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TFT Augments: Set 8 Tier List

Learn which augments in Teamfight Tactics Set 8: Monsters Attack! are best using our augment tier list. Our augment list ranks every augment in TFT. Filter by role to find which augments are good in which comps. This tier list is updated for Patch 13.3.

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Augment Tier List 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 at twitch.tv/leducktft.

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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 // The most powerful Augments, always a good choice and used in the best meta comps
S
LaserCorps Heart
6 Lasercorps is a powerful midgame trait and 9 Lasercorps one of the best chase traits in the game. This Augment is incredible powerful, since you only need 8 units and not 9 to reach the chase trait, as long as you have an Emblem and Mordekaiser with Level 8.
Sureshot Trait
Sureshot Heart
Fantastic value for 4 Sureshots, allowing you to cut a Sureshot for another value unit. Great throughout all Stages in the game.
Sureshot Trait
Recon Heart
Useful for Kaisa Reroll comps to replace Ashe for another Frontline unit.
Recon Trait
Duelist Heart
In combination with the free Fiora it's easy to set yourself up with a strong 4 Duelist Opener and aim towards 6 or 8 Duelist with Vayne or Zed as your win condition.
 Duelist Trait
Defender Heart
AD comps are quite popular and in combination with the free Rell it's extremely easy to set yourself with a 4 Defender opener and guarantee yourself a good early game. Useful in Draven Reroll with 6 Defenders and a strong Poppy to snipe enemy corner.
Defender Trait
Band of Thieves I
Receiving a full item is a considerable tempo advantage in early game, but it's also a useful item in Recon builds who make great use of the 40 % critical strike chance from the item.
Recon Trait
Hustler
Very powerful economy Augment. You can also hold a full bench, making it considerably easier to play upgraded units. Usually used to push for fast levels and play for winstreak in high tempo.
Threat Level: Maximum
Extremely powerful combat Augment, allowing you to play a full board of Threats so everyone benefits from the bonus HP. Threats are capable of using AD/AP and Tank items, so you should always be able to find something that works for you.
Threat Trait
Clear Mind
Great Economy Augment to push for a fast Level 7 and 8.
LaserCorps Crest
Usually used to receive fast 6 LaserCorps for a stronger mid game. Emblem often goes on Zoe and replace Ashe for a more valuable unit.
LaserCorps Trait
Tri Force II
Great for Tier 3 Reroll comps based around Brawlers with Jax, Threats or Kaisa Reroll.
March of Progress
Probably the most powerful economy Augment for Tier 3 Reroll comps like Jax with Brawlers, Threats or Kaisa.
The Golden Egg
Should only taken be taken as win-more strategy to make sure you can close out the game with the massive buff the Egg will provide once it hatches.
Heart Crown
The Emblem is usually put on Zoe in combination with Blue Buff, so she will generate a large amount of AP for your entire team. Zzrot is a great item here, since Heart comps usually struggle with a strong Frontline to buy yourself more time.
Heart Trait
Anima Squad Crown
Receiving a Riven together with an Ionic Spark makes for a fantastic Opener, allowing you to farm stacks for the trait early on. Emblem works a great steroid for units like Alistar, Ekko, Fiddlesticks or Urgot.
Anima Squad Trait
Daredevil
A huge team wide attack speed steroid, which has great Synergy if you played Underground and managed to pull off a larger Heist. Even though the Augment doesn't state it, you have to field Samira to benefit from the buff.
Ace Trait
Into The Night
Popular Augment in Duelist, especially in Stage 3, since Edge of Night is the most important Zed item and you can use your chainvest for more Lockets instead.
 Duelist Trait
Shiny
Amazing Augment, as you can use the Urgot to farm a lot of gold and items during the entire Stage 4, heavily accelerating your power.
AFK
One of the best economy Augments in the game, granting you a lot of gold that you can use for a roll down in early Stage 3 to stabilize. Make sure to move your board to its optimal state before selecting the Augment.
Sureshot Crest
Great Augment to field early 4 Sureshot without needing Aphelios. Allows you to cut Senna in late game.
Sureshot Trait
League of Draven
Great Augment for Draven Reroll with Supers or Defenders.
Ace Trait
Mecha: PRIME Trait
Supers Trait
Partners in Crime
Great with Renegades or Ox Force.
Renegade Trait
Exiles I
Very popular in combination with Reroll comps and Brawlers to make use of the high HP pool.
Brawler Trait
Tri Force I
Great for Tier 3 Reroll comps based around Brawlers with Jax, Threats or Kaisa Reroll.
Brawler Trait
Recon Trait
Sureshot Trait
Ox Force Crest
Great with Belveth or Zed in a Duo Carry Setup with Viego in 6-8 Ox Force comps.
Ox Force Trait
Exiles II
Very popular in combination with Reroll comps and Brawlers to make use of the high HP pool.
Big Friend II
High synergy with Brawlers and Reroll comps, due to their high HP pool. Unit's can't proc it on themselves, so make sure they are adjacent to each other.
Recon Crown
Recon Emblem works best on Belveth or Velkoz. Usually taken in Kaisa Reroll comps.
Recon Trait
Birthday Present
This Augment works great to maintain a win streak by pushing Level 6 in Stage 2 and Level 7 in Stage 3-2. The high amount of upgraded units you put on your board will make it close to impossible for your opponents to contest your early / mid game.
Tri Force III
Great for Tier 3 Reroll comps based around Brawlers with Jax, Threats or Kaisa Reroll.
Ox Force Crown
The Emblem will give a massive amount of attack speed and invulnerability, works great with Zed, Belveth or even Nunu. Titan's Resolve is a powerful item that synergizes well with the trait since you can stack it fast.
Ox Force Trait
Back for Blood
Works better as a Stage 3 Augment, since your opponents will struggle to get rid of Belveth due to her high sustain.
Threat Trait
Spirit of the Exile
Powerful effect and very fitting Augment for LaserCorps.
 Duelist Trait
LaserCorps Trait
Supersize
Zac fits into pretty much every comp as an additional frontline, making this Augment very flexible.
Threat Trait
Eclipse Prime
Very strong and versatile Augment, thanks to Leona fitting into almost every comp it's easy to get great use out of this.
Aegis Trait
Mecha: PRIME Trait
Voidmother
Works a lot better as a power spike in Stage 3, since you will receive considerable amount of combat stats. Less recommended in Stage 4.
Threat Trait
Armor Piercing Rounds
Got a large buff making this Augment much more appealing in Ox Force and Sureshot comps.
Sureshot Trait
Kingslayer
Great with early Warmogs and if you manage to find Sylas 3 star in a Stage 3-1 roll down. Very underwhelming if you don't manage to find him as 3 Star or have lackluster items on him.
Renegade Trait
Anima Squad Trait
Bigger, Better Buckler
Poppy Carry works best if you manage to get your hands on Defender Heart/Crest/Crown so you can aim for a fast 6 Defender.
Defender Trait
A Tier // Very Strong Augments, still very recommended
A
Makeshift Armor I
Works well with Brawlers, since you are usually focusing all of your items on Jax and Sejuani, so everyone else can profit of the bonus stats.
Brawler Trait
Cybernetic Uplink I
Works great in Star Guardian comps, since they have increased mana gain from their trait. Overall decent combat Augment since almost every comp will benefit from mana gain.
Sureshot Trait
Stand United I
Flexible Combat Augment in comps that are very spread out and running a lot of traits. Popular in Sureshot variations with lots of legendaries.
