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TFT Augments: Set 10 Tier List

Find the best team comps for Teamfight Tactics Set 10: Remix Rumble using our meta tier list. Building your team correctly will make or break your game. By using our TFT team builds, you will stay on top of the meta and up your game! Our Team Comps Tier list is updated for Patch 13.24 so you can stay on top of the ever-changing TFT meta.

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TFT Team Comps by LeDuck

Hey everyone! I’m LeDuck, a former EU LCS coach for League of Legends and currently a dedicated Teamfight Tactics Streamer. I love to create content about the current Meta, but also figure out all the hidden mechanics surrounding the game. I hope you find success with my Tier List. If you have any questions regarding a team comp feel free to visit me on Twitch at twitch.tv/leducktft or on YouTube at https://www.youtube.com/@leduck.

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Augment Notes
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Tap an Augment in the tier list to view detailed information on how and when to choose each one.
S Tier //
S
Ones Twos Three
Solid choice overall and can give you direction towards the comp you want to play depending on the units you received.
Stationary Support I
Very safe pick if you don't like your other Augment Choices. The extra dummy will always be useful to strengthen your Frontline and most Support Items are quite impactful. Insane value for a silver Augment.
That's Jazz, Baby!
Best Augment you can take. Pretty much a must Pick since it's a massive power spike to Jazz Reroll, which is already the best comp in the game.
Jazz Trait
Little Buddies
Amazing Combat Augment in a lot of comps that like to Run Superfan as their core. Great for Akali/Karthus or Pentakill.
Inspiring Epitaph
Great combat Augment that fits into every work. Has positive Synergy with Target Dummies and the initial Illaoi Tentacles.
Crash Test Dummies
Would already be useful with just the Target Dummies, stunning the enemy Frontline makes it quite powerful.
Stationary Support II
Very safe pick if you don't like your other Augment Choices. The extra dummy will always be useful to strengthen your Frontline and most Support Items are quite impactful.
Portable Forge
A lot of Ornn Artifacts are currently performing extremely well. A Goldmancer Start can easily snowball out of control, but items like Diamond Hands, Manazane or Zhonya's are also amazing to play around.
Buried Treasures III
Extremely powerful in Stage 2-1. It gives so many components that you can aim for best in slot items and constantly add more power to your team.
New Recruit
Ever since the Augment now gives out a Champion Duplicator as well, it has become one of the most consistent prismatic Augments to take that fits into every comp.
Stationary Support III
Both the dummy as an additional body and the support items will give your team a large combat boost.
March of Progress
Currently powerful thanks to several Tier 3 Reroll comps in the meta using units like Samira/Urgot/Vex/Amumu or Miss Fortune.
The Golden Egg
Should only take this as a win-more Augment, but if you can hatch the Egg, you have a high chance of winning the lobby.
Cutting Corners
Great value for Silver Augment, can use it to push aggressive for win streak and reach Level 8/9 early for Tier 4 Headliner and Legendaries to stabilize.
Good For Something I
Good Augment to boost economy in lose streak for Stage 2
Vampirism I
Gives out a surprisingly high amount of stats compared to similar Augments. Always a good choice and fits into most comps.
Spoils of War I
Good Augment if you have an extremely powerful opener that can ensure the win streak in Stage 2. Don't hesitate to use the bonus gold to push for Level 6 in Stage 2 to protect the streak and maximize the enemy units you can take down.
Help Is On The Way
Solid choice if you don't have a strong opener. Support items are quite powerful, so it's worth taking.
Cybernetic Uplink I
Works much better in Stage 4-2 if you already have a lot of items and unit who can utilize the bonus mana gain.
Binary Airdrop
Extremely powerful combat Augment, since the bonus items are tailord for each unit type.
Phreaky Friday
Good combat Augments that fit into a lot of AD comps. Keep in mind that Infinity Force does not give critical strike chance anymore!
Lucky Gloves+
Works better in Stage 3-2. Works great in combination with Executioner Trait, so you get additional use out of the critical strike chance.
Three's a Crowd
Very powerful Augment for Tier 3 Reroll Comps. Great with Country/Samira and/or Vex/Amumu core.
Bigger Shot
Extremely powerful combat Augment for Miss Fortune Jazz Reroll.
Jazz Trait
Endless Hordes
Use this Augment in combination with Jazz Reroll to field more units to activate more traits, which in return will make your entire board stronger.
Jazz Trait
Cybernetic Bulk III
Good Combat Augment, works great with traits that utilize bonus HP like Bruiser or Guardian or want to spread out items like True Damage.
Escort Quest
Amazing with a strong opener so you can use the bonus gold to push more levels and protect the dummy in early game. Later on you can put the dummy in the front to improve your frontline.
Sleight of Hand
Solid Combat Augment, works well in combination with Lucky Gloves or Executioners who make use of the bonus critical strike chance.
Vampirism II
Gives out a surprisingly high amount of stats compared to similar Augments. Always a good choice and fits into most comps.
Shopping Spree
Solid Augment for any reroll comp, providing you both with an economy boost and plenty of free rolls to stabilize.
Cybernetic Bulk I
Good Combat Augment, works great with traits that utilize bonus HP like Bruiser or Guardian or want to spread out items like True Damage.
Blistering Strikes
Solid combat choice, especially if you don't have Anti heal yet.
A Tier //
A
Tiny Titans
Works best in Stage 3-2. If you take it early you will pick last in carousel, which can put you at a disadvantage if the initial components you received weren't useful.
Teaming Up I
Much better in Stage 3-2. Works great with Country Reroll since you have 5 different Tier 3 units you can field and are likely to hit some of them.
Healing Orbs I
Very solid combat choice, works well in most comps.
Extended Play
Can be taken in both Stage 2-1 or 3-2 when commited on Punk Reroll
Punk Trait
Unified Resistance II
Not recommended in Disco, since the Disco Ball does not work. Dummies and Illaoi Tentacles will interact with this Augment.
Portable Forge+
Some late game artifacts can help to finish itemizing your carry. Would not recommend to take any gold generating Artifacts at this point anymore.
You Have My Sword
Great Augment for Samira/Country Reroll, since you can useful utilize a Sword to itemize either Samira or Urgot.
