Augments in Teamfight Tactics are permanent bonuses added to the player’s hexcore. Players have three chances to select augments when playing TFT. During each opportunity, you must choose one out of three augments. Each augment has a rarity of silver, gold, or prismatic.
1st Choice | 2nd Choice | 3rd Choice | Probability |
---|---|---|---|
silver | silver | gold | 30% |
silver | gold | gold | 15% |
gold | silver | silver | 10% |
gold | silver | gold | 10% |
silver | silver | prismatic | 9% |
silver | gold | prismatic | 4% |
silver | prismatic | silver | 4% |
gold | gold | prismatic | 4% |
gold | silver | prismatic | 4% |
gold | gold | gold | 4% |
prismatic | gold | gold | 2% |
prismatic | silver | gold | 2% |
prismatic | silver | prismatic | 1% |
prismatic | prismatic | prismatic | 1% |
List Of Augments TFT
These are the different tiers of TFT augments:
Tier 1 TFT Augments
Name | Effect | Tier |
---|---|---|
Academy Heart | Gain a Katarina, and your team counts as having one additional Academic. | 1 |
Arcanist Heart | Gain a Swain, and your team counts as having one additional Arcanist. | 1 |
Assassin Heart | Gain a Talon, and your team counts as having one additional Assassin. | 1 |
Bodyguard Heart | Gain a Leona, and your team counts as having one additional Bodyguard. | 1 |
Bruiser Heart | Gain a Trundle, and your team counts as having one additional Bruiser. | 1 |
Challenger Heart | Gain a Quinn, and your team counts as having one additional Challenger. | 1 |
Chemtech Heart | Your team counts as having one additional Chemtech. | 1 |
Clockwork Heart | Gain a Zilean, and your team counts as having one additional Clockwork. | 1 |
Enchanter Heart | Gain a Taric, and your team counts as having one additional Enchanter. | 1 |
Enforcer Heart | Gain a Vi, and your team counts as having one additional Enforcer. | 1 |
Imperial Heart | Gain a Swain, and your team counts as having one additional Imperial. | 1 |
Innovator Heart | Your team counts as having one additional Innovator. It cannot be offered as a first-choice augment. | 1 |
Mercenary Heart | Your team counts as having one additional Mercenary. | 1 |
Mutant Heart | Gain a Kog’Maw, and your team counts as having one additional Mutant. | 1 |
Protector Heart | Your team counts as having one additional Protector. | 1 |
Scholar Heart | Gain a Zyra, and your team counts as having one additional Scholar. | 1 |
Scrap Heart | Gain a Blitzcrank, and your team counts as having one additional Scrap. | 1 |
Sniper Heart | Gain a Tristana, and your team counts as having one additional Sniper. | 1 |
Socialite Heart | Your team counts as having one additional Socialite. | 1 |
Syndicate Heart | Gain a Zyra, and your team counts as having one additional Syndicate. | 1 |
Twinshot Heart | Gain a Kog’Maw, and your team counts as having one additional Twinshot. | 1 |
Ardent Censer | Allies healed or shielded by Enchanters gain 50% stacking bonus attack speed for the rest of combat (maximum once every 2 seconds). | 1 |
Ascension | After 15 seconds of combat, your units deal 50% more damage. | 1 |
Built Different 1 | Your units with no traits active gain 300 bonus health and 50% bonus attack speed. After choosing Built Different, most trait and emblem augments can no longer be offered. It cannot be offered as a third choice augment. | 1 |
Calculated Loss | After losing your combat, gain two gold and a free Shop refresh. It cannot be offered as a third choice augment. | 1 |
Celestial Blessing 1 | Your units heal for 10% of the damage dealt by basic attacks and abilities. Excess healing is converted to a shield up to 300 health. | 1 |
Chemical Overload 1 | Chemtechs explode on death, dealing 50% of their maximum health magic damage to enemies within two hexes. | 1 |
Cutthroat | Assassins mana-reave the first unit they attack, increasing their maximum mana by 65% until they cast. | 1 |