Battlemage I
Usefull buff for Brawler, Renegade and Mascots comps who are running a lot of Melee units.
Brawler Trait
Mascot Trait
Renegade Trait
Future Sight I
Receiving a full item and knowing your opponent is a considerable advantage. Zephyr also got buffed and gives bonus Attack Speed.
Celestial Blessing I
Great sustain Augment, always a good choice if you're looking to add healing and want to remain flexible.
Item Grab Bag I
Useful flexible combat Augment. Having an item advantage is good as a tempo play, but since the outcome is RNG it can also backfire.
Tiny Titans
Much much better as your second Augment. Taking it early will result in you picking late for the first two carousel, which can put a at a considerable item disadvantage. Make sure you feel confident about your item drops before taking it.
Calculated Loss
Great economy Augment, especially popular in Super Reroll, since you can make use of the early game shop odds.
Prankster Crest
The Prankster Trait is quite popular due to Zoe and Ekko being a staple in the meta at the moment. Also a great opener together with Jinx in the front line, making the enemies focus on the target dummies first, while your Pranksters dash to safety.
Prankster Trait
Built Different II
Usually the best version of Built Different. It has a good amount of Stats, but you are also only competing against other Gold Augments. Focus on playing upgraded and duplicate units to maximize the buff. Good in combination with multiple Ace units like Miss Fortune and Samira, since placing both of them will disable the Ace trait and they benefit from BD.
Jeweled Lotus
Lotus is a great flexible Augment mainly used in AP comps, but it can also be used for Physical comps, since every physical spell requires Spellcrit in Set 8.
Battlemage II
Popular in Renegade / Ox Force or Yuumi Reroll since they are running a lot of Melee units who make use of the buff.
Anima Squad Crest
Great to find early 5 and 7 Anima Squad. Emblem works well on Alistar, Ekko, Fiddlesticks and Urgot. Even with Emblem you should cut down to 5 Anima Squad in late game!
Anima Squad Trait
Stand United II
Flexible Combat Augment in comps that are very spread out and running a lot of traits.
Three's Company
This Augment got buffed from the previous set and you receive four instead of three Tier 3 units, which makes it a great choice in early game. Even if you can't make use of the units, you will still can make use of the large amount of gold to build up a strong economy.
Portable Forge
Lots of Ornn items are currently performing quite well. Manazane has an amazing interaction with Star Guardians and all of the frontline options work great as well.
Renegade Crown
Renegade Emblem gives out a 40 % damage increase and replaces a lower tier unit, making it quite valuable. Bloodthirster is alright item, good in combination with Camille Reroll.
Renegade Trait
Hextech Retribution
Decent utility Augment for Renegades, works especially well with Renegade Heart/Crest to reach a fast 6 Renegades and play MissF or Fiddle as win condition.
Renegade Trait
Armored-dillo
Good Rammus Augment for Threat Reroll comps, very versatile, but can be less effective in AP heavy lobbies.
Threat Trait
Absolution
Good in combination with Sureshot Senna Reroll either with Sivir and Supers or just adding Threats as your frontline.
Sureshot Trait
Threat Trait
Corps Focus
Useful team wide attack speed buff, usually taken in combination with Recons or LaserCorps.
Recon Trait
LaserCorps Trait
Rising Tide
Urgot grants a useful buff, but if you end up clumping too much you will end up getting punished by Large AoE abilities, so you usually only have 1 or 2 units around him.
Threat Trait
Corps Formation
Popular choice in Sureshot comps, especially with Senna / Threat Reroll or Samira Carry. Works with every Senna so it's common to run her more than once.
Sureshot Trait
Multi-Shot
Good Carry Augment for Kaisa Reroll, to give a DPS increase to your main carry.
Recon Trait
Cybernetic Implants I
Useful flexible combat Augment, often used in combination with Sureshots, Duelists or Camille Carry.
Thrill of the Hunt I
Useful flexible combat Augment. Preferred by single carry comps to make sure they stay alive for the entire fight.
Preparation I
Great in combination with Reroll, making it a popular choice in many comps. You can put your units on the bench during PVE rounds to get extra stacks you might be missing.
Luden's Echo I
Extremely powerful in combination with Heart and Star Guardian comps. Works especially well with Blue Buff Zoe.
Heart Trait
Sureshot Trait
Duelist Crest
Good on Belveth in mid game, popular on Kaisa in combination with Vayne Reroll.
 Duelist Trait
Cybernetic Implants II
Useful flexible combat Augment, often used in combination with Duelist or Camille Carry.
Second Wind II
Great in combination with Reroll and Brawlers making use of the high HP pool.
Celestial Blessing II
Great sustain Augment, always a good choice if you're looking to add healing and want to remain flexible.
Trade Sector+
Great in combination with Supers or Tier 3 Reroll, but it can also be used as a tempo play, since the Augment give 12 gold and guarantees a lot of upgrades with the shop refresh.
Prankster Crown
The Prankster Trait is quite popular due to Zoe and Ekko being a staple in the meta at the moment. Also a great opener together with Jinx in the front line, making the enemies focus on the target dummies first, while your Pranksters dash to safety. Edge of Night is great for Zed later.
Prankster Trait
Duelist Crown
Very solid Augment for Duelist comps, it allows for a fast 4 Duelist Opener and you can cut weak Duelists in late game while staying deep in the trait. Edge of Night is also the best item for Zed.
 Duelist Trait
Sureshot Crown
Great value overall, since Infinity Edge is a popular item for Sureshots. Allows for 4 Sureshot later without having to find Aphelios. Great AD comp and allows you to cut Senna in late game for value unit.
Sureshot Trait
LaserCorps Crown
LaserCorps is a solid opener and the Emblem might help you reach 6 LaserCorps in Stage 3, which is a massive power spike that allows you to rush for a fast level 8. Hand of Justice won't help you that much for Stage 2 so it's usually a better pick later when already playing towards LaserCorps.
LaserCorps Trait
Woodland Charm
Works surprisingly in Stage 2 to build up a win streak, but it can also be useful in Reroll comps to duplicate your 3 Star units later in the game.
High End Shopping
Great Augment to take due to high focus on Tier 4 and Tier 5 units. Helps to find early Fiddlesticks and Urgot.
Spellslinger Crown
Getting a Jeweled Gauntlet and an Emblem with a high amount of AP is quite solid. Try to place the Emblem on units like Ekko for a massive shield, since Spellslingers struggle less with damage and more with having a stable frontline.
Spellslinger Trait
Celestial Blessing III
Great sustain Augment, always a good choice if you're looking to add healing and want to remain flexible. Works better as 2nd / 3rd choice.
Think Fast
Think Fast has incredible value if you expect it and know from the start which units you need to collect. This allows you to 3 Star your core units and giving you a considerable advantage. However it doesn't have to be used exclusive for reroll comps and it's also an option where you focus on upgrading your entire board and stabilize yourself for the upcoming Stage.
Soul Eater
Solid support Augment for Anima Squad comps, since you tend to run Nasus until the end anways.
Mascot Trait
Petricite Chains
Great in Renegade and Anima Squad setups.
Anima Squad Trait
Style & Flair
Good in Samira carry, usually taken in combination with Underground or having a high rolling Sureshot setup.
Sureshot Trait
Edgelord
Great as an opener for Renegades, and can even commit on Renegade Reroll with Talon as main carry.
Renegade Trait
Spread Shot
Great in Duelist, especially if you manage to hit Vayne 3 star.
 Duelist Trait
Ruthless Blades
Great in combination with Jeweled Lotus, Infinity Edge and Jeweled Gauntlet. Often used in either Draven Reroll or Mecha Ace to make use of the bonus critical strike chance.
