What Is An Augment TFT?

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.

augments tft
Examples of Augments in Teamfight Tactics
1st Choice2nd Choice3rd ChoiceProbability
silversilvergold30%
silvergoldgold15%
goldsilversilver10%
goldsilvergold10%
silversilverprismatic9%
silvergoldprismatic4%
silverprismaticsilver4%
goldgoldprismatic4%
goldsilverprismatic4%
goldgoldgold4%
prismaticgoldgold2%
prismaticsilvergold2%
prismaticsilverprismatic1%
prismaticprismaticprismatic1%
Augment Choices

List Of Augments TFT

These are the different tiers of TFT augments:

Tier 1 TFT Augments

NameEffectTier
Academy HeartGain a  Katarina, and your team counts as having one additional Academic.1
Arcanist HeartGain a  Swain, and your team counts as having one additional Arcanist.1
Assassin HeartGain a  Talon, and your team counts as having one additional Assassin.1
Bodyguard HeartGain a  Leona, and your team counts as having one additional  Bodyguard.1
Bruiser HeartGain a  Trundle, and your team counts as having one additional  Bruiser.1
Challenger HeartGain a  Quinn, and your team counts as having one additional  Challenger.1
Chemtech HeartYour team counts as having one additional  Chemtech.1
Clockwork HeartGain a  Zilean, and your team counts as having one additional  Clockwork.1
Enchanter HeartGain a  Taric, and your team counts as having one additional  Enchanter.1
Enforcer HeartGain a  Vi, and your team counts as having one additional  Enforcer.1
Imperial HeartGain a  Swain, and your team counts as having one additional  Imperial.1
Innovator HeartYour team counts as having one additional  Innovator. It cannot be offered as a first-choice augment.1
Mercenary HeartYour team counts as having one additional  Mercenary.1
Mutant HeartGain a  Kog’Maw, and your team counts as having one additional  Mutant.1
Protector HeartYour team counts as having one additional  Protector.1
Scholar HeartGain a  Zyra, and your team counts as having one additional  Scholar.1
Scrap HeartGain a  Blitzcrank, and your team counts as having one additional  Scrap.1
Sniper HeartGain a  Tristana, and your team counts as having one additional  Sniper.1
Socialite HeartYour team counts as having one additional  Socialite.1
Syndicate HeartGain a  Zyra, and your team counts as having one additional  Syndicate.1
Twinshot HeartGain a  Kog’Maw, and your team counts as having one additional  Twinshot.1
Ardent CenserAllies healed or shielded by  Enchanters gain 50% stacking bonus attack speed for the rest of combat (maximum once every 2 seconds).1
AscensionAfter 15 seconds of combat, your units deal 50% more damage.1
Built Different 1Your 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 LossAfter losing your combat, gain two gold and a free Shop refresh. It cannot be offered as a third choice augment.1
Celestial Blessing 1Your 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 1Your units equipped with an item gain 150 bonus health and 20 bonus attack damage.1
DominanceAfter winning your combat, gain one bonus gold for every two surviving units. It cannot be offered as a third choice augment.1
Dual RuleThere are now 2  Imperial Tyrants.1
DuetGrants spotlighted champions 400 bonus health and summons one additional  Socialite Spotlight.1
En GardeThe first time an enemy is attacked by a  Challenger, they are disarmed for 4 seconds.1
Exiles 1Your units that start combat with no adjacent allies gain a 40% maximum health shield for 8 seconds.1
Featherweights 1Your 1 and 2 cost units gain 30% bonus movement speed and 30% bonus attack speed.1
First Aid KitAll healing and shielding received by your units are increased by 35%.1
Hyper RollIf you have less than ten gold at the end of a round, gain three gold.1
Item Grab Bag 1Gain one random completed item.1
Knife’s Edge 1Your units that start combat in the front two rows gain 25 bonus attack damage.1
Lifelong LearningGrants  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 1Your units with no items gain 35 bonus armor and 35 bonus magic resistance.1
One For AllWhen your  Syndicates die, they grant your other  Syndicates 20 bonus attack damage and 20 ability power.1
Pandora’s ItemsGain a random component. At the start of each turn, items on your bench are randomized (excluding  Tactician’s Crown,  Spatula, and consumables).1
Phony FrontlineGain 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 WeaponsDouble the hex range of your ranged units, and their basic attacks cannot miss.1
Self-RepairWhen 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 MeAt the start of combat,  Bodyguards grant 100% of their armor bonus to non-Bodyguard allies directly behind them (does not stack).1
Stand United 1Your units gain two bonus attack damage and two ability power per trait active across your team.1
Thrill of the Hunt 1Your units heal 300 health on kill.1
TinkerWith the  Scrap trait active, every combat round gains a  Magnetic Remover or  Reforger.1
UnderdogsWhenever 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
WeakspotYour units’ basic attacks ignore 20% of the target’s armor and apply  Grievous Wounds for 5 seconds.1
Tier 1 Augments TFT