Country Trait
You Have My Bow
Solid combat choice overall, usually taken in combination with Rapidfire Comps since they require the highest amount of bows.
Support Cache
Solid combat choice, since most Support Augments tend to be quite useful.
Teaming Up II
Much better in Stage 3-2, since the Tier 4 units will be more impactful and can give you a direction for the comp you want to play.
Combat Caster
Good for Annie and/or Spellweaver comps, since you have a lot of units with low mana cost that will cast a lot.
Spellweaver Trait
Shock Treatment
Good combat choice, the effect is quite useful and you can build a second Shiv and aim for a win streak in early mid game.
Spoils of War II
Good Augment if you have an extremely powerful opener that can ensure the win streak in Stage 2. Don't hesitate to use the bonus gold to push for Level 6 in Stage 2 to protect the streak and maximize the enemy units you can take down.
Clear Mind
Good economy Augment to rush for Level 8 and look for Tier 4 Headliner and Legendary soup to stabilize.
Pumping Up II
Good combat Augment for Punk or Edgelords.
Contagion
Good combat Augment, very flexible and fits into every comp.
Portable Forge++
Some late game artifacts can help to finish itemizing your carry. Never take any gold Artifacts this late into the game.
Big Grab Bag
Great Augment that fits into every comp. If you happen to receive a Spatula that you don't want to use, then you can use the free Reforger to change the Spatula into a normal component.
Caretaker's Favor
Good value if you have a setup that can rush quickly towards Level 8 and keep the win streak going with the bonus items.
Caretaker's Ally
Has the potential to be completely broken if you get lucky with a strong Tier 2 unit, since you can easily 3 star that unit in combination with a Headliner without having to roll once. Since it is still RNG which unit you receive, it can backfire.
Last Stand
Powerful Augment to make a comeback play, especially if you are running Heartsteel.
Know Your Enemy
Decent combat Augment, fits into most comps, works better in Stage 4-2.
Healing Orbs II
Very solid combat choice, works well in most comps.
Gifts from the Fallen
Works better in Stage 4-2. Often taken in Crowd Divers to make Katarina*3 stronger or for Akali to help her clean up the fight.
Cybernetic Bulk II
Good Combat Augment, works great with traits that utilize bonus HP like Bruiser or Guardian or want to spread out items like True Damage.
Capricious Forge
Great Augment, especially in Stage 3-2. Usually works better on Frontliner.
Buried Treasures II
Good Value, very safe pick if your other choices are mediocre.
Buried Treasures I
Good Value, very safe pick if your other choices are mediocre.
Blinged Out
Great for vertical True Damage comps, especially in combination with Portals/Regions that grant you more components. Qiyana will also print additional components in late game to get even more value.
True Damage Trait
Phreaky Friday +
Good combat Augments that fit into a lot of AD comps. Keep in mind that Infinity Force does not give critical strike chance anymore!
Jeweled Lotus III
Decent choice for any AP comps. Can still take it even if build JG/IE, since you end up with bonus crit damage in Set 10.
Level Up!
Can use this Augment to rush for Level 9 and play comp based around Legendaries as your win condition.
Cybernetic Uplink III
Works best with either Annie carry or Disco / Dazzler comps that want to cast as much as possible.
Hologram
Works better in Stage 3-2. Since the clone doesn't have any items, it's usually a good idea to combine this Augment with Frontline Headliners and use them as an extra body.
Living Forge
Ornn Artifacts remain powerful, so it's a good combat Augment that fits with most comps.
Radiant Relics
Powerful and versatile combat Augment that works for every comp.
Impenetrable Bulwark
Very solid defensive Augment if you focused on backline items first. Add another Belt for Warmog's and give it any Guardian to create an amazing Frontline.
Determined Investors
Works best in Stage 3-2, since you likely have around 30-40 gold in your bank anyways. Taking it early means it will take forever until you build enough economy to receive the item.
Pumping Up I
Good combat Augment for Punk or Edgelords.
Component Buffet
Very useful in comps that require specific items to function. You also get punished less for picking late in carousel, since you can tailor your components to your liking.
Silver Veil
Solid combat Augment, works well in most comps.
Silver Spoon
Good combat Augment to push your advantage with aggressive Level push.
Risky Moves
Guarantees you first pick in Stage 2 carousel, even if you are in a win streak. The high amount of gold you receive is often worth the sacrifice.
AFK
Decent economy Augment. You can set your up your board and bench before selecting the Augment to minimize losses until the carousel.
Roll The Dice
Works much better in Stage 2-1, since you can build up a win streak by utilizing the two Radiant items.
Tiniest Titan
Good in combination with early Heartsteel, since you want to lose streak to receive a better outcome to boost your economy.
Final Ascension
Decent Combat Augment, works best with 4+ Guardians, since they can delay the fight long enough for the Ascension effect to proc.
Cruel Pact
Great Augment for Tier 3 Reroll, since you can spend all of your money to reach your 3 Star win condition. Just be careful about not dying in Stage 2 by rushing too fast!
Pumping Up III
Good combat Augments for Punk Reroll that get great use out of the bonus Attack Speed.
Twin Terror II
Works well in combination with Punk Reroll, since you have a lot of 3 Stars and get good use out of the bonus attack speed and critical strike chance.
Harmacist III
Works best in Stage 4-2 and is mainly taken for teamwide Omnivamp and not for the bonus true damage. Works well for high sustain units like Katarina, Zed or Akali.
Overwhelming Force
Amazing combat Augment in Stage 3-2 for any AD comp. Especially Country Reroll makes perfect use out of the items since they can itemize both Samira and Urgot!
Blinding Speed
Red Buff and Guinsoo are great Twitch items in Punk Reroll and he likely has no items since you prioritize Jinx and Frontline first. The bonus Bow can become a Giant Slayer to finish his item build.
Patient Study
Solid economy Augment that works with every opener to rush towards Level 8.
Idealism
Very solid combat Augment, especially for Crowd Divers with Katarina*3 or Akali/Karthus Executioner Setup.
Scrappy Inventions
Good combat Augment since you will have a considerable item advantage, especially if you can open with more than 3 components. Has a rare bug that can transform your items permanently, unless you update or sell the unit.