Cybernetic Implants 1 | Your units equipped with an item gain 150 bonus health and 20 bonus attack damage. | 1 |
Dominance | After winning your combat, gain one bonus gold for every two surviving units. It cannot be offered as a third choice augment. | 1 |
Dual Rule | There are now 2 Imperial Tyrants. | 1 |
Duet | Grants spotlighted champions 400 bonus health and summons one additional Socialite Spotlight. | 1 |
En Garde | The first time an enemy is attacked by a Challenger, they are disarmed for 4 seconds. | 1 |
Exiles 1 | Your units that start combat with no adjacent allies gain a 40% maximum health shield for 8 seconds. | 1 |
Featherweights 1 | Your 1 and 2 cost units gain 30% bonus movement speed and 30% bonus attack speed. | 1 |
First Aid Kit | All healing and shielding received by your units are increased by 35%. | 1 |
Hyper Roll | If you have less than ten gold at the end of a round, gain three gold. | 1 |
Item Grab Bag 1 | Gain one random completed item. | 1 |
Knife’s Edge 1 | Your units that start combat in the front two rows gain 25 bonus attack damage. | 1 |
Lifelong Learning | Grants Scholars 2 ability power after each combat and an additional two ability power if they survive combat. It cannot be offered as a third choice augment. | 1 |
Makeshift Armor 1 | Your units with no items gain 35 bonus armor and 35 bonus magic resistance. | 1 |
One For All | When your Syndicates die, they grant your other Syndicates 20 bonus attack damage and 20 ability power. | 1 |
Pandora’s Items | Gain a random component. At the start of each turn, items on your bench are randomized (excluding Tactician’s Crown, Spatula, and consumables). | 1 |
Phony Frontline | Gain 2 Target Dummies. | 1 |
Pirates | Mercenary units have a 50% chance to drop one gold when they kill an enemy. | 1 |
Runic Shield 1 | Arcanists start combat with a shield equal to 300% of their ability power for 8 seconds. | 1 |
Scoped Weapons | Double the hex range of your ranged units, and their basic attacks cannot miss. | 1 |
Self-Repair | When the Innovation dies, it will become untargetable and repair itself if an Innovator is still alive. | 1 |
Sniper’s Nest | Snipers gain 8% bonus damage per round they’ve started combat in the same hex, up to 40%. | 1 |
So Small | Yordles gain a 35% dodge chance. | 1 |
Stand Behind Me | At the start of combat, Bodyguards grant 100% of their armor bonus to non-Bodyguard allies directly behind them (does not stack). | 1 |
Stand United 1 | Your units gain two bonus attack damage and two ability power per trait active across your team. | 1 |
Thrill of the Hunt 1 | Your units heal 300 health on kill. | 1 |
Tinker | With the Scrap trait active, every combat round gains a Magnetic Remover or Reforger. | 1 |
Underdogs | Whenever your team has fewer units alive than your opponent, your units regenerate 10% of their missing health every second, capped at 150. | 1 |
Unstable Evolution | Mutants randomly gain one of the following when they reach two stars: 500 bonus health, 30% bonus attack speed, 30 bonus attack damage, or 30 ability power—these bonuses stack. | 1 |
Weakspot | Your units’ basic attacks ignore 20% of the target’s armor and apply Grievous Wounds for 5 seconds. | 1 |
Tier 2 TFT Augments
Name | Effect | Tier |
---|---|---|
Academy Crest | Gain an Academy Emblem. | |
Arcanist Crest | Gain an Arcanist Emblem and a Swain. | 2 |
Assassin Crest | Gain an Assassin Emblem and a Talon. | 2 |
Bodyguard Crest | Gain a Bodyguard Emblem and a Leona. | 2 |
Bruiser Crest | Gain a Bruiser Emblem and a Trundle. | 2 |
Challenger Crest | Gain a Challenger Emblem and a Quinn. | 2 |
Chemtech Crest | Gain a Chemtech Emblem and a Warwick. | 2 |
Clockwork Crest | Gain a Clockwork Emblem. | 2 |
Imperial Crest | Gain an Imperial Emblem and a Swain. | 2 |
