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 Gunner. Gain a Jinx.

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 champions holding an item gain 200 health.

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

Gain 1 gold per 3 Health your Tactician loses.

Gain 2 Component Anvils.

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

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

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

Gain 12 XP.

Gain an Ornn Item Anvil after 7 player combats.

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

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

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

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

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

Gain a Component Anvil and 2 Gold.

Your units gain 60 Health for each item equipped.

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

Gain 10 XP and 8 gold.

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

Gain 5 Gold and a Lesser Champion Duplicator.

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

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

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

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

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

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

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

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

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

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

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

Gain double streak gold.

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

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

Your units without items equipped gain 35% Attack Speed.

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

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

Every 5 Shop refreshes, gain a free refresh.

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

Gain 1 random completed item.

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

Gain 12 Exp.

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

Gain a random component, 4 gold, a Magnetic Remover.

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

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

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

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.

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 Bastion. Gain a Kassadin.

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

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

Gain a Component Anvil and 4 gold.

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

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

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