Lucky Streak
Should only take in Stage 2-1. Good in combination with Guinsoo on Rapidfire Units like Jinx/Aphelios in early game to maximize your gold.
A Cut Above
Very good Augment for Punk Reroll or Country/Samira, since you always have a unit that can use a Deathblade and use the bonus gold to find your 3 Stars.
What Doesn't Kill You
Good Augment if you want to lose streak Stage 2. You should scout and if necessary sell your board to ensure the streak.
Heroic Presence
Works better in Stage 4-2. Great in Punk Reroll, since you likely end up with Pantheon*3 and Amumu*3 and 4 Guardian Setup in the end.
Punk Trait
Heroic Grab Bag
Can be quite powerful if the Augment helps you to reach an early 3 Star Carry like Bard or Miss Fortune so you can focus on Level instead.
Bounty Hunters
Good economy Augment for Samira/Urgot country Reroll comp.
Country Trait
Salvage Bin
There are two ways you can get great value out of Salvage Bin. First you can slam all of your items to become as strong as possible and break apart the items later to go for best in slot items on your carries. The other is to chase two Craftable Emblems and take them apart to build a Tactician's Crown.
Do It for the Fans
Only take in Stage 3-2. Works best with Annie*3 in Superfan/Spellweaver setup.
Crown Guarded
Very solid Augment, especially for Mordekaiser in a Pentakill Setup. You can combine this with Mordekaiser Headliner + Superfan to receive a second Crown Guard on him. This Augment buffs both the shield and the AP gain afterwards.
Emotional Connection
Should only be taken in Stage 3-2 or 4-2 when commited on either Annie or Vex Reroll.
Emo Trait
Return on Investment
Works best in Stage 3-2, especially in combination with Punk or Reroll Augments to reach the free Tactician's Crown earlier.
Metabolic Accelerator
Good Augment if you intend to lose streak in Stage 2 or want to commit to Heartsteel comp.
Remember Your Roots
Good combat Augment for vertical comps, especially KDA. Has positive synergy with Multi-Talented Portal.
The Ol' Razzle Dazzle
Amazing combat Augment in Stage 4-2 if you are already commited on Disco / Dazzler with Twisted Fate and Ziggs as your main carry.
Dazzler Trait
Harmacist I
Good combat Augment, works especially well with Katarina*3 / Zed*2 in Crowd Divers since you are running a lot of sustain items and can often trigger the true damage as well.
Harmacist II
Good combat Augment, works especially well with Katarina*3 / Zed*2 in Crowd Divers since you are running a lot of sustain items and can often trigger the true damage as well.
Long Distance Pals
Great combat Augment overall, but you are a bit vulnerable against Akali comps since she will focus your corner. Has a bug with Illaoi Tentacles that can make positioning difficult.
Cluttered Mind
Good for every Tier 2/ Tier 3 Reroll comp that usually has a full bench anyways and wants to roll around Level 6 / 7.
Missed Connections
Good Augment if you want to finish Tier 1 pairs and sell the rest of the units for an economy boost.
Iron Assets
Good opener, can use the bonus gold to push level and use the component to finish an item to start a win streak.
Latent Forge
Most of the Ornn Artifacts are powerful even in mid / late game and you get to decide your Artifact by the time you likely already commited on your comp.
One, Two, Five!
Very risky Augment, but can be good if you intend to rush for Level 9 and might reach a 2 star Legendary easier this way. Good value if you hit early Ziggs, Yorick or Illaoi.
Blood Money
Solid choice to boost your economy.
Parting Gifts
Works great in Stage 4-2, especially in a reroll comp since a lot of your units will have high base HP values as 3 star
Item Grab Bag I
Receiving a full item is usually a good power spike. Since the item rework it is more likely to get an item that you can actually use.
Stimpack
Strong Augment, works well if you commit on lose streak until Stage 3-2 and then use the additional components together with a Stage 3-2 roll down to make a comeback play.
B Tier //
B
Partial Ascension
Good combat value if you have a very tanky Guardian or Disco comp that can stall out the fight long enough. Not always the best choice, since fights overall are quite short though.
Scapegoat
Usually you put the dummy isolated in the frontline in Stage 2 in a lose streak setup and build up economy and use the gold to stabilize in Stage 3-2 roll down with Level 6.
Twin Terror I
Works well in Punk Reroll Setup for duplicate Jinx/Twitch that make great use out of the bonus AS and Critical Strike Chance.
Punk Trait
Ascension
Good combat value if you have a very tanky Guardian or Disco comp that can stall out the fight long enough. Not always the best choice, since fights overall are quite short though.
Martyr
Works much better in Stage 4-2, decent combat Augment especially when running high HP Bruiser units.
Golden Ticket
Often taken for Punk Reroll to reach 3 Star units earlier. Does not buff Punk stats, since the rerolls you receive don't cost any gold.
Tons of Stats!
Decent combat stats, works well for most comps if other Augments aren't great options.
Pandora's Items II
Work's best in Stage 2-1 so you have more time to roll your components into best in slot items.
Not Today
Only melee carries in Set 10 are truly interested in Edge of NIght. The best user for this Augment is usually Zed in a crowd diver setup.
Crowd Diver Trait
Rich Get Richer
Useful economy Augment to build up economy to prepare for large roll down in Stage 3-2.
Trade Sector
Good for early game reroll comps, especially Punk to get your 3 Stars earlier.
Punk Trait
Two Healthy
Mediocre combat Augment for low Tier reroll comps.
Infusion
Can be useful combat Augment for Disco comps, since you have prolonged fights and get more value out of the bonus mana.
Frequent Flier
Can be good win combination with Punk Reroll, especially if you can reach 6 Punk and get a massive boost to your stats while rolling for your 3 Stars.
Punk Trait
Spoils of War III
Good Augment if you have an extremely powerful opener that can ensure the win streak in Stage 2. Don't hesitate to use the bonus gold to push for Level 6 in Stage 2 to protect the streak and maximize the enemy units you can take down.
Prismatic Ticket
Good Augment for any Reroll comp. Keep in mind that free rerolls don't interact with the Punk trait, because you are not spending any gold.