Mercenary Crest | Gain a Mercenary Emblem. | 2 |
Mutant Crest | Gain a Mutant Emblem. | 2 |
Protector Crest | Gain a Protector Emblem. | 2 |
Scholar Crest | Gain a Scholar Emblem and a Heimerdinger. | 2 |
Scrap Crest | Gain a Scrap Emblem and a Blitzcrank. | 2 |
Sniper Crest | Gain a Sniper Emblem and a Tristana. | 2 |
Syndicate | Gain a Syndicate Emblem and a Zyra. | 2 |
Ancient Archives | Gain 1 Tome of Traits. | 2 |
Armor Plating | Colossi become invulnerable for 2 seconds the first time their health drops below 60% and 30%. | 2 |
Binary Airdrop | Your units equipped with two items temporarily gain a random completed item at the start of combat. | 2 |
Broken Stopwatch | Five seconds into combat, all enemies and non- Clockwork units are frozen in time for 4 seconds. | 2 |
Built Different 2 | Your units with no traits active gain 400 bonus health and 60% bonus attack speed. After choosing Built Different, most trait and emblem augments can no longer be offered. It cannot be offered as a third choice augment. | 2 |
Celestial Blessing 2 | Your units heal for 15% of the damage dealt by basic attacks and abilities. Excess healing is converted to a shield up to 450 health. | 2 |
Chemical Overlord 2 | Chemtechs explode on death, dealing 75% of their maximum health magic damage to enemies within two hexes. | 2 |
Clear Mind | If you have no units on your bench at the end of a round, gain three experience points. | 2 |
Cybernetic Implants 2 | Your units equipped with an item gain 250 bonus health and 30 bonus attack damage. | 2 |
Exiles 2 | Your units that start combat with no adjacent allies gain a 60% maximum health shield for 8 seconds. | 2 |
Featherweights 2 | Your 1 and 2 cost units gain 40% bonus movement speed and 40% bonus attack speed. | 2 |
Gold Reserves | Mercenaries deal 2% more damage per 1 gold you have, up to 60%. | 2 |
Instant Injection | Chemtechs now additionally trigger their bonuses at the start of combat. | 2 |
Knife’s Edge 2 | Your units that start combat in the first two rows gain 40 bonus attack damage. | 2 |
Makeshift Armor 2 | Your units with no items gain 55 bonus armor and 55 bonus magic resistance. | 2 |
Metabolic Accelerator | Your Tactician moves faster and heals two health at the start of each round. | 2 |
Rich Get Richer | Gain 10 gold. Your maximum interest is increased to 7. | 2 |
Runic Shield 2 | Arcanists start combat with a shield equal to 450% of their ability power for 8 seconds. | 2 |
Salvage Bin | Gain a random completed item. Selling champions breaks their full items into components (excluding Tactician’s Crown). | 2 |
Share the Spotlight | Allies adjacent to a Spotlight at the start of combat gain 100% of their bonuses. | 2 |
Sharpshooter | Twinshot’s ranged basic attacks and abilities can bounce once, dealing 45% less damage. | 2 |
Smoke Bomb | The first time Assassins drop below 60% health, reducing by 80% the excess damage from the instance of damage that triggered it, they briefly enter stealth, becoming untargetable and shedding all adverse effects. | 2 |
Spell Blade | After casting an ability, Arcanists’ next basic attacks deal (225% ability power) bonus magic damage on-hit. | 2 |
Stand United 2 | Your units gain three bonus attack damage and three ability power per trait active across your team. | 2 |
Sunfire Board | At the start of combat, burn all enemies for 16% of their maximum health true damage over 8 seconds and apply Grievous Wounds. | 2 |
Thrill of the Hunt 2 | Your units heal 450 health on kill. | 2 |
Titanic Force | Bonus attack damage for your units with more than 1400 maximum health gain (3% of their maximum health). | 2 |
Trade Sector | Gain a free Shop refresh each round. | 2 |
Tier 3 TFT Augments
Name | Effect | Tier |
---|---|---|
Academy Crown | Gain 2 Academy Emblems. | 3 |
