold. Your next augment is one tier lower.

Champions evolved by the Anomaly drop 2 gold every 3 kills. Gain 10 free rerolls.

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 8 seconds of combat, stun the enemy team for 1.5 seconds. Repeat this after 18 seconds of combat. TFT Macao Open, 2024

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

Gain an Assassin Emblem and a Pyke.

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.

Your team can no longer critically strike. Convert each 5% Critical Strike Chance into 5.0% Attack Damage. Gain a Sparring Gloves.

At the start of the next 4 rounds, gain 10 gold.

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.

Gain a Bloodthirster. Combat start: Allies holding Bloodthirsters lose 20.0% Health but gain a 30.0% Health shield and 10.0% Attack Damage.

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

Gain a Brawler Emblem and a Vi.

You cannot perform actions for the next 3 rounds. Afterwards, gain 2 completed item anvils.

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

Your allies with no Traits active gain 250-550 Health and 45-75% Attack Speed (based on current Stage).

Allies that start combat next to exactly 1 other ally gain 175 Health. When that champion dies, the other gains a 15.0% max Health Shield for 10 seconds.

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.

Gain a Runaan's Hurricane. Your Runaan's Hurricanes shoot 1 extra bolts, each dealing 75% of the original damage.

Your team gains 18% Omnivamp. Excess healing is converted to a shield up to 400 Health.

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.

Your team gains 10.0% Attack Speed every 3 seconds in combat.

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 2 Training Dummies. Combat start: Your Training Dummies launch themselves towards a group of enemies and Stun them for 1.25 seconds.

Gain a Crownguard. Your Crownguards' start of combat effect is 85.0% stronger and the shield lasts 5 seconds longer.

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.

For every Gold above 30, up to 60, that you have at the start of planning, Galio permanently gains 5 health. Gain a Twisted Fate, Pyke, and Elise. (Health Gained: )

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

The first time you field at least 4 distinct units of the same trait in player combat, gain an Emblem for that trait.

Gain a Divine Emblem and a Jax.

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 Dragonsoul Emblem and a Braum.

Gain a Dragon's Claw. Champions equipped with a Dragon's Claw gain 100 Health and 10% Durability.

Gain a Duelist Emblem.

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

Gain an Elderwood Emblem and a Rakan.

Gain an Enlightened Emblem and a Janna.

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.

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.

Your Executioners execute enemies below 10.0% health. Executions have a 15.0% chance to drop 1 gold. Gain a Kindred.

Your champions that start combat with no adjacent champions gain a 30% max Health shield for 10 seconds.

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.

Gain a Sunfire Cape. Your team gains 12.0% Omnivamp when attacking Burning enemies.

Gain a Fortune Emblem and an Annie.

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.

Gain 21 gold.

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.

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.

Elderwood units gain 100 Maximum Health (caps at 500) for each round they have stayed in their initial hex. Gain a Maokai and a Lulu.

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.

Your team gains 15.0% Omnivamp. Get a bonus of 15 gold when your team first accumulates 10000 total champion healing. Total Healing:

Gain a Steadfast Heart. Every 10 seconds of combat its holder survives, Steadfast Heart gains additional permanent max Health.

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.

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.

In 3 rounds, choose a new augment of the same tier. Gain 4 gold now.

Gain a Giant Slayer. Giant Slayers gain their Damage Amp against all enemies instead of just Tanks.

Gain 4 gold now. On Stage 3-7, gain an Infinity Force. Infinity Force gives allies in the same row a 15% Health shield. Monsters Attack Championship, 2023

When an champion dies, the nearest ally gains a 20.0% max Health Shield and 8.0% stacking Attack Speed.

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.

Your team gains 20% Critical Strike Chance, and their Abilities can critically strike.

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

Gain a Keeper Emblem and a Jarvan IV.

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.

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

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.

Combat start: Your 2 units furthest from each other form a bond, sharing 22.0% of their Armor, Magic Resist, Attack Damage, and Ability Power with each other.

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

Gain a Mage Emblem and a Lulu.

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

Your allies that start combat in the back row gain 3 additional Mana per attack.

If an ally starts combat next to a higher-cost ally, it gains 16.0% Attack Speed and 220 Health.

After 10 seconds of combat, your champions gain 8.0% Attack Speed and attacks also hurl 2 delicious projectiles that deal 25 i:scaleAP) magic damage.