Mecha: PRIME Trait
Supers Trait
Locked and Loaded
Great Augment for Sureshot Mecha.
Sureshot Trait
Obliterate
Can be useful in Built Different comps, since they make good use of the Shred effect and like to run more than one Ace unit.
Ace Trait
Spiked Shell
Most feared in Stage 2 as one of the best Augments to win streak, but a lot weaker later in the game.
Threat Trait
Impact Velocity
Extremely powerful utility Augment that you can add into pretty much every single comp. All Aurelion requires is a Shojin or Blue Buff to provide massive CC to help you win fights.
Threat Trait
Electrocharge I
High synergy with Brawlers and Reroll comps, due to their high HP pool. Works great as an opening Augment in combination with Ionic Spark or Statikk Shiv.
Brawler Trait
Second Wind I
Great in combination with Reroll and Brawlers making use of the high HP pool.
Recon Crest
Great with Kaisa Recon Reroll. Emblem is usually put on Belveth or Velkoz.
Recon Trait
Verdant Veil
This Augment works a lot better if you pick it in Stage 4, since this around the time you will be placing more units who can profit of the buff and have to deal with more crowd control units like Sejuani.
Contempt for the Weak
One of the most popular choices for Duelist in Stage 4. It helps you to get an earlier Zed 2 star while providing your team with a solid attack speed and movement buff.
 Duelist Trait
Cull the Meek
Decent Utility Augment for Brawlers, since you are likely playing Renekton until the end. Often used in LaserCorps.
Brawler Trait
LaserCorps Trait
Shadow Jutsu
Good Zed Augment, it is considered slightly weaker to this supportive one, but it's still a great choice and will help you to stabilize with an early Zed 2 star.
 Duelist Trait
Channeled Ferromancy
Rell isn't the most popular unit, she is sometimes used together with Yuumi or Kaisa Reroll, but rarely seen outside of those comps. The team wide resistance is quite powerful.
Defender Trait
Bunny Mercenary
Miss Fortune becomes a considerably carry with this Augment, as the larger cone will make her hit more units and increase her overall damage. You should always consider playing Miss Fortune carry when you get offered this Augment early.
Ace Trait
Safety First
Decent Augment that can fit into many comps. It has a hidden Synergy with Augments like Celestial Blessing, Exiles and everything granting your team any sort of shield, making it quite useful in a lot of cases.
Mascot Trait
Boxing Lessons
Popular utility Augment both in Brawlers, but also in pretty much every Aegis comp that likes to run Vi.
Aegis Trait
Brawler Trait
B Tier // Good Augments, but their effects are a bit weaker or very conditional
B
Anima Squad Heart
Anima Squad feels a bit on the weaker side and Miss Fortune is not that reliable as a carry at the moment, but you can still find success with 7 Anima Squad in a high roll.
Anima Squad Trait
Renegade Heart
This Augment allows you to play one less Renegade, making it much easier to get the full effect on your main carry while also putting in another Value unit. Works a lot better as a late Augment choice when you are aiming for 6 Renegades.
Renegade Trait
Knife's Edge I
Works especially well with Camille Carry, but is also favored for Duelist comps.
 Duelist Trait
Cybernetic Shell I
Useful flexible combat Augment, but it was a bit weaker compared to previous set and can be awkward to use if you have unlucky item distribution.
Consistency
Can be a powerful Economy Augment, usually used for a lose streak in Stage 2 followed by a Stage 3-2 roll down to stabilize and start a win streak.
Knife's Edge II
Works especially well with Camille Carry, but is also favored for Duelist comps.
Cybernetic Uplink II
Works great in Star Guardian comps, since they have increased mana gain from their trait. Overall decent combat Augment since almost every comp will benefit from mana gain.
Makeshift Armor II
This works best if you focus on backline items first and play several upgraded Brawlers, Mascots or Defender as your front line. You can focus on putting your tank items on one strong frontliner like Ekko, so the rest still benefits from the Augment even in late game.
Component Grab Bag
Works better in Stage 3, this is pretty much just a combat Augment giving you a power spike. It's a popular choice when you are running two carries in your comp, so having more components will allow you to itemize both of them.
Phony Frontline
Both Target Dummies will become stronger every Stage and can even benefit from Augments like Double Trouble. Currently has great Synergy with Admin based on Ally death.
Last Stand
Taking it will put you at a disadvantage since you will be playing without a gold Augment for a long time, but the effect itself is strong and allows for a potential comeback.
Battlemage III
Popular choice in Renegade and Viego comps.
Windfall
Probably the best version of Windfall, since it allows you to build up a great economy faster than anyone else and push for a fast Level 8.
Radiant Relics
Powerful combat Augment, especially Radiant Thief Gloves tends to perform extremely well. Other good choices are Zeke, Hurricane, Warmog or Sunfire, since they fit well into current meta comps. AP Radiant items tend to perform a bit worse.
Windfall++
Considering the large amount of gold it gives, it can be useful to make a recover from a weak spot or even push for a Level to keep up your pressure.
Living Forge
Most Ornn items tend to perform quite well, especially Blitzcrank Hook for early game, Manazane for Star Guardians or Zhonyas on units like Viego can make a huge difference.
Cursed Crown
This Augment has extremely high potential in the hands of the right player, but a lot of players will struggle getting the most out of the Augment. Taking more damage is quite risky, you need to make sure you constantly play your strongest board and push for levels to overwhelm your opponents with your unit advantage.
Stand United III
Works best as a Stage 4 pick when you are playing a comp with a very high amount of active traits to maximize its value.
New Recruit
Neither amazing nor terrible, it's a safe choice and makes reaching specific thresholds like 9 LaserCorps much easier.
Windfall+
Weakest of the Windfall versions, since Stage 3 is rarely the time to pick an economy Augment, since you likely spend most of Stage 2 gathering your gold and having your interest thresholds.
Chronobreak
Very solid Augment to help you reach Ekko 2 star to stabilize your frontline in Stage 4, while providing a decent CC effect.
Aegis Trait
Spellslinger Trait
Jubilant Veil
Can be used with a second Nilah to apply CC immunity to your entire team. Usually this Augment is placed in vertical Duelist comps.
 Duelist Trait
Extinction Event
Aurelion Carry isn't a popular choice at the moment, but if your opponent is clumping due to Janna, he can definitely take care of the entire enemy block himself.
Threat Trait
Featherweights I
Good in early game reroll comps, works better as your second Augment.
First Aid Kit I
Great in combination with Mascots to increase their heal or with the Aegis/Ox Force Frontline based off Ekko/Annie/Alistar.
Mascot Trait
Big Friend I
High synergy with Brawlers and Reroll comps, due to their high HP pool. Unit's can't proc it on themselves, so make sure they are adjacent to each other.
Brawler Trait
True Twos
Lots of Tier 1 units right now are quite strong, so taking this Augment usually you to start with a strong board and aim for a win streak. With the correct outcomes you could even consider going for reroll, but it's more common to just push levels and take advantage of your power spike.
Sunfire Board
Good choice if you are looking to add anti-heal and a bit of combat power to your board. Loses a lot of value if you already have a Sunfire, Morello or playing Aurelion Sol.
Electrocharge II
High synergy with Brawlers and Reroll comps, due to their high HP pool. Works great as an opening Augment in combination with Ionic Spark or Statikk Shiv.
