Augments
All TFT Augments in Set Set 11 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 a Deathblade. Champions with Deathblade have a 33% chance to drop 1 gold on kill.
Gain an Altruist Emblem and a Riven.
Gain an Arcanist Emblem and a Lux.
After 15 seconds of combat, your units deal 50% more damage.
At the start of the next 4 rounds, gain 7 gold.
At the start of the next 4 rounds, gain 4 gold
Gain a Behemoth Emblem and a Malphite.
Your units that start combat only adjacent to each other gain 20% Attack Speed and 25 Armor.
Your team gains 80 bonus Health, and permanently gains 10 Health every 2 takedowns.
Gain 2 random components, 1 gold, and a Reforger.
Porcelain units basic attacks restore 3 mana on hit. While boiling, basic attacks also Burn and Wound. Gain a Lux.
Gain a Bruiser Emblem and an Aatrox.
Your units with no Traits active gain 220/275/350/480 Health and 40/45/50/55% Attack Speed (based on current Stage).
At the start of the next 3 rounds, gain a random item component.
Every 2 takedowns, Storyweaver Kayle permanently gains 2 Ability Power and 12 Health. Gain a Garen and a Sivir.
Gain a Blacksmith's Gloves, which equips two temporary Ornn Artifacts each round.
Gain a component anvil when you reach level 5, 6, 7, and 8.
If you have no units on your bench at the end of a round, gain 3 experience points.
Gain 4 random 1-cost champions. If your bench is full at the end of a round, gain 4 experience points.
When one of your units casts their spell they gain a 75-225(based on stage) health shield for 3 seconds.
Your Target Dummies launch themselves towards the largest clumps of enemies, stunning units near them for 1.25 seconds. Gain 2 Target Dummies.
Gain a Crownguard. Your Crownguards' start of combat effect is 75% stronger.
Your champions holding an item gain 300 health.
Your champions holding an item gain 250 Health and restore 3 Mana per second.
At the start of every stage, including this one, gain 4 free rerolls + 1 for each of your Heavenly champions. Gain a Kha'Zix and a Malphite.
Gain a Dragonlord Emblem and a Janna.
Gain a Dragon's Claw. Every time you heal 8000 Health with Dragon's Claws, gain up to 4 item components.
Gain a Neeko. Your strongest Neeko's spell heals 35% more and slams for 35% increased damage. Each cast increases the spell radius by 1.
Gain a 2-star Neeko. Your strongest Neeko's spell heals 35% more and slams for 35% increased damage. Each cast increases the spell radius by 1.
Gain a Dryad Emblem and a Gnar
Gain a Duelist Emblem and a Qiyana.
Get a random 5-cost champion and a random champion that shares a trait with them. Get 10 gold.
After the dragon strikes, Dragonlords deal 20% bonus true damage. Gain a Janna.
Now, and at the start of every stage, gain 6 XP and 2 free rerolls for that round only.
Now, and at the start of every stage, gain 8 XP and 2 free rerolls for that round only.
Gain a Training Dummy. Each round, if it survives combat, gain 2 gold.
Gain a Shen. Your Strongest Shen gains +3 Range and his spell does 100% increased damage.
Gain a 2-star Shen. Your Strongest Shen gains +3 Range and his spell does 100% increased damage.
Your Duelists start combat with 2 stacks. At max stacks, they gain 10% Omnivamp. Gain a Darius and a Yasuo.
Gain a Fated Emblem and a Kindred.
Gain a Fortune Emblem and a Teemo.
Open an armory that grants an extra Inkshadow item while the trait is active. Gain a Jax and an Aatrox.
Gain an Adaptive Helm. Champions holding this item gain both effects, regardless of position.
Gain a Titan's Resolve. Your Titan's Resolves can stack to 40 instead of 25.
Gain a Ghostly Emblem and a Shen.
Your units gain 3% Attack Damage, 3 Magic Resist, 3 Armor, And 3 Ability Power. When one of your units dies, all your units gain these stats again.
Your Reapers gain 7% Critical Strike chance and 3% Omnivamp. They gain this bonus again every time they get a Takedown. Gain a Kindred
Your units heal for 15% of the damage they deal, and they convert 75% of excess healing to magic damage on their next attack.
Enemies that die while haunted by Ghostly pass 1 extra spectre to a nearby enemy. Gain a Caitlyn and a Shen.
When an enemy dies, the nearest allied unit is healed for 500 health.
Gain a Heavenly Emblem and a Neeko.
Your units with at least 1600 maximum Health gain Attack Damage and Ability Power equal to 2% of their maximum Health.
Gain 2 Lesser Champion Duplicators and 4 gold.
Gain a Hand of Justice. Champions with a Hand of Justice deal 25% increased damage.
Gain an Inkshadow Emblem and a Senna.
When a unit dies, the nearest ally gains a 25% max Health Shield and 10% stacking Attack Speed.
Gain an Invoker Emblem and a Janna.
Every time a unique Mythic champion becomes Epic, gain 2 player health and 3 gold. Gain a Cho'Gath and Kog'Maw.
Magic and true damage from your units' Abilities can critically strike. Your units additionally gain 40% Critical Strike Chance.
At the start of combat, your units grant adjacent allies a 260 Health shield for 8 seconds.
Your units deal 12% increased damage. If you and your opponent have any of the same traits activated, they deal 20% increased damage instead.
Your team gains 10 bonus Ability Power, and permanently gains 1 Ability Power every 2 takedowns.
Your 4-cost and 5-cost champions gain 75 Health and 9% Attack Speed for every 1-cost and 2-cost champion on your board.
At the start of combat, your two furthest champions share 25% of their Armor, Magic Resist, Attack Damage, and Ability Power with each other.