Tier 2 TFT Augments

NameEffectTier
Academy CrestGain an  Academy Emblem.
Arcanist CrestGain an  Arcanist Emblem and a  Swain.2
Assassin CrestGain an  Assassin Emblem and a  Talon.2
Bodyguard CrestGain a  Bodyguard Emblem and a  Leona.2
Bruiser CrestGain a  Bruiser Emblem and a  Trundle.2
Challenger CrestGain a  Challenger Emblem and a  Quinn.2
Chemtech CrestGain a  Chemtech Emblem and a  Warwick.2
Clockwork CrestGain a  Clockwork Emblem.2
Imperial CrestGain an  Imperial Emblem and a  Swain.2
Mercenary CrestGain a  Mercenary Emblem.2
Mutant CrestGain a  Mutant Emblem.2
Protector CrestGain a  Protector Emblem.2
Scholar CrestGain a  Scholar Emblem and a  Heimerdinger.2
Scrap CrestGain a  Scrap Emblem and a  Blitzcrank.2
Sniper CrestGain a  Sniper Emblem and a  Tristana.2
SyndicateGain a  Syndicate Emblem and a  Zyra.2
Ancient ArchivesGain 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 AirdropYour units equipped with two items temporarily gain a random completed item at the start of combat.2
Broken StopwatchFive seconds into combat, all enemies and non- Clockwork units are frozen in time for 4 seconds.2
Built Different 2Your 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 2Your 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 MindIf you have no units on your bench at the end of a round, gain three experience points.2
Cybernetic Implants 2Your units equipped with an item gain 250 bonus health and 30 bonus attack damage.2
Exiles 2Your units that start combat with no adjacent allies gain a 60% maximum health shield for 8 seconds.2
Featherweights 2Your 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 2Your units that start combat in the first two rows gain 40 bonus attack damage.2
Makeshift Armor 2Your units with no items gain 55 bonus armor and 55 bonus magic resistance.2
Metabolic AcceleratorYour Tactician moves faster and heals two health at the start of each round.2
Rich Get RicherGain 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 BinGain a random completed item. Selling champions breaks their full items into components (excluding  Tactician’s Crown).2
Share the SpotlightAllies 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 BombThe 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 BladeAfter casting an ability,  Arcanists’ next basic attacks deal (225% ability power) bonus magic damage on-hit.2
Stand United 2Your units gain three bonus attack damage and three ability power per trait active across your team.2
Sunfire BoardAt 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 2Your units heal 450 health on kill.2
Titanic ForceBonus attack damage for your units with more than 1400 maximum health gain (3% of their maximum health).2
Trade SectorGain a free Shop refresh each round.2
Tier 2 Augments TFT

Tier 3 TFT Augments

NameEffectTier
Academy CrownGain 2  Academy Emblems.3
Arcanist CrownGain 2  Arcanist Emblems.3
Assassin CrownGain 2  Assassin Emblems.3
Bodyguard CrownGain 2  Bodyguard Emblems.3
Bruiser CrownGain 2  Bruiser Emblems.3
Challenger CrownGain 2  Challenger Emblems.3
Chemtech CrownGain 2  Chemtech Emblems.3
Clockwork SoulGain  8 gold and your team counts as having two additional  Clockworks.3
Enchanter SoulGain  8 gold, and your team counts as having two additional  Enchanters.3
Enforcer SoulGain  8 gold, and your team counts as having two additional  Enforcers.3
Imperial CrownGain 2  Imperial Emblems.3
Innovator SoulYour team counts as having two additional  Innovators. It can only be offered as a third choice augment.3
Mercenary SoulYour team counts as having two additional  Mercenaries.3
Mutant CrownGain 2  Mutant Emblems.3
Protector CrownGain 2  Protector Emblems.3
Scholar SoulGain  8 gold and your team counts as having two additional  Scholars.3
Scrap SoulGain  8 gold and your team counts as having two additional  Scraps.3
Sniper CrownGain 2  Sniper Emblems.3
Socialite SoulYour team counts as having two additional  Socialites.3
Syndicate CrownGain 2  Syndicate Emblems.3
Twinshot SoulYour team counts as having two additional  Twinshots.3
Band of ThievesGain 2  Thief’s Gloves.3
Built Different 3Your 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 3Your 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 3Your units equipped with an item gain 350 bonus health and 40 bonus attack damage.3
Exiles 3Your units that start combat with no adjacent allies gain an 80% maximum health shield for 8 seconds.3
Featherweights 3Your 1 and 2 cost units gain 60% bonus movement speed and 60% bonus attack speed.3
Golden TicketEach time your Shop is refreshed, you have a 35% chance to gain a free refresh. The free refresh can trigger itself.3
High End ShoppingChampions appear in your Shop as if you were 1 level higher.3
High RollerGain 3 Loaded Dice.3
Item Grab Bag 2Gain 2 random completed items.3
Knife’s Edge 3Your 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 3Your units with no items gain 75 bonus armor and 75 bonus magic resistance.3
March of ProgressGain 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 RecruitGain +1 team size.3
Portable ForgeOpen 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 3Your units gain five bonus attack damage and five ability power per trait active across your team.3
Thrill of the Hunt 3Your units heal 600 health on kill.3
WindfallGain gold based on the number of Augments you currently have (0 = 15g / 1 = 30g / 2 = 45g).3
Woodland CharmAt the start of combat, your highest health champion creates a 1600 health copy of themself (excluding items).3
Tier 3 Augments TFT

Other TFT Augments

NameEffect
PaydayAfter winning your combat, gain one bonus gold for each surviving  Syndicate.
Cram SessionAfter casting their first ability,  Academics restore 90% of their maximum mana.
All For OneThey grant the  Tyrant 33% of their maximum health when an ally dies.
JunkyardGain a random component every three combat rounds with the  Scrap trait active. It cannot be offered as a third choice augment.
Shrug It Off Bruisers regenerate 3% of their maximum health each second.
Wise SpendingGain two experience points when you refresh your Shop.
Other TFT Augments

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