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Hextech Augments

Hextech
Tier
Hextech Bonus
academyheartAcademy Heart
1

Your team counts as having 1 additional Academic.

arcanistheartArcanist Heart
1

Your team counts as having 1 additional Arcanist.

ascensionAscension
1

After 15 seconds of combat, your units deal 100% more damage.

assassinheartAssassin Heart
1

Your team counts as having 1 additional Assassin.

bodyguardheartBodyguard Heart
1

Your team counts as having 1 additional Bodyguard.

bruiserheartBruiser Heart
1

Your team counts as having 1 additional Bruiser.

builtdifferent1Built Different I
1

Your units with no Traits active gain 300 Health and 50% Attack Speed.

calculatedlossCalculated Loss
1

After losing your combat, gain 2 gold and a free Shop refresh.

celestialblessing1Celestial Blessing I
1

Your units heal for 12% of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 300 Health.

challengerheartChallenger Heart
1

Your team counts as having 1 additional Challenger.

chemicaloverlordChemical Overload I
1

Chemtechs explode on death, dealing 20% of their maximum Health as magic damage to enemies within 2 hexes.

chemtechheartChemtech Heart
1

Your team counts as having 1 additional Chemtech.

clockworkheartClockwork Heart
1

Your team counts as having 1 additional Clockwork.

cutthroatCutthroat
1

Assassins Mana Reave the first unit they attack, increasing their maximum Mana by 65% until they cast.

cybernetic1Cybernetic Implants I
1

Your units equipped with an item gain 200 Health and 10 Attack Damage.

dominanceDominance
1

After winning your combat, gain 1 bonus gold for every 2 surviving units.

dual-ruleDual Rule
1

There are now 2 Tyrants.

duetDuet
1

Summon 1 additional Socialite Spotlight.

enchanterheartEnchanter Heart
1

Your team counts as having 1 additional Enchanter.

enforcerheartEnforcer Heart
1

Your team counts as having 1 additional Enforcer.

enguardeEn Garde
1

The first time an enemy is attacked by a Challenger, they are Disarmed for 3 seconds.

exiles1Exiles I
1

Your units that start combat with no adajacent allies gain a 35% maximum Health shield for 8 seconds.

featherweightsFeatherweights I
1

Your 1 and 2 cost units gain 35% movement and Attack Speed.

firstaidkitFirst Aid Kit
1

All healing and shielding received by your units is increased by 35%.

hyperrollHyper Roll
1

If you have less than 10 gold at the end of a round, gain 2 gold.

imperialheartImperial Heart
1

Your team counts as having 1 additional Imperial.

innovatorheartInnovator Heart
1

Your team counts as having 1 additional Innovator.

itemgrabbagItem Grab Bag I
1

Gain 1 random completed item and 1 Reforger.

cqctraining1Knife's Edge I
1

Your units that start combat in the front 2 rows gain 30 Attack Damage.

makeshiftMakeshift Armor I
1

Your units with no items gain 30 Armor and Magic Resist.

mercenaryheartMercenary Heart
1

Your team counts as having 1 additional Mercenary.

mutantheartMutant Heart
1

Your team counts as having 1 additional Mutant.

oneforallOne For All
1

When your Syndicates die, they grant your other Syndicates 20 Attack Damage and Ability Power.

pandoraPandora's Items
1

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

phonyfrontlinePhony Frontline
1

Gain 2 Target Dummies.

piratesPirates
1

Mercenary units have a 50% chance to drop 1 gold when they kill an enemy.

protectorheartProtector Heart
1

Your team counts as having 1 additional Protector.

runicshieldRunic Shield I
1

Arcanists start combat with a shield equal to 300% of their Ability Power for 8 seconds

scholarheartScholar Heart
1

Your team counts as having 1 additional Scholar.

scrapheartScrap Heart
1

Your team counts as having 1 additional Scrap.

selfrepairSelf-Repair
1

When the Innovation dies, it will become untargetable and repair itself if an Innovator is still alive.

sniperheartSniper Heart
1

Your team counts as having 1 additional Sniper.

snipersnestSniper's Nest
1

Snipers gain +8% damage per round they’ve started combat in the same hex. (Maximum +40%)

socialiteheartSocialite Heart
1

Your team counts as having 1 additional Socialite.

sosmallSo Small
1

Yordles gain 35% Dodge Chance.

standbehindStand Behind Me
1

At the start of combat, Bodyguards grant 100% of their Armor bonus to non-Bodyguard allies directly behind them (does not stack).

standunited1Stand United I
1

Your units gain 2 Attack Damage and Ability Power per Trait active across your team.

syndicateheartSyndicate Heart
1

Your team counts as having 1 additional Syndicate.

thrillofthehunt-1Thrill of the Hunt I
1

Your units heal 300 Health on kill.

twinshotheartTwinshot Heart
1

Your team counts as having 1 additional Twinshot.

underdogsUnderdogs
1

Whenever your team has fewer units alive than your opponent, your units regenerate 12% of their missing Health every second. (Capped at 200)

unstableevolutionUnstable Evolution
1

Mutants randomly gain one of the following when they reach 2 star: 600 Health, 40% Attack Speed, 40 Attack Damage, or 40 Ability Power. These bonuses stack.

weakspotWeakspot
1

Your units' attacks ignore 20% of the target's Armor and reduce healing received by 50% for 5 seconds.