Birthday Present
Used to be stronger when it gave bonus gold for pushing Levels. Feels a bit lackluster at the moment, since the upgraded units are RNG and don't guarantee a win streak.
Unified Resistance I
Not recommended in Disco, since the Disco Ball does not work. Dummies and Illaoi Tentacles will interact with this Augment.
Consistency
Has great value if you can defend your win streak or simply decide to open fort Stage 2 and fully commit to a lose streak to maximize your gold.
Keepers I
Decent combat Augment, but it is somewhat dangerous to clump against units like Thresh or Urgot who have an easy time taking your team apart. Works well in combination with Disco, because the Ball counts towards the Augment.
Hedge Fund
Good Augment to build Economy in Stage 2 that you can use for a large roll down in Stage 3-2 to play a fully upgraded board.
Unleashed Arcana
Decent combat Augment for AP comps or Duo Setups where you prioritized the AD part first and still need AP items.
Wellness Trust
Can be useful in combination with Heartsteel that makes good use out of the bonus HP when going for a lose streak.
What The Forge
Very powerful Augment, especially since Riot removed a lot of the worst case scenarios and changed the Artifact pool more towards carry items. At the end of the day it's still an RNG Augment that can screw you over.
Lucky Gloves
Useful combat Augment, especially in combination with Executioner. Should only take it if you already have a sparring Glove so you can finish a second Thief Glove's after Stage 2 carousel.
Heavy Hitters
Only take in Stage 4-2. Mainly taken in Reroll comps since your 3 Star units will reach the treshold for the bonus effect. Works well with Punk and Jazz since both traits increases the HP of your units.
Three's Company
Decent Economy choice, but since the outcome is RNG you might end up getting weak Tier 3 units or get stuck on pairs.
Expose Weakness
Works best in Stage 3-2, usually taken in Punk Reroll or Samira/Country setups.
Magic Wand
Decent combat Augments for AP comps, popular choice for Disco Dazzler
Raise the Tempo
Works best in Stage 4-2 if you are already commited on KDA/Spellweaver or Annie Reroll.
Spellweaver Trait
Cybernetic Uplink II
Decent combat Augment for Disco Dazzler, since their fight are often prolonged, increasing the value from this Augment.
Jeweled Lotus II
Decent choice for any AP comps. Can still take it even if build JG/IE, since you end up with bonus crit damage in Set 10.
Salvage Bin+
Since the + version arrives later, it takes away from the option of slamming items early to win streak, making it a weak option especially in Stage 4-2. You can still consider it to get two craftable Emblems to either reach a chase trait or a Tactician's Crown. Late game pivots with this Augments somewhat difficult.
Keepers II
Decent combat Augment, but it is somewhat dangerous to clump against units like Thresh or Urgot who have an easy time taking your team apart. Works well in combination with Disco, because the Ball counts towards the Augment.
Disco Trait
Good For Something II
Good Augment to boost economy in lose streak for Stage 2
Fully Adapted
Works great with Lillia Headliner Opener + Superfan to receive the item twice. Has a pointless interaction with the Radiant version, who already receives both effects.
Best Friends II
Decent combat Augments, fits for most comps.
Big Gains
Decent combat Augments, fits well for Guardian Heavy comps that get value out of the bonus HP.
Young and Wild and Free
Currently doesn't give the bonus gold, that you need to push for Levels to win streak and not get punished in the carousel, otherwise the Augment would be placed higher.
Reach the Summit
Can be useful in combination with some other economy Augments, but reaching Level 10 is often too difficult otherwise.
Team Building
Great Augment for Tier 2 and Tier 3 Reroll comps, since the Duplicators will often help you reach your 3 Star carry while saving a lot of gold in the process. Works especially well if you are playing a contested comp and can use them to bypass the champion pool limit.
Lategame Specialist
Very powerful in combination with other economy Augments to reach Level 9 early and use the bonus gold to look for Tier 4/5 Headliner and cap out your board with Legendaries.
Double the Funk
Decent Augment for any comp running Disco, since it allows for much more flexible positioning, instead of clumping at one side of your board.
C Tier //
C
Rolling For Days I
Good Augment when you are playing Tier 2 or Tier 3 Reroll comp and want to save up some gold.
Balanced Budget
Can be useful in Stage 3-2 for an economy Augment. Should not take this in 4-2 as it provides too little too late.
Pandora's Items III
Works best in Stage 2-1 so you have more time to roll your item into a good Radiant item that stays relevant in late game. Should be avoided later into the game.
Talent Search
Can be a solid Augment for Jazz comps, because you have great Headliner effects from your core units and likely field a bunch of legendaries in late game as well.
Indomitable Will
Only take in Stage 4-2, since you don't receive a meaningfull buff from this Augment before mid game.
Silver Ticket
Sometimes taken in Punk Reroll, but weak Augment overall.
Hedge Fund+
Since it can only appear in Stage 3-2, it's often a weird spot to take an economy Augment, since you likely still have a lot of gold left in mid game.
Infernal Contract
Can be good for Samira/Country Reroll, since that comp is okay with staying Level 7, since you have so many Tier 3 units you can 3 Star. Can also be considered when playing Punk Reroll to buff your team with the bonus rerolls.
Starter Kit
A lot of Tier 4 units are currently quite weak in the early game and outperformed by Tier2/Tier3 Reroll comps.
Caretaker's Chosen
Can be played when rushing for Level 8, for example when aiming for Akali / Karthus Pentakill Duo.
Hedge Fund++
Works great in combination with other Economy Augments if you are looking to play multiple Legendaries as your win condition.
Cursed Crown
Can be a good win-more Augment if are already in a strong spot. Works well with Jazz Reroll so you can field more units.
Gargantuan Resolve
Can be useful for Urgot with a double Titan's Resolve Setup.
Stars are Born
This Augment can be quite broken if you get lucky and reach specific 3 Stars unit extremely fast. Especially an early Katarina*3 or Bard*3 in Stage 3 will help you get through the game safely.
Metalheads
Pentakill isn't necessarily a weak trait to aim for, but it's a bit reliant on finding a Pentakill Emblem for Akali. Only Viego and Karthus are often too weak to deal properly with meta comps.
Pentakill Trait
Learning to Spell
Somewhat weak combat Augment, usually only considered for Annie/Spellweaver comps.
