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

Your next augment is one tier higher.

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

Gain 1 Thief's Gloves.

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

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

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.

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

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.

Gain 8 gold and 1 XP.

Gain 12 gold and 3 XP.

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:

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.

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

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

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.

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

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

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 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.

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

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.

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

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

Gain a component anvil and 3 gold.

Gain 1 random completed item.

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

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

Allies without items equipped gain 30 Armor and Magic Resist.

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.

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.

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

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

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

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

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 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 10 XP.

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

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.

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

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.

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

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

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

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

Gain a massive Training Dummy that zaps nearby enemies

Increase your current and max player health by 30.

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