Arcanist Crown | Gain 2 Arcanist Emblems. | 3 |
Assassin Crown | Gain 2 Assassin Emblems. | 3 |
Bodyguard Crown | Gain 2 Bodyguard Emblems. | 3 |
Bruiser Crown | Gain 2 Bruiser Emblems. | 3 |
Challenger Crown | Gain 2 Challenger Emblems. | 3 |
Chemtech Crown | Gain 2 Chemtech Emblems. | 3 |
Clockwork Soul | Gain 8 gold and your team counts as having two additional Clockworks. | 3 |
Enchanter Soul | Gain 8 gold, and your team counts as having two additional Enchanters. | 3 |
Enforcer Soul | Gain 8 gold, and your team counts as having two additional Enforcers. | 3 |
Imperial Crown | Gain 2 Imperial Emblems. | 3 |
Innovator Soul | Your team counts as having two additional Innovators. It can only be offered as a third choice augment. | 3 |
Mercenary Soul | Your team counts as having two additional Mercenaries. | 3 |
Mutant Crown | Gain 2 Mutant Emblems. | 3 |
Protector Crown | Gain 2 Protector Emblems. | 3 |
Scholar Soul | Gain 8 gold and your team counts as having two additional Scholars. | 3 |
Scrap Soul | Gain 8 gold and your team counts as having two additional Scraps. | 3 |
Sniper Crown | Gain 2 Sniper Emblems. | 3 |
Socialite Soul | Your team counts as having two additional Socialites. | 3 |
Syndicate Crown | Gain 2 Syndicate Emblems. | 3 |
Twinshot Soul | Your team counts as having two additional Twinshots. | 3 |
Band of Thieves | Gain 2 Thief’s Gloves. | 3 |
Built Different 3 | Your units with no traits active gain 500 bonus health and 70% bonus attack speed. After choosing Built Different, most trait and emblem augments can no longer be offered. It cannot be offered as a third choice augment. | 3 |
Celestial Blessing 3 | Your units heal for 20% of the damage dealt by basic attacks and abilities. Excess healing is converted to a shield of up to 600 health. | 3 |
Chemical Overload 3 | Chemtechs explode on death, dealing 100% of their maximum health magic damage to enemies within two hexes. | 3 |
Cybernetic Implants 3 | Your units equipped with an item gain 350 bonus health and 40 bonus attack damage. | 3 |
Exiles 3 | Your units that start combat with no adjacent allies gain an 80% maximum health shield for 8 seconds. | 3 |
Featherweights 3 | Your 1 and 2 cost units gain 60% bonus movement speed and 60% bonus attack speed. | 3 |
Golden Ticket | Each time your Shop is refreshed, you have a 35% chance to gain a free refresh. The free refresh can trigger itself. | 3 |
High End Shopping | Champions appear in your Shop as if you were 1 level higher. | 3 |
High Roller | Gain 3 Loaded Dice. | 3 |
Item Grab Bag 2 | Gain 2 random completed items. | 3 |
Knife’s Edge 3 | Your units that start combat in the front two rows gain 55 bonus attack damage. | 3 |
Level Up! | When you buy experience points, gain an additional four experience points. You can now reach level 10. This augment cannot appear if March of Progress has been chosen previously. | 3 |
Makeshift Armor 3 | Your units with no items gain 75 bonus armor and 75 bonus magic resistance. | 3 |
March of Progress | Gain 5 bonus experience points per round. You can no longer use gold to gain experience points. It can only be offered as a first-choice augment. | 3 |
New Recruit | Gain +1 team size. | 3 |
Portable Forge | Open an Armory and choose 1 of 3 unique Artifacts crafted by Ornn (). | 3 |
Runic Shield 3 | Arcanists start combat with a shield equal to 600% of their ability power for 8 seconds. | 3 |
Stand United 3 | Your units gain five bonus attack damage and five ability power per trait active across your team. | 3 |
Thrill of the Hunt 3 | Your units heal 600 health on kill. | 3 |
Windfall | Gain gold based on the number of Augments you currently have (0 = 15g / 1 = 30g / 2 = 45g). | 3 |
Woodland Charm | At the start of combat, your highest health champion creates a 1600 health copy of themself (excluding items). | 3 |