Metabolic Accelerator
This is a good Augment when lose streaking and especially in combination with Underground. You can greed for a better Heist, since you will feel less pressured about having to spend your gold to survive the upcoming fights.
Underground Trait
Thrill of the Hunt II
Useful flexible combat Augment. Preferred by single carry comps to make sure they stay alive for the entire fight.
Cybernetic Implants III
Useful flexible combat Augment, often used in combination with Duelist or Camille Carry.
Level Up!
Very strong if offered in Stage 3, since you should have a strong economy and didn't push for Levels yet, Allows you to field much more units than normally. With a good opener you can reach a fast Level 9 and potentially even Level 10 for great Legendary odds!
Ace Crown
Great in combination with Mecha 4 Ace. Emblem usually goes on Fiddlesticks in late game.
Ace Trait
High Roller
High Roller is extremely strong if you know which units you should use the dice on. Great on Draven to find fast Wukong and Draven 3 Star, but also taken a lot for Threats with Level 4 to receive a lot of Tier 3 Threats.
Delivery Tips
Strong in Stage 2 for a fast paced game into Mecha Sureshot, but quite useless in Stage 3.
Sureshot Trait
Civilian Trait
Steadfast Presence
Can be used as a win streak Augment and pushing aggressive for levels to field more units who can profit of the bonus shield.
 Gadgeteen Trait
Cosmic Barrier
Good Augment in Threat Reroll, the team wide MR buff is very useful against the very AP heavy meta at the moment.
Threat Trait
Heartstopper
Great for Viego Carry, often taken to hit a fast Viego 2 star.
Renegade Trait
Be the Stone
Granting a large shield to 3 of your tankiest units will considerably strengthen your frontline, buying enough time for your Spellslingers to win you the fight.
Spellslinger Trait
Raider's Spoils
You don't receive gold anymore from this Augment, which considerably lowered its value. Still a somewhat popular choice for Recon comps.
Recon Trait
Not So Heavy Metal
Decent in 4 Ace comps due to getting a free Mordekaiser. Can also be used for LaserCorps.
Ace Trait
Unrelenting Force
Somewhat underrated, as an early Vi 2 star with this Augment is very difficult to take down and allows you to go for a win streak. Since Vi fits into a lot of comps due to Aegis, this Augment is very flexible.
Brawler Trait
Sleepy Time
Popular choice in Gadgeteen and Heart comps to reach a faster Zoe 2 star and provide some CC for your team. This Augment has a small bug at the moment bypassing CC immunity.
Heart Trait
 Gadgeteen Trait
Traumatic Memories
Good for Renegade comps, usually taken for the free Fiddlesticks.
Corrupted Trait
Empowered Reserves
Very powerful Augment, especially in Star Guardians and Spellslinger comps. Keep a full bench to maximize your AP and keep in mind that you can sell units on your bench for gold interest once it's clear that the fight is over.
Heart Trait
Spellslinger Trait
Star Guardian Trait
Power Grid
The core piece of every Sona Reroll comp. Protect your Sona in the corner and to 3 star her in combination with a Gadgeteen / Heart setup.
Heart Trait
Dynamic Defenses
The main power of this Augment is in getting a free Stoneplate, which is a great defensive item you can put on Rammus or Ekko in the late game.
Brawler Trait
Illuminating Singularity
A rare Augment that should only be taken if you already found a few Lux and have mana items to support her. Can give her Blue Buff and Shojin to increase her ability casts. Roll down in Stage 3-1 for Lux*3 and start pushing levels afterwards.
Spellslinger Trait
Star Guardian Trait
Spellslinger Crest
Spellslingers comps usually revolve around Taliyah and desperately want to go all the way up to 6 Spellslingers to maximize their AP to make sure the enemy backline doesn't survive.
Hacker Crest
Zed comps with Hacker are popular and strong, this Augment gives you either more Omnivamp or let's you replace Leblanc for a stronger unit. Works better as second or third Augment. Can use the Emblem to add high amount of sustain to secondary carry.
Hacker Trait
Ascension
This Augment works best in slow and tanky comps, which are able to prolong the fight as much as possible. Heart comps with Zoe or Kaisa reroll are both looking to stall the fight so they can scale, which synergizes great with the bonus damage.
Featherweights II
Popular in reroll comps, useful for Draven Reroll
Featherweights III
Popular in Reroll comps, usually taken for Draven.
Future Sight II
Receiving a full item and knowing your opponent is a considerable advantage. Radiant Zephyr provides your team with a great buff and taking out the enemy main tank or carry can easily push the fight in your favor.
Built Different III
It has a good amount of Stats, but they are less effective since you are competing against prismatic Augments. Focus on playing upgraded and duplicate units to maximize the buff. Good in combination with multiple Ace units like Miss Fortune and Samira, since placing both of them will disable the Ace trait and they benefit from BD.
Brawler Crown
Brawlers are still playable if you have a very strong setup for it, but it's quite situational.
Brawler Trait
Defender Crown
4 and 6 Defender have a great early / mid game. Often taken in combination with Draven Reroll.
Defender Trait
Hacker Crown
Great in combination with LaserCorps where you want to run Hacker anyways and Omnivamp works great to get more use out of Drone damage.
Hacker Trait
LaserCorps Trait
Electrocharge III
High synergy with Brawlers and Reroll comps, due to their high HP pool. Works great as an opening Augment in combination with Ionic Spark or Statikk Shiv.
Preparation III
Great in combination with Reroll, making it a popular choice in many comps. You can put your units on the bench during PVE rounds to get extra stacks you might be missing.
Golden Ticket
Great in combination with Rerolls comps, especially together with Supers, since you are looking to 3 star your entire board.
Laser Focus
Used to be decent in LaserCorps Reroll, but the comp fell out of favor.
Sureshot Trait
Supers Trait
Gifted
Can be surprisingly strong by duplicating Locket in Duelist or achieve a chase trait by getting another Emblem. Be careful though, your trait will get reduced once the Emblem unit is taken out.
 Duelist Trait
Endless Pizza
Received yet another nerf and Sureshots is played a lot less in combination with Mecha: Prime further reducing its value.
Sureshot Trait
Civilian Trait
OX-ian Rage
Great in Renegade and Ox Force comps.
Renegade Trait
Cleansing Safeguard
Received a considerable buff. Works great in Super or Heart Comps. Make sure to give Lee Sin your tank items with this buff. Can run a second Lee as well to make even more use out of the Augment.
Supers Trait
Regenerative Shields
Extremely strong Augment for all comps that want to run Sett Frontline.
Defender Trait
Mecha: PRIME Trait
Growth Spurt
Very underrated Augment, usually used in combination with a large roll down in Stage 3-1 for Galio and Lulu 3 Star. Focus on mana items like Blue Buff together with Shojin to make Lulu cast as much as possible.
Heart Trait
Mascot Trait
Supers Trait
Vitality of the Ox
Popular Augment for vertical Duelist, as it grants a good amount of sustain for all of your Duelist units, something they are usually lacking.
 Duelist Trait
Get Paid
Can be a great opener if you have upgraded units and are able to win streak Stage 2 and snowball with the bonus gold you receive from this Augment. Never take this if you have a weak opener!
 Duelist Trait
Make It Rain
Arguably one of the best Augments in Stage 3, since the amount of gold you will receive will snowball out of control, but it's a lot less relevant in Stage 4. Useful to reach fast Miss Fortune 2 star.
Ace Trait
Sureshot Trait
Behemoth
Can be great in combination with a Brawler or Admin Emblem to heavily increase his base HP. Nothing too amazing if you don't have any Emblems to buff him properly.
