Augments
All TFT Augments in Set 12 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.
Gain 1 Thief's Gloves.
You have 3 extra augment rerolls for all other augment choices. Gain 7 gold.
Your units' attacks burn their targets for 5% of their maximum Health over 5 seconds and reduce their targets' healing received by 33%.
Gain a random Emblem and a Reforger now.
At the start of the next 2 rounds, gain a random item component.
Set your win streak to +4. Gain a random component (2-1 only) and 4 gold.
When you reach Level 6, gain a 2-star Tier 3 unit ⇒ Each time you level up, gain the same random Tier 3 champion
The first time each ally unit falls below 60% health, restore 100-220 health over 2.5 seconds.
Whenever you would get a random component, instead gain a component anvil.
Your units that start combat with no adajacent allies gain a 20% maximum Health shield for 10 seconds.
Your 1 and 2 cost units gain 25% movement and Attack Speed.
Whenever an ally dies, 30% Shred and Sunder the nearest 4 enemies for 6 seconds.
Your champion that starts combat in the center of the board gains 15% damage and 15% max health.
Completed items left on your bench for 4 rounds transform into Support items.
Champions that aren't holding items have a 50% to drop 1 gold on death.
Gain 3 2* 1-cost units. Disable your shop for the next 3 rounds.
After 8 player combats, choose 1 of 4 Support items.
Gain a Component Anvil and 2 Gold.
Your units gain 10 Health. Your team gains 2 Health and 1 AD/AP for each craftable, non-duplicate item equipped (up to 10).
Gain 1 random completed item.
Planning phase start: gain a random item that lasts for 1 round. Item quality increases based on stage level.
At the start of combat, your units grant adjacent allies a 145 health shield for 8 seconds.
Gain 33 gold when you reach Level 9. (Can no longer be offered with Level Up! and vice versa)
Gain an Ornn Item Anvil after 7 player combats.
Every 8 damage you deal to enemy tacticians gives you 2 gold.
If an ally starts combat next to a higher-cost ally, they gain 12% Attack Speed and 150 Health.
Gain a copy of each Tier One champion.
Gain 1 random component, 2 Gold, and 1 random Tier 5 champion(s).
Gain 2 Tier one unit, 1 Tier two units, and 1 Tier three unit.
For the next stage, you only get 1 bench slot(s). After, get 3 item components.
Gain 2 gold. At the start of every round, champions on the 3 rightmost bench slots transform into random champions of the same cost.
Round start: items on your bench are randomized (except Tactician's Crown and Spatula).
After 15 seconds, your units deal 33% more damage.
If you didn't purchase a champion last turn, gain 1 free reroll. Repeats each round.
Your team gains 2% attack speed. Gain 10 gold.
Your team gains 1% attack speed. Gain 15 gold.
When you win or lose combat by 3 or less units, gain 3 gold at the start of the next round.
Your units gain 8% Attack Speed. Each round, increase this by 0.5%.
Champions on your board permanently transform into random champions 1 Tier higher. Gain 2 Magnetic Removers.
Sell all champions on your board and bench. Gain 2 random 2-star 3-costs, 3 2-star 2-costs, and a 2-star 1-cost champion.
Your Tactician loses 20 Health, but after 7 Player combats, gain 33 Gold.
Gain 11 free Shop refreshes. These Shop refreshes carry over between round.
Gain 8% Omnivamp, increased by 1% for each champion that starts combat in the same row.
Gain 10 XP.
Gain 3 gold. Every 4 Shop refreshes, gain a free refresh.
Your team gains 5% Attack Speed and is immune to the first crowd control effect in combat.
When you kill an enemy unit, there's a 25% chance to drop loot.
Gain a Target Dummy. In 8 player combats, equip the dummy with 1 random Support Item(s), which cannot be removed.
Gain 4 components after you lose 50 player health.
Gain a Lesser Champion Duplicator. This happens a second time after 8 player combats.
Gain 1 random component and 2 random Tier 3 Units.
Gain a Golden Remover and component item anvil.
Your Tactician heals 30 Health, grows larger, and has 130 maximum Health.
Your 3-cost champions gain 150 Health, 10 starting Mana, and 10% Attack Speed.
Combat start: Your units that share a row with at least 2 other units gain 18 Armor and 18 Magic Resist.
You can always move freely on Carousel rounds. Gain 2 gold.