Rich Get Richer+
Can only appear in Stage 3-2, which is usually a time where you already have gold and aren't interested in taking an economy Augment.
Low Interest Rates
Mediocre economy Augment, can be useful for Tier 1/Tier 2 Reroll comps.
Pandora's Items
Work's best in Stage 2-1 so you have more time to roll your components into best in slot items.
Sticks And Stones
Only take in Stage 4-2 if you currently don't have any items that help you with Armor/MR Reduction.
D Tier //
D
Recombobulator
Extremely risky Augment, since a lot of rolls can potentially ruin your game. Fun Augment, but too inconsistent if you want to make LP.
On a Roll
Should only be taken in Stage 2-1 and only if you want to commit on Tier 1 Reroll like Annie or Punk.
Final Reserves
Extremely risky Augment, since you are required to do a large pivot. Don't take this if you are an inexperienced player!
Heartthrobs
Can only show up in Stage 2/3. Is often useful in a very rare amount of cases and often needs 7 Heartsteel to find success. Avoid this Augment for the time being.
Heartsteel Trait
Live for Danger
While the Augment itself isn't super terrible, Edgelord themselves struggle a lot in the current meta, so it's often a trait/comp that's better off to avoid at the moment.
Edgelord Trait
Insert Coin
Riven is struggling after receiving a lot of nerfs to her kit and vertical 8 Bit is often not worth aiming for. The final cashout for 8 Bit is also extremely difficult to reach.
8-bit Trait
Going Long
Worse version of March of Progress, it can work in some spots, but currently you should consider other prismatics.
Too Big to Fail
Bruiser currently don't work well as a proper Frontline and are often outshined by Guardians. Fights are also very short at the moment, making it difficult to benefit from the enhanced effect.
Bruiser Trait
Submit to the Pit
While there are some rare cases of getting Jax*3 Carry to work, vertical Moshers are often not a comp worth aiming for.
Mosher Trait
Ramping Rhythm
Some Rapidfire units like Jinx in Punkreroll are very strong, but this Augment doesn't really provide a meaningful combat value compared to other Augments.
Rapidfire Trait
Switching Gears
Very unreliable Augment and often outperformed by the other choices.
Best Friends I
Tends to get outperformed by other silver combat Augments
Blank Slate
Used to be extremely overpowered, but it was nerfed and can't show up in Stage 4-2 anymore, making it considerably weaker.
Tiniest Titan+
Only worth considering for a Heartsteel setup, otherwise the effect is too weak and too late.

Augments are back in TFT Set 10, Remix Rumble, and have been updated with some new heroic flair! Augments have always come in 3 different tiers, indicated by their color, but a new "hero" tier has been added which upgrades a specific champion. Use hero augments to super power your team leader, or choose a hero augment that helps your leader support the rest of your team!


3 times during your TFT game you will be given 3 augments from a tier to choose from. It is random which augment tier you get to pick from, but every player picks from the same tier. Be sure to pick augments that benefit the strategy you are aiming for, and check out the tier list above to learn which augments are generally strong, and which only work in certain team compositions.

Tier 1 Augments

AFK
You cannot perform actions for the next 3 rounds. Afterwards, gain 18 gold.
Best Friends I
Units isolated in pairs gain 10% Attack Speed and 10 Armor at the start of combat.
Blistering Strikes
Your team's attacks burn their targets for 5% of their max Health over 5 seconds. Attacks also reduce their targets' healing received by 33%.
Blood Money
Gain 3 gold per 10 Health your Tactician loses.
Buried Treasures I
Gain a random item component at the start of the next 2 rounds (including this round).
Caretaker's Ally
Gain a random 2-cost champion now. Gain the same one again every time you level up.
Component Buffet
Whenever you would get a component, gain a component anvil instead. Gain a random component. The anvil offers 4 choices.
Consistency
Gain double win and loss streak gold.
Cutting Corners
Leveling up costs 4 XP less. (e.g. Level 4 to 5 costs 6 XP instead of 10.)
Cybernetic Bulk I
Your champions holding an item gain 222 Health.
Cybernetic Uplink I
Your champions holding an item gain 80 Health and restore 2 Mana per second.
Good For Something I
Champions that aren't holding items have a 30% to drop 1 gold on death.
Harmacist I
Your team has 10% Omnivamp and converts 20% of excess healing to true damage on their next attack.
Healing Orbs I
When an enemy dies, the nearest ally is healed for 225.
Help Is On The Way
After 6 player combats, choose 1 of 4 Support items.
Indomitable Will
When your team scores a takedown, they shed all negative effects and become immune to crowd control for 10 seconds.
Iron Assets
Gain a component anvil and 4 gold. The anvil offers 4 choices.
Item Grab Bag I
Gain 1 random completed item.
Keepers I
Combat start: grant units with adjacent allies a 150 Health Shield for 8 seconds. This Shield stacks.
Lategame Specialist
When you reach Level 9, gain 30 gold.
Latent Forge
After 8 player combats, gain an Artifact anvil. The anvil offers 4 choices. Artifacts are more powerful items with a unique effect.
Missed Connections
Gain a copy of each 1-cost champion.
On a Roll
Whenever you star up a champion, gain up to 2 free Shop rerolls per round. Gain 2 gold.
One, Two, Five!
Gain 1 random component, 2 gold, and 1 random 5-cost champion.
Ones Twos Three
Gain 3 1-cost champion, 2 2-cost champions, and 1 3-cost champion.
Pandora's Items
Round start: items on your bench are randomized (except Tactician's Crown and Spatula). Gain 1 random component.
Partial Ascension
After 15 seconds of combat, your units deal 30% more damage.
Parting Gifts
When a champion dies, the nearest ally with open slots receives a temporary copy of an item they were holding and a 10% max Health Shield.
Pumping Up I
Your team gains 8% Attack Speed now. Each round after, they gain 0.5% more.
Reach the Summit
When you reach Level 9, gain 10 gold and 50 XP.
Recombobulator
Champions on your board permanently transform into random champions 1 cost tier higher. Gain 2 Magnetic Removers.
Risky Moves
Your Tactician loses 20 Health, but after 7 player combats, gain 30 gold.