Brawler Trait
Mascot Trait
A.D.M.I.N. Trait
Siphoning Winds
Works a bit better as Stage 2 Augment so you can start focusing right away on the necessary items and units. Usually taken in combination with Super / Duelist Reroll.
 Duelist Trait
Supers Trait
Mirror Image
Popular choice for any Admin or Spellslinger comp, usually you position Leblanc in a way to duplicate your main tank to buy yourself more time. The copy doesn't have any interactions with any traits.
Spellslinger Trait
They See Me Rolling
Arguably the best Nunu Augment. Even as 1 Star Nunu is a considerable carry and can fit into most comps in combination with Alistar.
Mascot Trait
C Tier // Weaker Augments, will usually lead into weaker meta comps or requires specific setup
C
Hacker Heart
Used in Zoe and Zed comps, gaining more Omnivamp or replacing Leblanc for a value unit makes this Augment quite useful.
Hacker Trait
Built Different I
Built Different itself isn't a weak comp, but taking the silver Built Different means you can't get the gold/prismatic anymore. Since the silver version has the lowest stats it can result in you not having enough power to properly play out the game.
First Aid Kit II
Good with Synergies like Mascot or shield generating units like Sett and Ekko. Very flexible, since most comps have some sort of healing.
Rich Get Richer
This Augment tends to bait players into staying around 70 gold to maximize their gold, but it's more often used to just use the extra gold to level aggressive instead.
Rich Get Richer+
This Augment tends to bait players into staying around 70 gold to maximize their gold, but it's more often used to just use the extra gold to level aggressive instead.
Cybernetic Shell II
Works great with high HP units like Brawlers. The effect does feel a bit low after the nerf, especially since you're competing against other prismatic Augments.
Civilian Crest
Somewhat underrated, it works great in Aphelios or Velkoz comps, since both comps love to run 3 Civilians and profit of the mana gain. It's a very conditional Augment, which makes it less flexible than it appears.
Civilian Trait
Supers Heart
This Augment allows you to roll a different unit with Supers, which can be useful with other Reroll players in your lobby. Works best in Stage 3. It doesn't give you a strong economy or combat buff, something you might be missing when playing Reroll.
Supers Trait
Combat Training
Works best if you already have AD unit you want to field until the end of game, usually Camille or Jax. Otherwise you will lose a lot of value by not farming stacks in Stage 2.
Salvage Bin
Good as a tempo play, since you can slam all of your items without getting punished. It has been struggling currently due to a bug with your items disappearing.
Lucky Gloves
Good if you already have Thief Gloves ready to get more use out of it, works especially well on carry units.
Band of Thieves II
Works better in Stage 3 and 4 when you have strong backline units that can utilize the power of Thief Gloves. Due the swap from Dodge to critical strike change Thief Gloves are now less interesting for frontline.
Cybernetic Uplink III
Works great in Star Guardian comps, since they have increased mana gain from their trait. The effect does feel a bit low after the nerf, especially since you're competing against other prismatic Augments.
Binary Airdrop
Works best in Stage 3 when you have enough items to properly make use of the Augment and you can think ahead with item distribution, since you haven't put all of your items on a single carry or tank yet.
Urf's Grab Bag II
Has very limited use for Emblems. Also receiving random components can be quite risky if they don't fit towards the comp you want to play. Decent choice for Renegade or Ox Force comps.
Civilian Crown
Somewhat underrated, it works great in Aphelios or Velkoz comps, since both comps love to run 3 Civilians and profit of the mana gain. It's a very conditional Augment, which makes it less flexible than it appears.
Civilian Trait
Wise Spending
Similar to March of Progress, you will find yourself rolling a lot with Level 6 and 7, so it's mostly used in T2 and T3 reroll comps.
Item Grab Bag II
Very flexible and great as a tempo play, since you will have an item advantage. Receiving two Reforgers helps to avoid bad RNG. Most Prismatics will offer a specific item, which can reduce the overall impact of this Augment.
Knife's Edge III
Works especially well with Camille Carry, but is also favored for Duelist comps.
Energy Void
Great in combination with Chogath*3, especially if he holds all of your tank items, but mediocre otherwise, as Chogath ability is very unreliable.
Threat Trait
Reign of Anger
Can be powerful with Renekton*3 in Brawler Reroll, but can be risky if you end up hitting him too late.
Brawler Trait
LaserCorps Trait
Aim Assist
Leblanc Carry can be quite strong with this Augment, but lots of comps tend to pick her up due to her traits, making it difficult to find her. She is often reliant on having a good admin program, usually based on gaining AP/Mana.
Spellslinger Trait
A.D.M.I.N. Trait
Elastic Slingshot
Can be useful to transport more Threats into the enemy backline and grant you a great start into an opponent who is clumping his units together.
Threat Trait
Rocket Grab
Works great in combination with Zephyr, also works with more than one Blitzcrank, they will hook different targets, which can catch your opponent off guard.
Brawler Trait
A.D.M.I.N. Trait
Smash!
Probably most often taken in Mascot Reroll that ended up not receiving a Tier 2 Hero Augment option. Feels somewhat useless.
Mascot Trait
Perfected Solar Flare
Not a terrible Augment, but somewhat underwhelming, since you have to compete with other Legendary Hero Augments.
Aegis Trait
Ox Force Heart
Can be useful for vertical Ox Force, but often times still requires an Ox Emblem to reach 8 Ox Force and make full use of the Augment.
Ox Force Trait
Lategame Specialist
Great in combination with Augments like Level Up! or Windfall++ for a fast cashout.
Spellslinger Heart
Spellslingers comps usually revolve around Taliyah and desperately want to go all the way up to 6 Spellslingers to maximize their AP to make sure the enemy backline doesn't survive.
Spellslinger Trait
Brawler Heart
Brawlers are currently struggling in the meta due to the latest nerfs.
Brawler Trait
Star Guardian Heart
Star Guardians have a good chase trait, but are somewhat weak in the early game, since their power revolves around later units like Taliyah and Syndra.
Star Guardian Trait
Trade Sector
Usually used for Tier 1 or Tier 2 Reroll comps in combination with Supers.
Star Guardian Crest
The Emblem itself is amazing, since the wielder will generate a lot more mana in a vertical Star Guardian comp. However Star Guardians tend to have a difficult early game, so it's usually a better choice in later Stages.
Star Guardian Trait
Preparation II
Great in combination with Reroll, making it a popular choice in many comps. You can put your units on the bench during PVE rounds to get extra stacks you might be missing.
Luden's Echo II
Extremely powerful in combination with Heart and Star Guardian comps. Works especially well with Blue Buff Zoe.
Ace Crest
Great in combination with Mecha 4 Ace. The Emblem allows you to place 4 Ace without having to find Mordekaiser. In late game you always want the Emblem on Fiddlesticks.
Ace Trait
Heart Crest
Very conditional Augment, should only be taken if you already have a Zoe with Blue Buff, otherwise you will receive very low combat value from it.
Heart Trait
Mecha: PRIME Crest
The power you receive from the Crest is surprisingly low, since it's still quite difficult to achieve 5 Mecha:Prime in the early game and selecting a different unit to sacrifice doesn't make a big difference. Decent in Draven Reroll with Defenders.
Mecha: PRIME Trait
Scoped Weapons I
Most commonly used in Jax or Nasus Carry. Can be useful for Belveth as well.
Brawler Crest
Emblem lost a lot of value due to recent nerfs to Brawlers.
