TFT Augments Tier List - Best Augments in Set 9.5
Stay on top of the meta with our TFT augments tier list for Set Set 9.5. Mobalytics analyzes thousands of matches every day. Discover the best augments & their stats in Set Set 9.5.
Your team counts as having 1 additional Bruiser. Gain a Vi.

Your team counts as having 1 additional Sorcerer. Gain a Swain.

Your team counts as having 1 additional Vanquisher. Gain an Ashe.

You can always move freely on Carousel rounds. Gain a random item component.

Gain a Target Dummy. In 8 player combats, equip the dummy with 1 random Support Item(s), which cannot be removed.

Gain a copy of each Tier One champion.

Your units' attacks burn their targets for 8% of their maximum Health over 8 seconds and reduce their targets' healing received by 50%.

If your streak is less than 3, gain 2 gold.

Your team counts as having 1 additional Invoker. Gain a Soraka.

Your champions holding an item gain 200 health.

Gain 1 gold per 3 Health your Tactician loses.

Gain 12 XP.

Your Tactician heals 30 Health, grows larger, and has 130 maximum Health.

Your team counts as having 1 additional Gunner. Gain a Jinx.

Gain a Component Anvil and 2 Gold.

Combat start: Your units that share a row with at least 2 other units gain 18 Armor and 18 Magic Resist.

Whenever you would get a random component, instead gain a component anvil.

After 15 seconds, your units deal 33% more damage.

When an enemy dies, the nearest allied unit is healed for 300 health.

Your units holding an item gain 80 Health and 15% Omnivamp.

Gain 1 random component, 2 Gold, and 1 random Tier 5 champion(s).

Your units gain 5% Attack Speed. Each round, increase this by 0.5%.

At the start of the next 2 rounds, gain a random item component.

Gain 10 free Shop refreshes. These Shop refreshes carry over between round.

Gain an Ornn Item Anvil after 7 player combats.

Gain 1 Component Anvil and 1 random component.

When you kill an enemy unit, there's a 25% chance to drop loot.

Gain a random component. At the start of each turn, items on your bench are randomized (excluding Force of Nature, Spatula, and consumables).

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

Your Tactician loses 20 Health, but after 7 Player combats, gain 30 Gold.

Gain 10 XP and 8 gold.

Units that begin combat with no adjacent allies gain 15% Attack Damage and Ability Power.

Your units with no items equipped gain 75 Health and heal for 3% of their max Health each second.

Gain 10 gold. In 4 turns, gain 10 gold again.

Gain a random components, 10 gold, and a Reforger.

Gain double streak gold.

Gain 5 Gold and a Lesser Champion Duplicator.

Leveling up costs 3 XP less. You can now reach Level 10.

Gain 1 random completed item.

Gain a Lesser Champion Duplicator. This happens a second time after 8 player combats.

Your team counts as having 1 additional Bastion. Gain a Kassadin.

Gain a Component Anvil and 2 gold.

Your units generate 10% more Mana and move 35% faster.

Gain 1 Tier one unit, 2 Tier two units, and 1 Tier three unit.

Your units gain 7% Attack Damage, Ability Power, and Attack Speed.

Whenever you 2* a unit, gain a free reroll.

Every 5 Shop refreshes, gain a free refresh.

Your team counts as having 1 additional Slayer. Gain a Qiyana.

Your units without items equipped gain 35% Attack Speed.

Magic and true damage from your units' Abilities can critically strike. Your units additionally gain 20% Critical Strike Chance.

Your team deals 5% more damage and takes 5% less damage.

Gain 12 Exp.

Gain a random item made from 2 of the same component and 2 gold.

Your units gain 60 Health for each item equipped.

Your team counts as having 1 additional Rogue. Gain a Zed.

Gain a random component, 2 gold, a Magnetic Remover.

Gain 2 gold. At the start of every round, champions on the 3 rightmost bench slots transform into random champions of the same cost.

Gain a random Emblem and a Reforger.

When you reach Level 6, gain a 2-star Tier 3 unit ⇒ Each time you level up, gain the same random Tier 3 champion

Gain 44 gold when you reach Level 9. (Can no longer be offered with Level Up! and vice versa)

Your team counts as having 1 additional Juggernaut. Gain a Sett.

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

Your units heal for 10% of the damage they deal, and they convert 50% of excess healing to magic damage on their next attack.

Champions on your board permanently transform into random champions 1 Tier higher. Gain 2 Magnetic Removers.

Your team counts as having 1 additional Challenger. Gain a Warwick.

Your team counts as having 1 additional Zaun. Gain a Warwick.