Rolling For Days I
Gain 8 free Shop rerolls that never expire.
Silver Spoon
Gain 10 XP.
Silver Ticket
Gain a free Shop reroll after every 4 rerolls.
Silver Veil
Your team gains 5% Attack Speed and is immune to the first crowd control effect in combat.
Spoils of War I
Enemies have a 25% chance to drop loot when killed.
Stationary Support I
After 7 player combats, gain 1 Training Dummy(s) with 1 permanently attached Support item(s).
Sticks And Stones
Champions that aren't holding items Shred and Sunder enemies for 3 seconds. Physical damage Sunders for 30%, and magic damage Shreds for 30%.
Stimpack
Gain 4 components after you lose 50 player health.
Switching Gears
Gain 2 gold whenever you break your win or loss streak.
Team Building
Gain a Lesser Champion Duplicator. Gain another after 7 player combats. This item allows you to copy a 3-cost or less champion.
Teaming Up I
Gain 1 random component and 2 random Tier 3 champions.
Tiny Titans
Increase your current and maximum player health by 30.
Unified Resistance I
If you have 3 or more champions in the same row at the start of combat, they all gain 15 Armor and Magic Resist.
Vampirism I
Your team gains 20 Health. Gain another 4 Health and 1% Omnivamp per 5 missing player health.
Young and Wild and Free
You can always move freely on Carousel rounds. Gain 3 gold.

Tier 2 Augments

A Cut Above
Gain a Deathblade. Champions holding this item have a 20% chance to drop 1 gold on kill.
Ascension
After 15 seconds of combat, your units deal 50% more damage.
Balanced Budget
At the start of the next 4 rounds, gain 7 gold.
Best Friends II
Units isolated in pairs gain 15% Attack Speed and 20 Armor at the start of combat.
Big Gains
Your team gains 80 bonus Health, and permanently gains 10 Health every 2 takedowns.
Big Grab Bag
Gain 3 random components, 2 gold, and 1 Reforger. Reforgers allow you to remake any item.
Bigger Shot
Every 3 attacks, Big Shots also fire a bomb that deals 65% Attack Damage to enemies within 1 hex of the target. Gain a Kaisa.
Blank Slate
Immediately sell your team (including bench) for 200% of their value. Your next 8 Shop rerolls are free.
Blinged Out
Your True Damage champions gain 100 Health and 8% Attack Speed for each item they are holding. Gain a Yasuo and a Senna.
Bounty Hunters
Country champions have a 20% chance to drop 1 gold on kill. Your Dreadsteed's chances are doubled. Gain a Samira.
Buried Treasures II
Gain a random item component at the start of the next 3 rounds (including this round).
Capricious Forge
Gain a Blacksmith's Gloves, which equips two random Artifacts each round. Artifacts are more powerful items with a unique effect.
Caretaker's Favor
Gain a component anvil when you reach level 5, 6, 7, and 8. The anvil offers 4 choices.
Clear Mind
If there are no champions on your bench at the end of player combat, gain 3 XP.
Cluttered Mind
Gain 4 random 1-cost champions now. If your bench is full at the end of player combat, gain 3 XP.
Combat Caster
Your team gains 90-170 Shield for 6 seconds after casting their Ability. The Shield amount scales with round of the game.
Contagion
Combat start: The highest Health enemy takes 18% more damage. Every 5 seconds, this effect spreads to 2 nearby enemies.
Crash Test Dummies
Gain 2 Target Dummies. Combat start: Your Target Dummies launch themselves towards the largest clump of enemies and Stun them for 2 seconds.
Crown Guarded
Gain a Crownguard. Your Crownguards' start of combat effect is 75% stronger.
Cybernetic Bulk II
Your champions holding an item gain 333 health.
Cybernetic Uplink II
Your champions holding an item gain 120 Health and restore 2.5 Mana per second.
Do It for the Fans
Your Headliner's damage heals your Superfans for 22% of the damage dealt. Gain a Gnar.
Double the Funk
Your Disco Balls affect allies up to 2 hexes away and pulse every 2.5 seconds. Gain a Nami and a Gragas.
Emotional Connection
Allies of your Emo champions gain 60% of the Emo Mana bonus when any ally dies. Gain an Annie and a Vex.
Escort Quest
Gain a Training Dummy. You gain 3 gold every time it survives player combat.
Expose Weakness
Damage from Executioners' attacks and spells Shred and Sunder enemies by 40% for 3 seconds. Gain a Twitch.
Extended Play
Gain bonuses for starring Punk champions. 2-star: Your next Shop reroll costs 1 gold less 3-star: Gain 1 component
Frequent Flier
After you reroll your Shop 8 times, rerolls only cost 1 gold.
Fully Adapted
Gain an Adaptive Helm. Champions holding this item gain both effects, regardless of position.
Gargantuan Resolve
Gain a Titan's Resolve. Your Titan's Resolves can continue stacking to 40 instead of 25.
Gifts from the Fallen
Your team gains 3% Attack Damage, 3 Ability Power, 3 Armor, and 3 Magic Resist. Each time an ally dies, gain these stats again.
Golden Ticket
Each time your Shop is rerolled, you have a 30% chance to gain a free reroll.
Good For Something II
Champions that aren't holding items have a 50% to drop 1 gold on death.
Harmacist II
Your team has 15% Omnivamp and converts 25% of excess healing to true damage on their next attack.
Healing Orbs II
When an enemy dies, the nearest ally is healed for 450.
Heartthrobs
Keep 20% of the Heartsteel hearts you convert into rewards. Your Heartsteel champions gain 200 Health. Gain a K'Sante and an Aphelios.
Heavy Hitters
Your units with at least 1500 max Health gain Attack Damage and Ability Power equal to 1% of their max Health.
Heroic Grab Bag
Gain 2 Lesser Champion Duplicators and 2 gold. This item allows you to copy a 3-cost or less champion.
Heroic Presence
Enemies that attack a Guardian's shield take magic damage equal to 7% of the shielded unit's max Health (up to once per second). Gain a Pantheon.
Idealism
Gain a Hand of Justice. Champions holding this item deal 12% increased damage.
