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Augments

All TFT Augments in Set 17 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.
Augment
Tier
Augment Bonus
afk1
AFK
1

You cannot perform actions for the next 3 rounds. Afterwards, gain 20 gold.

powerup_i
Augmented Power
1

Your next augment is one tier higher.

backup-bows
Backup Bows
1

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

bandofthieves1
Band of Thieves
1

Gain 1 Thief's Gloves.

bestfriends1
Best Friends I
1

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

t1
Bonk!
1

Gain a Nasus. Your strongest Nasus becomes an Attack Fighter with a single target ability that gets stronger with each kill.

boxing-lessons
Boxing Lessons
1

Your team gains 30 Health for each ally that starts combat in the front row.

branching-out-i
Branching Out
1

Gain a random Emblem.

branching-out-i
Branching Out+
1

Gain a random Emblem and a Reforger.

caretakers-ally
Caretaker's Ally
1

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

carve-a-path
Carve a Path
1

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

t1
Charge Transfer I
1

Your team gains 5% Damage Amp. 50% of overkill damage is dealt to the nearest enemy.

climbtheladder_i
Climb The Ladder I
1

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.

t1
Cognitive Tax
1

Gain 8 gold and 1 XP.

t1
Cognitive Tax+
1

Gain 12 gold and 3 XP.

continuous-conjuration
Continuous Conjuration
1

Gain a Needlessly Large Rod. After your team deals 38000 magic damage, gain 2 more. Damage dealt:

corrosion_i
Corrosion
1

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

craftedcrafting_i
Crafted Crafting
1

Whenever you craft a completed item, gain 2 rerolls.

critical-success
Critical Success
1

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

dummify_i
Dummify
1

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.

electrocharge1
Electrocharge I
1

When your units receive critical strikes, they deal 30-90 (based on current Stage) magic damage to nearby enemies (1 second cooldown).

exiles1
Exiles I
1

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

t1
Expedition
1

At the start of planning phase, lose the right-most champion on your bench. After losing 33 gold of units this way, gain a powerful reward.

extra-buckles
Extra Buckles
1

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

t1
Feeling Lucky
1

Gain 12 gold, then flip a coin. If heads, gain 3 more gold.

find-your-center
Find Your Center
1

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

firesale_i
Firesale
1

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

flowing-tears
Flowing Tears
1

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

focused-fire
Focused Fire
1

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

t1
Forge a Friend
1

The next 1-cost champion you purchase is 3-star.

glasscannon_i
Glass Cannon I
1

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

good-for-something-i
Good For Something I
1

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

t1
Group Hug I
1

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

healing-orbs-i
Healing Orbs I
1

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

iron-assets-i
Iron Assets
1

Gain a component anvil and 3 gold.

item-grab-bag-1
Item Grab Bag
1

Gain 1 random completed item.

t1
Kick Start
1

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

lategamespecialist1
Late Game Specialist
1

When you reach Level 9, gain 36 gold.

latentforge1
Latent Forge
1

After 8 player combats, gain an Artifact anvil.

lineup-i
Lineup
1

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

lunch-money
Lunch Money
1

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

makeshift
Makeshift Armor I
1

Allies without items equipped gain 30 Armor and Magic Resist.

missed-connections-i
Missed Connections
1

Gain a copy of each 1-cost champion.

on-a-roll-i
On a Roll
1

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

one-two-five-i
One, Two, Five!
1

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

onetwosthree1
One Twos Three
1

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

pandora
Pandora's Items
1

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

ascension1
Partial Ascension
1

After 15 seconds of combat, gain 30% Damage Amp.

patience-is-a-virtue
Patience is a Virtue
1

Each round, gain 2 free rerolls if you did not buy a champion last round.

recombobulator1
Recombobulator
1

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

restartmission_i
Restart Mission
1

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.

risky-moves-i
Risky Moves
1

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

rolling-for-days-1
Rolling For Days I
1

Gain 10 free Shop rerolls.

secondwind1
Second Wind
1

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

silver-spoon-i
Silver Spoon
1

Gain 10 XP.

t1
Size Matters
1

Gain a Giant's Belt. After a champion begins combat with more than 3800 max Health, gain another.

t1
Slice of Life
1

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

slightly-magic-roll
Slightly Magic Roll
1

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

small-grab-bag
Small Grab Bag
1

Gain 2 random item components.

standunited1
Stand United
1

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

t1
Stellar Combo
1

Aatrox's spell is now a low-mana three-hit combo that heals him for a portion of the damage dealt. When his NOVA move happens, he gains maximum health and size.

lonesurvivor_i
Survivor
1

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

building-an-army-i
Team Building
1

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

teaming-up-1-new
Teaming Up
1

Gain 1 random component and 2 random 3-cost champions.

t1
Termeepnal Velocity
1

Gain a Poppy. Poppy becomes a ranged Marksman and her attacks Meeps at her target.

t1
The Tower
1

Gain a massive Training Dummy that zaps nearby enemies

tinytitans1
Tiny Titans
1

Increase your current and max player health by 30.

titanictitan_i
Titanic Titan
1

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

twin-guardians
Twin Guardians
1

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

t1
Vampiric Vitality I
1

You heal for 12% of the damage you deal to enemy Tacticians. Your team gains 10% Omnivamp.