Brawler Trait
Star Guardian Crown
The Star Guardian Emblem is surprisingly powerful, you will receive more mana from attacks, but also more mana from damage taken, which makes it a good item for your frontline as well. Chalice is useful for Taliyah and Syndra later, but the Augment is a better pick in Stage 3, since it will be hard to commit on win streak with Star Guardians in Stage 2.
Star Guardian Trait
Double Trouble III
Good in combination with Camille or Kaisa Reroll, since you usually have unit slots open to fit in your 2 stars.
Luden's Echo III
Quite powerful in combination with Heart and Star Guardian comps. Works especially well with Blue Buff Zoe.
Double Bubble
Often the less popular Zoe Augment, as the second Bubble has no Synergy with Heart or Luden's, but it can still a decent Augment if you managed to find Zoe 3 star.
 Gadgeteen Trait
Zoomies!
It's a common choice for Mascots, especially when they didn't receive Yuumi's carry Augment. Has a great Synergy with Nunu in late game.
Mascot Trait
Evasion
Sometimes used in Mecha comps for the defensive effect.
Brawler Trait
Frontline Fencing
It is possible to play Fiora Carry in combination with this Augment and 4 Duelist Super Reroll, but usually not something you should actively aim for.
 Duelist Trait
Supers Trait
Invigorate
Lost a lot of value due to Supers and Brawler nerfs.
Brawler Trait
Supers Trait
Resonance
The increased Range of Ekko's attackspeed slow is quite useful and the Augment might help you find an earlier Ekko 2 star to stabilize your frontline. Not a common choice though.
Aegis Trait
Righteous Range
This Augment is often used in combination with Jax or Belveth, as they are the best Melee units to benefit of the increased range. Can also be taken in combination with Duelists.
 Duelist Trait
Brawler Trait
Lucent Barrier
Surprsingly strong utility Augment that you can use to transition into a Taliyah Carry later on.
Spellslinger Trait
Infuse
Solid utility Augment, works well in Heart Comps to increase the amount of casts.
Heart Trait
Exaggerated Reporting
Very powerful with Windy Janna and overall great utility Hero Augment.
Forecaster Trait
Civilian Trait
Stoneweaver
Strong Carry units and helpful to reach a faster Taliyah*2 to stabilize.
Spellslinger Trait
Foster Growth
Can be good in combination with Cybernetic Augments, but not the most popular Augment when aiming for a win streak.
Heart Trait
Rising Spell Force
Ezreal Reroll can be surprisingly powerful, but he suffers a bit from Vi being too contested, making it harder to find a stable frontline. Great opening Augment if you started with tear or found early Underground.
Recon Trait
Underground Trait
Guardian Spirit
A very powerful supportive Augment, which can be used in most Super Reroll comps. You want your units to be 3 star for an increased HP pool, so they will heal for a higher amount. Great in Combination with Wukong/Draven Reroll.
Mecha: PRIME Trait
Supers Trait
Flaming Ricochet
Great Augment if you have a high rolling setup for Gangplank Carry with Supers.
Supers Trait
Glacial Prison
The main upside of this Augment is that your Sejuani does not throw her ability to your own board due to an enemy Ekko, making it a great choice if lots of players are running Aegis.
Brawler Trait
Shatter
Alright Augment, the effect is barely noticeable, usually helpful to find yourself an earlier Sejuani 2 star.
Brawler Trait
Justice Punch
Decent Augment for Mascot Reroll, especially with early Galio*2 to build a win streak in Stage 2.
Mascot Trait
Stacks on Stacks
It's a good Augment if you manage to farm a high amount stacks starting from Stage 2. Rapidfire Cannon or Scoped Weapons can help Nasus to stay out of trouble and properly farm up his AD for late game.
Mascot Trait
Defender Crest
4 and 6 Defender is a useful trait in early and mid game. Often played in combination with Draven Reroll.
Defender Trait
Double Trouble II
Good in combination with Camille or Kaisa Reroll, since you usually have unit slots open to fit in your 2 stars.
Renegade Crest
Great on Miss Fortune/Belveth/Fiddlesticks. Allows you to reach the 6 Renegade chase trait.
Renegade Trait
Upgrade: Berserk
Very powerful Augment for Soraka Carry. Make sure you have enough Frontline to allow Soraka to scale properly, try building Zzrot to buy yourself more time.
Heart Trait
Reverberation
Can be useful in Anima Squad or Defender Reroll, less popular with Brawlers. Much more useful in Stage 2.
Brawler Trait
Everyone Goes BOOM!
Good supportive Augment for Anima Squad comps.
Prankster Trait
Sureshot Trait
Burning Spirit
Popular early game choice for Zoe comps, early Annie helps to open with Gadgeteen and you can start building her up as your main tank.
 Gadgeteen Trait
Absolute Corruption
Great in combination with Renegade Emblem, usually gets taken to get a free Fiddlesticks.
Corrupted Trait
Hold the Line
Can be taken in combination with Yuumi / Nilah Reroll. Not the most popular choice.
Defender Trait
Contagious Laughter
Great teamwide buff and Nunu fits into most AP comps together with Alistar for 2 Mascot.
Mascot Trait
Adaptive Defensives
Works better as a second Augment when aiming for Camille Carry in combination with a good Admin program granting HP or AD for Admin units.
A.D.M.I.N. Trait
Triumphant Return
Rarely used in Brawler comps, but it's usually an unpopular choice compared to the other Augments Brawler have available.
Brawler Trait
Cyclone
Lost a lot of value with Brawlers rotating out of the meta and opponents contesting Wukong for their own Mecha Frontline.
Mecha: PRIME Trait
Supers Trait
Re-Energize
Popular Augment choice in comps based around Taliyah and Star Guardians. Having two Taliyah/Syndra Ults in a row is extremely difficult to deal with, granting you a huge power boost in late game.
Spellslinger Trait
Star Guardian Trait
D Tier // Not recommended, very high risk or based on weak traits
D
Heart Heart
Popular with the Emblem on Zoe. Since the trait gives a buff based on the Heart units casting, this Augment doesn't synergize well with the trait and only puts you into the next tier.
Heart Trait
Pandora's Bench
Is sometimes used in Supers/Tier 1 rerolls to find their units, but since it's all based on RNG it's an incredible risky Augment to take, since you might tank your economy to roll upgraded units without receiving a power spike.
A.D.M.I.N. Heart
Can be useful if you are aware of the Admin trait and can utilize it for Camille or Brawlers. Taking it before knowing the outcome is quite risky.
A.D.M.I.N. Trait
Recombobulator
Can be a powerful Augment, but since everything is RNG it can also completely destroy your game. Important for you to remember is that you can move your units on your Bench and on your board before selecting the Augment, giving you a much better outcome.
Axiom Arc II
Should only be taken in strong backline AP comps with Taliyah or Miss Fortune, otherwise you it will be hard to get good use out of it. Also it doesn't guarantee good combat stats in early / mid game, which makes it tricky to use.
Ancient Archives I
Very risky, since you might find yourself with Emblems that you can't properly use. Your Emblem will be fully random until you have at least 6 active or inactive traits on the left side of your board. It's important to have a good understanding of each Emblem, to get the most out of this Augment.
A.D.M.I.N. Crest
Very risky if you aren't aware of the Admin trait yet. 4 and 6 Admin is very rarely used in Camille Reroll, but this Augment is usually something you should avoid.
Sureshot Trait
Cluttered Mind
Got a massive nerf, since you only receive 3 EXP points and don't receive any bonus units anymore that helped you to proc the effect in Stage 2-1.