Infusion
Your team restores 20 Mana every 5 seconds.
Insert Coin
Your 8-Bit champions execute targets below 10% Health. Executions have a 10% chance to drop 1 gold, increased by 2% for each high score achieved. Gain a Corki and a Garen.
Inspiring Epitaph
When a unit dies, the nearest ally gains a 30% max Health Shield and 10% stacking Attack Speed.
Jeweled Lotus II
Your team gains 15% Critical Strike chance, and their Abilities can critically strike.
Keepers II
Combat start: grant units with adjacent allies a 220 Health Shield for 8 seconds. This Shield stacks.
Know Your Enemy
Your team deals 10% more damage. Deal 15% more damage instead if you and your opponent have any of the same traits active.
Last Stand
The first time you would be eliminated, you escape death and your team permanently gains 180 Health, 18 Armor and Magic Resist, and 18% Omnivamp.
Learning to Spell
Your team gains 10 bonus Ability Power, and permanently gains 1 Ability Power every 2 takedowns.
Little Buddies
Your 4-cost and 5-cost champions gain 150 Health and 10% Attack Speed for every 1-cost and 2-cost champion on your board.
Live for Danger
Edgelords attacks deal 40% of their damage to enemies within 1 hexes of their target. Gain a Yasuo and a Kayle.
Long Distance Pals
Combat start: Your 2 units furthest from each other form a bond, sharing 20% of their Armor, Magic Resist, Attack Damage, and Ability Power with each other.
Low Interest Rates
Your max interest is capped at 2 gold but you gain 2 gold at the start of every player combat.
Lucky Streak
Gain a Gambler's Blade and a Magnetic Remover.
Magic Wand
Gain a Needlessly Large Rod. Your units gain 18 Ability Power.
Martyr
Whenever one of your allies die, your team heals for 9% of their max Health.
Metabolic Accelerator
Gain 2 player health after every player combat. Your Tactician also moves faster.
Metalheads
Your Pentakill champions are immune to crowd control for the first 12 seconds of combat. They heal 4% of their max Health on takedown. Gain a Kayle and a Gnar.
Not Today
Gain an Edge of Night. Champions holding this item gain 35% Attack Speed.
Pandora's Items II
Round start: items on your bench are randomized (excluding Tactician's Crown and Spatula). Gain 1 random completed item.
Patient Study
After player combat, gain 2 XP if you won or 3 XP if you lost.
Portable Forge
Choose 1 of 2 Artifacts. Artifacts are more powerful items with a unique effect.
Portable Forge+
Choose 1 of 3 Artifacts. Artifacts are more powerful items with a unique effect.
Portable Forge++
Choose 1 of 4 Artifacts. Artifacts are more powerful items with a unique effect.
Pumping Up II
Your team gains 8% Attack Speed now. Each round after, they gain 1% more.
Raise the Tempo
When your Spellweavers cast their 2nd Ability each combat, they instantly cast it again at 50% effectiveness. Gain a Gragas and a Seraphine.
Ramping Rhythm
Rapidfire champions can gain Attack Speed from their trait up to 30 stacks (starts Rapidfire champs at 3 stacks). Gain a Jinx and a Senna.
Remember Your Roots
Allies sharing a trait with your Headliner gain 200 Health and 10% Attack Speed.
Return on Investment
When you reroll your Shop 18 times, gain a Tactician's Crown.
Rich Get Richer
Gain 12 gold. Your max interest is increased to 7. Interest is extra gold you gain per 10g saved.
Rich Get Richer+
Gain 18 gold. Your max interest is increased to 7. Interest is extra gold you gain per 10g saved.
Salvage Bin
Gain 1 random completed item now, and 1 component after 7 player combats. Selling champions breaks completed items into components (excluding Tactician's Crown).
Salvage Bin+
Gain 1 random completed item now, and 1 component after 4 player combats. Selling champions breaks completed items into components (excluding Tactician's Crown).
Scapegoat
Gain a Training Dummy and 2 gold. If it is the first to die each player combat, gain 1 gold.
Scrappy Inventions
Combat start: Up to 5 equipped components turn into completed items for the rest of combat. Gain a component at the start of the next 2 stages.
Share the Spotlight
Your units that start combat in a lighted hex gain a 30% max Health shield for 10 seconds. Gain a Kaisa and Lillia.
Shock Treatment
Gain a Statikk Shiv. Your Statikk Shivs' chain lightning effects deal 40-125% more damage (based on stage level).
Sleight of Hand
Gain a Thief's Gloves. Champions holding this item gain 200 Health and 20% Attack Speed.
Spoils of War II
Enemies have a 30% chance to drop loot when killed.
Stars are Born
The first 1-cost and 2-cost champions you buy are instantly upgraded to 2-star. Gain 1 gold.
Stationary Support II
Gain 1 Training Dummy with 1 permanently attached Support item(s).
Submit to the Pit
For each adjacent enemy, Moshers gain 5 Armor, 5 Magic Resist, 5% Attack Damage, 5 Ability Power, and 5% Attack Speed. Gain a Jax and a Gnar.
Support Cache
Choose 1 of 4 Support items.
Teaming Up II
Gain 1 random Support item and 2 random 4-cost champions.
That's Jazz, Baby!
Gain a Bard. Combat start: Jazz champions gain permanent bonuses based on the number of active traits. 3: 20 max Health 5: and 2% Attack Speed 7: and 2% Attack Damage and 2 Ability Power
The Drop
After their first sampled cast, EDM champions will sample 30% more frequently. Gain a Lux.
The Ol' Razzle Dazzle
The damage over time effect from your Dazzlers lasts 2 seconds longer and deals 100% more damage. Gain a Nami and a Bard.
Three's a Crowd
Your team gains 85 Health for each unique 3-cost champion on your board.
Three's Company
Gain 4 random 3-cost champions.
Tons of Stats!
Your team gains 44 Health, 4% Attack Damage, 4 Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
Too Big to Fail
On death, Bruisers deal 30% of their max Health to enemies within 1 hex. After 20 seconds, expand the range to 2 hexes. Gain an Olaf and a Gragas.
Trade Sector
Gain a free Shop reroll every round. Gain 2 gold.