When Fortune is active, gain a helpful Money Dummy that aids you in combat or drops gold depending on if it is in the front or back row. Gain a Tahm Kench and Annie.

When Fortune is active, gain a helpful Money Dummy that aids you in combat or drops gold depending on if it is in the front or back row. Gain a Tahm Kench and Annie.

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.

After 8 seconds of combat, the Dragon strikes the board, dealing 20.0% of max Health in magic damage to enemies and granting all allies 12.0% Attack Speed for the rest of combat. Gain a Tristana and a Braum.

After 8 seconds of combat, the Dragon strikes the board, dealing 20.0% of max Health in magic damage to enemies and granting all allies 12.0% Attack Speed for the rest of combat. Gain a Tristana and a Braum.

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

Champions that fight in player combat cannot be benched or sold. Your team gains 1.0% Health, and 1.5% Attack Damage and Ability Power after player combat.

Gain an Edge of Night. Champions holding this item gain 35% Attack Speed.

Your team gains 3.0% max Health and 1.5% Damage Amp for each unique one-cost champion on your board. Gain 3 one-costs.

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.

At the start of every round, champions on the 3 rightmost bench slots transform into random champions of the same cost. Gain 6 gold.

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.

Your team gains 5% Critical Strike chance, and their Abilities can critically strike. Critical strikes 20.0% Shred and Sunder the target for 3 seconds.

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.

While Shielded, your allies gain 10.0% Durability. The first time allies fall below 50% Health, they gain 100-225 Shield (based on Stage) for 3 seconds.

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 Protector's Vow. Protector's Vow grants its holder 20% additional Mana from all sources.

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.

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.

Sharpshooters' attacks and abilities bounce 1 extra time for 40.0% of original damage. Gain a Tristana and Teemo.

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.

After you earn 50 gold in interest, gain 30 gold. Your max interest is increased to 7. Gain 4 gold now. Gold earned:

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.

Gain an Archangel's Staff. Archangel's Staff grants 2 additional Mana Regen if its holder has 90% or more Ability Power.

During non-player combat rounds, your shop refreshes for free every 2.5 seconds for 28 seconds.

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.

Get a Slayer 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 a Gargoyle Stoneplate. Combat start: Allies holding Gargoyle Stoneplate gain 20.0% max Health if they're the only one in their row.

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

Gain a Spirit Emblem and a Teemo.

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

Gain a Spirit Visage. Every 5 seconds, Spirit Visage heals allies within 1 hex for 7.5% of their missing Health.

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

Gain 2 random Emblems and 1 gold.

Gain 2 random Emblems, a Reforger, and 2 gold.

Gain 2 random completed items that build from Needlessly Large Rod.

1-cost and 2-cost champions in your shop have a chance to be 2-star. Gain 6 gold. Current Chances:

1-cost and 2-cost champions in your shop have a chance to be 2-star. Gain 8 gold. Current Chances:

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%.

Your team deals 7.0% more damage, increased by 3.0% for every 3-star champion on your team. Gain 4 rerolls. Bonus:

Choose 1 of 4 Support items.

Gain 2 random completed items that build from B.F. Sword.

Gain a Syphoner Emblem and a Vladimir.

Gain 1 random Support item and 2 random 4-cost champions.

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

Gain a Yasuo and Yone. This Yone cannot be fielded until Stage 5 or when Yasuo gains 30 kills, whichever comes sooner. (Kills: )

Gain a 2-star Wukong. Your strongest Wukong gains the Fabled trait. When Wukong is 3-star and the Fabled trait is active, he restores his past glory.

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.

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.

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.
The first time you activate 8 non-unique traits for 1 combat, gain 5 random emblems.

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 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.

Gain a Sterak's Gage. When its effect triggers, the holder gains 35.0% Attack Speed for the rest of combat and immunity to crowd control for 5 seconds.

If you win your next player combat, gain a Spatula. If you lose, gain a Frying Pan. Gain a component anvil and 6 gold now.

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

Gain a Vanguard Emblem and a Nautilus.

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

Gain a Warlord Emblem and a Vi.

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

Gain 2 gold after losing a player combat. Gain a random component after every 4 losses. Losses until next component:

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 random item component. Every 2200 Mana your team spends grants an additional component (max /3).