Underground Heart
Can be useful as your opening Augment if you can find an early Sona. With 5 Underground you can aim for a larger Heist and usually pivot towards a Samira Sureshot Carry together with Aphelios to close out your game.
Sureshot Trait
Gadgeteen Heart
Getting 3 Gadgeteen is usually not difficult, but to properly make use of this Augment you need to find an early Zoe and use the addional item as a power spike. Requiring a specific Tier 3 unit makes this Augment extremely risky, since the strength of 5 Gadgeteens runs out fast.
 Gadgeteen Trait
Cruel Pact
Gives you a massive power spike in the early game with your level advantage, which works well with the current fast game pace. Often used to reroll Tier 3 units later since you are stuck on Level 7 for a long time. Due to recent Nerfs giving you less HP the Augment has been performing a lot worse.
Aegis Crown
Getting an Alistar together with a Redemption is a great opener, but you can only receive this Augment in Stage 2, when it's difficult to get use out of the Aegis trait.
Aegis Trait
Supers Soul
An alright choice if you are looking to replace a lower tier Super unit like Gangplank when playing Camille Reroll. Better picked in later stage since it doesn't provide enough value in Stage 2.
Supers Trait
Gadgeteen Soul
Getting 3 Gadgeteen is usually not difficult, but to properly make use of this Augment you need to find an early Zoe and use the addional item as a power spike. Requiring a specific Tier 3 unit makes this Augment extremely risky, since the strength of 5 Gadgeteens runs out fast.
 Gadgeteen Trait
A.D.M.I.N. Crown
Very risky if you aren't aware of the Admin trait yet. 4 and 6 Admin is very rarely used in Camille Reroll, but this Augment is usually something you should avoid.
A.D.M.I.N. Trait
Cybernetic Shell III
Works great with high HP units like Brawlers. The effect does feel a bit low after the nerf, especially since you're competing against other prismatic Augments.
Mecha: PRIME Crown
Currently this Augment performs well because you receive a TItan's Resolve together with a Jax and it allows you to to fit more Brawlers with your Meca:Prime for even a bigger power spike.
Mecha: PRIME Trait
Underground Soul
Can be useful as your opening Augment if you can find an early Sona. With 5 Underground you can aim for a larger Heist and usually pivot towards a Samira Sureshot Carry together with Aphelios to close out your game.
Underground Trait
Ancient Archives II
Very risky, since you might find yourself with Emblems that you can't properly use. Your Emblem will be fully random until you have at least 6 active or inactive traits on the left side of your board. It's important to have a good understanding of each Emblem, to get the most out of this Augment.
Reflector Shield
Only useful if you find an early Annie 2 star with good frontline items to win streak in early game. Scales quite poorly into late game unless you find Annie 3 star.
Spellslinger Trait
Frozen Tundra
Not a terrible effect, but doesn't feel very effective for a Tier 3 Hero Augment.
Threat Trait
Undercurrent
A decent utility choice in Spellslingers, granting both Syndra and Taliyah in late game an early cast, allowing you to strike first against your opponent.
Heart Trait
Spellslinger Trait
Category Five
In theory it looks useful, but a second Janna ultimate isn't that impressive compared to what other Tier 5 Hero Augments bring to the table.
Forecaster Trait
Civilian Trait
Star-Crossed
Can be useful in Double Trouble Recon Reroll, since you can have 2 Kaisas buffing each other.
Recon Trait
Aegis Crest
Aegis is a great defensive trait, but the Augment can currently only appear in Stage 2, which makes it a bit awkward as an opener, since you don't have to deal with strong AP units yet.
Aegis Trait
Mascot Heart
Mascots are currently struggling due to the latest nerfs making this Augment less appealing.
Mascot Trait
Mascot Crown
Lost a lot of value due to recent Mascot nerfs.
Mascot Trait
Mascot Crest
Has lost a lot of value due to recent nerfs to Mascots.
Mascot Trait
Frostburn
Velkoz Carry has been struggling a bit, but it's a still a very dangerous Augment if you opened with High Roller and have access to a fast Velkoz 3 star. Works best against Recons and Sureshots.
Threat Trait
Predatory Precision
Yuumi got hit hard by the nerfs, making this Augment barely viable. Can be played with a high roll in Nilah / Yuumi Reroll.
Mascot Trait
Relentless Assault
Due to Jax carry barely being viable, it's currently not recommended to take it.
Brawler Trait
Divine Ascent
Can be good in combination with Duelist/Super Reroll. Kayle with Giant Slayer and Last Whisper is a considerably threat throughout the entire game.
 Duelist Trait
Supers Trait
Punch Protocol
The punch is somewhat useless, but the free Sett and defensive stats can be worth it.
Defender Trait
Mecha: PRIME Trait
Power Overwhelming
Quite weaker compared to the other Syndra Augment, but can still work in combination with throwing in Urgots who can make use of the bonus stats.
Heart Trait
Get Excited!
Jinx and Anima Squad is currently not performing well, which is why you should look to avoid this Augment.
Rock Solid
One of the least desirable Mascot Augments, since Malphite doesn't tend to take items and is often too contested to get him to 3 star.
Mascot Trait
Supers Trait

Augments are back in TFT Set 8, Monsters Attack!, 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

A.D.M.I.N. Heart
Your team counts as having 1 additional A.D.M.I.N. Gain a Camille.
AFK
You cannot perform actions for the next 3 rounds. Afterwards, gain 20 gold.
Anima Squad Heart
Your team counts as having 1 additional Anima Squad. Gain a Jinx.
Band of Thieves I
Gain 1 Thief's Gloves.
Battlemage I
Your units that start combat in the front 2 rows gain 15 Armor and 15 Ability Power.
Big Friend I
Your units that start combat next to a unit with over 1600 Health take 7% less damage for the rest of combat.
Brawler Heart
Your team counts as having 1 additional Brawler. Gain a Vi.
Celestial Blessing I
Your units heal for 10% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 200 Health.
Consistency
Gain double win and loss streak gold.
Cybernetic Implants I
Your champions holding an item gain 80 Health and 10.0% bonus Attack Damage.
Cybernetic Shell I
Your champions holding an item gain 80 Health and 20 Armor.
Cybernetic Uplink I
Your champions holding an item gain 80 Health and restore 2 Mana per second.
Defender Heart
Your team counts as having 1 additional Defender. Gain a Rell.
Duelist Heart
Your team counts as having 1 additional Duelist. Gain a Fiora.
Electrocharge I
When your units receive critical strikes, they deal 30-90 (based on current Stage) magic damage to nearby enemies (1 second cooldown).
Exiles I
Your units that start combat with no adjacent allies gain a 25% maximum Health shield for 10 seconds.
Featherweights I
Your Tier 1 and 2 champions gain 20% Attack Speed and Move Speed.
First Aid Kit I
All healing and shielding on your units is increased by 25.0%.
Future Sight I
Know who you will fight next. Gain a Zephyr.
Hacker Heart
Your team counts as having 1 additional Hacker. Gain 2 gold.
Heart Heart
Your team counts as having 1 additional Heart. Gain a Lee Sin.
Item Grab Bag I
Gain 1 random completed item.
Knife's Edge I
Your units that start combat in the front 2 rows gain 25.0% Attack Damage.
LaserCorps Heart
Your team counts as having 1 additional LaserCorps. Gain a Yasuo.
Lategame Specialist
When you reach Level 9, gain 40 gold.
Luden's Echo I
When your units cast and deal Ability damage, the first target hit and a nearby enemy take 35-80 (based on current Stage) magic damage.