Twin Terror I
When you field exactly 2 copies of a champion, they both gain 250 Health, 25% Attack Speed, and 25% Critical Strike Chance. Anytime you 3-star, gain a 2-star copy.
Two Healthy
Your team gains 110 Health for each unique 2-cost champion on your board.
Unified Resistance II
If you have 3 or more champions in the same row at the start of combat, they all gain 25 Armor and Magic Resist.
Vampirism II
Your team gains 50 Health. Gain another 6 Health and 1% Omnivamp per 5 missing player health.
What Doesn't Kill You
Gain 2 gold after losing a player combat. Gain a random component after every 4 losses.
You Have My Bow
Gain a Recurve Bow. Your units gain 12% Attack Speed.
You Have My Sword
Gain a B.F. Sword. Your units gain 15% Attack Damage.

Tier 3 Augments

Binary Airdrop
Combat start: champions holding 2 items gain a random 3rd completed item. Gain 2 gold.
Birthday Present
Gain a 2-star champion every time you level up. The champion's cost tier is your level minus 4 (min: 1-cost).
Blinding Speed
Gain a Red Buff, Guinsoo's Rageblade, a Recurve Bow and a Magnetic Remover.
Buried Treasures III
Gain a random item component at the start of the next 6 rounds (including this round).
Caretaker's Chosen
As you level, gain more powerful items. [list] [*]Level 4: component anvil [*]Level 6: completed item anvil [*]Level 8: choose 1 of 5 Radiant items [/list]
Cruel Pact
Buying XP costs 6 player health instead of 4 gold. Heal 3 player health before each player combat.
Cursed Crown
Gain +2 max team size, but take 100% more player damage when you lose a player combat.
Cybernetic Bulk III
Your champions holding an item gain 555 health.
Cybernetic Uplink III
Your champions holding an item gain 200 Health and restore 3.5 Mana per second.
Determined Investors
The first time you have 40 gold at the end of combat, gain Diamond Hands and 2 random component(s).
Endless Hordes
Gain +3 maximum team size, but your units can only hold 1 item and their total health is reduced by 20%. Gain 4 gold.
Final Ascension
Your team deals 15% more damage. After 15 seconds, they deal 45% more damage.
Final Reserves
The first time you would be eliminated, you instead remain alive. After this happens, gain 70 XP and set your gold to 50. Excess gold is converted to XP.
Going Long
You no longer gain interest. Round start: gain 4 XP. Grants 8 gold immediately.
Harmacist III
Your team has 25% Omnivamp and converts 30% of excess healing to true damage on their next attack.
Hedge Fund
Gain 20 gold. Your max interest is increased to 10.
Hedge Fund+
Gain 30 gold. Your max interest is increased to 10.
Hedge Fund++
Gain 40 gold. Your max interest is increased to 10.
Hologram
Create a clone of your Headliner champion with 100% -130% of its base health (based on stage level). You cannot equip items on the clone.
Impenetrable Bulwark
Gain a Bramble Vest, a Dragon's Claw, a Giant's Belt, and a Magnetic Remover.
Infernal Contract
Your max level is 7. Gain 90 gold.
Jeweled Lotus III
Your team gains 40% Critical Strike chance, and their Abilities can critically strike.
Level Up!
When you buy XP, gain an additional 2. Gain 8 immediately.
Living Forge
Gain an Artifact anvil now and after every 10 player combats.
Lucky Gloves
Thief's Gloves will always give your champions ideal items. Gain 2 Sparring Gloves.
Lucky Gloves+
Thief's Gloves will always give your champions ideal items. Gain 3 Sparring Gloves.
March of Progress
Gain 3 XP now, and bonus XP equal to your level at the start of every player combat round. You can no longer use gold to level up.
New Recruit
Gain +1 max team size and a Champion Duplicator.
Overwhelming Force
Gain a Deathblade, an Infinity Edge, a BF Sword, and a Magnetic Remover.
Pandora's Items III
Round start: items on your bench are randomized (excluding Tactician's Crown and Spatula). Gain 1 random Radiant item.
Phreaky Friday
Gain an Infinity Force. After 5 player combats, gain another.
Phreaky Friday +
Gain an Infinity Force. After 3 player combats, gain another.
Prismatic Ticket
Each time your Shop is rerolled, you have a 45% chance to gain a free reroll.
Pumping Up III
Your team gains 12% Attack Speed now. Each round after, they gain 4% more.
Radiant Relics
Choose 1 of 5 Radiant items. Gain a Magnetic Remover.
Roll The Dice
Gain a Rascal's Gloves item. This equips 2 random Radiant items every round.
Shopping Spree
Gain 1 gold per round. When you level up, gain a number of free shop refreshes equal to your level, which carry over between rounds.
Spoils of War III
Enemies have a 40% chance to drop loot when killed.
Starter Kit
Gain a 4-cost champion and a 2-star 1-cost champion that shares a trait with them. At the start of the next 2 stages, gain that 4-cost champion again.
Stationary Support III
Gain 1 Training Dummy with 2 permanently attached Support item(s).
Talent Search
All of your champions gain their unique Headliner effect. In Addition, your Headliner gains 100 Health and 10% Attack Speed.
The Golden Egg
Gain a golden egg that hatches in 11 turns for a huge amount of loot. Winning player combat speeds up the hatch timer by an extra turn.
Tiniest Titan
Your Tactician is small and speedy. After each PVP round, heal 2 Health and gain 1 gold.
Tiniest Titan+
Gain 2 player health and 1 gold after every player combat. Your Tactician also moves faster. Gain 8 gold now.
Twin Terror II
When you field exactly 2 copies of a champion, they both gain 350 Health, 35% Attack Speed, and 35% Critical Strike Chance. Anytime you 3-star, gain a 2-star copy.
Unleashed Arcana
Gain a Jeweled Gauntlet, a Rabadon's Deathcap, a Needlessly Large Rod, and a Magnetic Remover.
Wellness Trust
Round start: Gain 3 gold. If you have at least 40 gold, heal 2 player health.
What The Forge
Completed items you own (except Tactician's Crown and Emblems) are transformed into random Artifacts. Champions gain 110 Health per equipped Artifact.

League of Legends Champions:

Teamfight Tactics Guide