Snipers gain 15% Attack Speed. Gain a Caitlyn and a Kog'Maw. After Snipers have attacked a total distance of 1000 hexes, gain a Sniper's Focus.
Your max interest is capped at 3 gold but you gain 2 gold at the start of every player combat.
Gain a two star Kobuko. Your strongest Kobuko's spell does 250% damage. If Kobuko kills an enemy, they have a 100% chance to drop 1 gold.
Trickshots bounce 1 additional time for 40% of original damage.
Gain a Gambler's Blade and a Magnetic Remover.
Gain a Needlessly Large Rod. Your units gain 20% Ability Power.
Whenever an Invoker casts, grant the lowest Health ally Shield equal to 250% of Mana spent. Gain a Janna.
Whenever one of your units dies, all allies heal for 15% of Maximum health
Your Tactician moves faster and heals 2 Health at the start of each PVP round.
Gain a Yorick. Your Strongest Yorick's gains 25% max health and additionally deals 25% of his max health with his abillity.
Gain a 2-star Yorick. Your Strongest Yorick's gains 25% max health and additionally deals 25% of his max health with his abillity.
Get a Training Dummy and an Ahri. Your Training Dummies have bonus Health equal to 100% of your Arcanists' combined Ability Power.
Every round, gain 2 Dryad stacks. Dryads deal 10% additional damage. Gain an Rek'Sai and a Gnar.
When one of your Fated pair dies, your team gains 100% of the surviving one's bonus for the rest of combat. Gain an Ahri and a Yasuo.
Gain a Mythic Emblem and a Neeko.
Gain an Edge of Night. Allies holding Edge of Night gain 35% Attack Speed.
Gain 1 random completed item(s). At the start of each round, items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables).
After player combat, gain 2 XP if you won or 3 XP if you lost.
Gain a Porcelain Emblem and a Lux.
Open an Armory and choose 1 of 2 unique Artifacts crafted by Ornn.
Open an Armory and choose 1 of 3 unique Artifacts crafted by Ornn.
Open an Armory and choose 1 of 4 unique Artifacts crafted by Ornn.
Gain a component now. Every 3 wins gives you an item component.
Your units gain 8% Attack Speed. Each round, increase this by 1%.
Combat start: Your strongest Behemoth gains 20% Health. When other Behomoths die, they transfer 20% of their Armor and Magic Resist to it for the rest of combat. Gain a Cho'Gath and a Malphite
Gain 9 gold now and 1 gold every round.
Gain 18 gold now and 1 gold every round.
Gain a Reaper Emblem and a Kindred.
The next 4-cost champion you buy is instantly upgraded to 2-star. Get 4 gold
Gain a Sage Emblem and a Zyra.
Gain a random completed item now, and a component after 7 player combats. Selling champions breaks apart their full items into components (excluding Tactician's Crown).
Gain a random completed item now, and a componenet after 4 player combats. Selling champions breaks apart their full items into components (excluding Tactician's Crown).
Gain a Training Dummy and 2 gold. If it is the first to die each player combat, gain 1 gold.
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% more Health.
Gain a Statikk Shiv. Statikk Shiv's chain lightning effect does 300% increased damage.
After each player combat, if there are no items on your bench (other than Consumables), gain 3 XP.
Gain 12 XP now. After each player combat, if there are no items on your bench (other than Consumables), gain 3 XP
Gain a Thief's Gloves. Champions holding this item gain 200 Health and 20% Attack Speed.
Gain a Sniper Emblem and a Senna.
Wardens' start of combat damage reduction is increased by 12%. 20% of damage dealt to non-Wardens is instead distributed across your Wardens. Get a Garen and a Jax.
Your units gain 2 Attack Damage and Ability Power per Trait active across your team.
The first Tier 1 and Tier 2 champion you buy are upgraded to 2 star. Gain 5 gold.
Gain a Target Dummy. It has 1 random Support Item(s) equipped, which cannot be removed.
Gain a 2-star Garen. Your strongest Garen's ability now grants stacking max Health instead of Shield. If he has more max Health than his target, his ability deals 40% bonus True Damage.
Gain a Storyweaver Emblem and a Riven.
Open an Armory and choose 1 of 4 unique Support items.
Gain 1 random Support item and 1 random Tier 4 Unit. Can only show up at stage 4-2.
Each unique Sage that starts combat in the middle 2 rows grants 1 XP. Gain a Zyra.
Your units gain 66 health for each 3 cost unit you field.
Gain 4 random but unique Tier 3 champions.
Your team gains 44 Health, 4% Attack Damage, 4 Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
Your rerolls cost 0 gold. Every 6 rerolls, the cost goes up by 1 gold. At the start of each stage your reroll cost is reset to 0.
Gain a free Shop refresh each round.
Your units gain 111 health for each 2 cost unit you field.
Gain an Umbral Emblem and a Yorick.
Combat start: Your units that share a row with at least 2 other units gain 35 Armor and 35 Magic Resist.
Your Exalted Soul Core gains gold instead of XP. If you lose combat, it gets 2 bonus gold! Gain 2 Exalted Champions. If there no 1 or 2-cost Exalted champions, get one 3-cost instead.
Gain 1 gold and a Training Dummy with 2 permanently attached Emblems.
Gain a Warden Emblem and a Gnar.
Bruisers heal 1% of their max Health every 1 second. Gain a Kobuko and a Rek'Sai.
Gain 2 gold after losing a player combat. Gain a random component after every 4 losses.
Umbral champions deal 4% more damage every second they attack the same enemy. Resets when they swap targets. Gain a Darius and a Yorick.
Gain a Recurve Bow. Your units gain 20% Attack Speed.
Gain a B.F. Sword. Your units gain 20% Attack Damage.