TFT Augments Tier List - Best Augments in Set 8.5

Your team counts as having 1 additional Anima Squad. Gain a Jinx.

Your team counts as having 1 additional Infiniteam. Gain a Sivir.

Your team counts as having 1 additional Duelist. Gain a Fiora.

Your units that start combat with no adajacent allies gain a 25% maximum Health shield for 10 seconds.

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

Your team counts as having 1 additional Mascot. Gain a Malphite.

Your team counts as having 1 additional Sureshot. Gain a Sivir.

Your champions holding an item gain 150 Health and restore 2 Mana per second.

After 10 seconds of combat, your units heal 40% of their missing Health.

Gain 1 Thief's Gloves.

Your team counts as having 1 additional Gadgeteen. Gain an Poppy. (Only appears 4-2)

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

Your units that start combat next to a unit with over 1600 Health take 7% less damage for the rest of combat.

Know who you will fight next. Gain a Zephyr.

Your champions holding an item gain 150 Health and 20 Armor.

Your 1 and 2 cost units gain 25% movement and Attack Speed.

Your units heal 350 Health on kill.

Units on your bench start at 1 stack and gain 25 Health, 4 Attack Damage and Ability Damage every round, up to 4 times.

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

Your team counts as having 1 additional Defender. Gain a Rell.

Gain 1 random completed item.

Your units heal for 12% of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 250 Health.

Your team counts as having 1 additional Star Guardian. Gain a Rell.

When your units receive a critical strike, they deal 30/50/70/90 magic damage to nearby enemies. 1 sec cooldown.

Your units equipped with an item gain 150 Health and 8 Attack Damage.

Gain double streak gold.

All healing and shielding received by your units is increased by 25%.

Your units gain 1 Attack Damage and Ability Power per Trait active across your team.

When your units cast and deal Ability damage, the first target hit and a nearby enemy take 35/50/65/80 bonus magic damage.

Your team counts as having 1 additional Renegade. Gain a Camille.

Your team counts as having 1 additional Spellslinger. Gain a Annie.

Your units that start combat in the front 2 rows gain 15 Ability Power.

Your team counts as having 1 additional Ox Force. Gain a Fiora.

Your team counts as having 1 additional Brawler. Gain a Vi.

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

Your team counts as having 1 additional Heart. Gain a Lee Sin.

Your team counts as having 1 additional A.D.M.I.N. Gain a Camille.

Your units that start combat in the front 2 rows gain 25% Attack Damage.

Your 3-cost champions gain 75 Health, 10 starting Mana, and 10% Attack Speed.

Gain 44 gold when you reach Level 9.

Gain 2 gold. At the start of every turn, Champions in your 3 rightmost bench slots transform into random Champions of the same cost. Champions can not transform into themselves.

Champions on your board permanently transform into random champions that cost 1 more. Gain 2 Magnetic Removers.

Your team counts as having 1 additional Hacker. Gain a Pyke.