Makeshift Armor I
Your units without items equipped gain 30 Armor and Magic Resist.
Mascot Heart
Your team counts as having 1 additional Mascot. Gain a Yuumi.
Ox Force Heart
Your team counts as having 1 additional Ox Force. Gain a Fiora.
Pandora's Bench
Gain 2 gold. At the start of every round, champions on the 3 rightmost bench slots transform into random champions of the same cost.
Pandora's Items
Gain a random component. At the start of each round, items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables).
Preparation I
Champions on your bench permanently gain 25 Health, 3% Attack Damage, and 3 Ability Power every round. Champions start with 1 stack of this effect, and can stack up to 4 times.
Recombobulator
Champions on your board permanently transform into random champions 1 Tier higher. Gain 2 Magnetic Removers.
Recon Heart
Your team counts as having 1 additional Recon. Gain an Ezreal.
Renegade Heart
Your team counts as having 1 additional Renegade. Gain a Camille.
Second Wind I
After 10 seconds of combat, your units heal 40% of their missing Health.
Spellslinger Heart
Your team counts as having 1 additional Spellslinger. Gain an Annie.
Stand United I
Your units gain 1.00% Attack Damage and 2 Ability Power per Trait active across your army.
Star Guardian Heart
Your team counts as having 1 additional Star Guardian. Gain a Yuumi.
Sureshot Heart
Your team counts as having 1 additional Sureshot. Gain a Sivir.
Thrill of the Hunt I
Your units heal 350 Health on kill.
Tiny Titans
Your Tactician heals 30 Health, grows larger, and has 130 maximum Health.
Tri Force I
Your Tier 3 champions gain 75 Health, 10 starting Mana, and 10% Attack Speed.

Tier 2 Augments

A.D.M.I.N. Crest
Gain an A.D.M.I.N. Emblem and a Blitzcrank.
Ace Crest
Gain an Ace Emblem and 2 gold.
Aegis Crest
Gain an Aegis Emblem and a Vi.
Ancient Archives I
Gain 1 Tome of Traits and 2 gold.
Anima Squad Crest
Gain an Anima Squad Emblem and a Sylas.
Ascension
After 15 seconds of combat, your units deal 50% more damage.
Axiom Arc II
Your units gain 30 Mana on kill.
Battlemage II
Your units that start combat in the front 2 rows gain 25 Armor and 25 Ability Power.
Big Friend II
Your units that start combat next to a unit with over 1600 Health take 12% less damage for the rest of combat.
Brawler Crest
Gain a Brawler Emblem and a Lee Sin.
Built Different II
Your units with no Traits active gain 175-325 Health and 40-70% Attack Speed (based on current Stage).
Calculated Loss
After losing your combat, gain 2 gold and a free Shop refresh.
Celestial Blessing II
Your units heal for 15% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 300 Health.
Civilian Crest
Gain a Civilian Emblem and a Galio.
Clear Mind
If you have no champions on your bench at the end of a combat round, gain 3 experience points.
Cluttered Mind
If your bench is full at the end of a combat round, gain 3 experience points. Get 4 random Tier 1 Champions.
Combat Training
Your champions permanently gain 1.00% Attack Damage every time they kill an enemy. Champions start with 8.00%% bonus Attack Damage.
Component Grab Bag
Gain 3 random item components.
Cybernetic Implants II
Your champions holding an item gain 120 Health and 20.0% bonus Attack Damage.
Cybernetic Shell II
Your champions holding an item gain 120 Health and 30 Armor.
Cybernetic Uplink II
Your champions holding an item gain 120 Health and restore 2.5 Mana per second.
Defender Crest
Gain a Defender Emblem and a Poppy.
Double Trouble II
When you field exactly 2 copies of a non-threat champion, they both gain 30% Attack Damage and 30 Ability Power, Armor, and Magic Resist. When you 3-star, gain a 2-star copy.
Duelist Crest
Gain a Duelist Emblem and a Yasuo.
Electrocharge II
When your units receive critical strikes, they deal 50-110 (based on current Stage) magic damage to nearby enemies (1 second cooldown).
Exiles II
Your units that start combat with no adjacent allies gain a 35% maximum Health shield for 10 seconds.
Featherweights II
Your Tier 1 and 2 champions gain 30% Attack Speed and Move Speed.
First Aid Kit II
All healing and shielding on your units is increased by 35.0%.
Gadgeteen Heart
Your team counts as having 1 additional Gadgeteen. Gain an Annie.
Hacker Crest
Gain a Hacker Emblem and 2 gold.
Heart Crest
Gain a Heart Emblem and a Yuumi.
Hustler
You earn no interest, but gain 3 gold per combat round.
Jeweled Lotus
Your units' Abilities can critically strike. Your units gain 20% Critical Strike Chance.
Knife's Edge II
Your units that start combat in the front 2 rows gain 35.0% Attack Damage.
LaserCorps Crest
Gain an LaserCorps Emblem and a Yasuo.
Last Stand
The first time you would be eliminated or reduced to 1 Health, instead remain alive. After this effect triggers, your units permanently gain 180 Health, 18 Armor and Magic Resist, and 18% Omnivamp.
Luden's Echo II
When your units cast and deal Ability damage, the first target hit and a nearby enemy take 50-110 (based on current Stage) magic damage.
Makeshift Armor II
Your units without items equipped gain 45 Armor and Magic Resist.
Mascot Crest
Gain a Mascot Emblem and a Yuumi.
Mecha: PRIME Crest
Gain a Mecha: PRIME Emblem and a Draven.
Metabolic Accelerator
Your Tactician moves faster and heals 2 Health after a PvP round.
Ox Force Crest
Gain an Ox Force Emblem and an Annie.
Phony Frontline
Gain 2 Target Dummies.
Portable Forge
Open an Armory and choose 1 of 3 unique Artifacts crafted by Ornn.
Prankster Crest
Gain a Prankster Emblem and a Jinx.
Preparation II
Champions on your bench permanently gain 35 Health, 4% Attack Damage, and 4 Ability Power every round. Champions start with 1 stack of this effect, and can stack up to 4 times.
Recon Crest
Gain a Recon Emblem.
Renegade Crest
Gain a Renegade Emblem and a Talon.
Rich Get Richer
Gain 12 gold. Your maximum interest is increased to 7.
Rich Get Richer+
Gain 20 gold. Your maximum interest is increased to 7.
Salvage Bin
Gain a random completed item. Selling champions breaks apart their full items into components (excluding Tactician's Crown).
Scoped Weapons I
Your units that start combat in the back 2 rows gain +2 Attack Range and 10.0% Attack Speed.
Second Wind II
After 10 seconds of combat, your units heal 60% of their missing Health.
Spellslinger Crest
Gain a Spellslinger Emblem and an Annie.
Stand United II
Your units gain 3.00% Attack Damage and 3 Ability Power per Trait active across your army.
Star Guardian Crest
Gain a Star Guardian Emblem and a Rell.
Sunfire Board
At the start of combat, burn all enemies for 10% of their maximum Health over 20 seconds and reduce healing received by 33%.
Supers Heart
Your team counts as having 1 additional Super. Gain a Malphite.
Sureshot Crest
Gain a Sureshot Emblem and a Sivir.
Threat Level: Maximum
Combat start: Threats gain 75 maximum Health for every Threat champion on your board.
Three's Company
Gain 4 random Tier 3 champions.
Thrill of the Hunt II
Your units heal 550 Health on kill.
Trade Sector
Gain a free Shop refresh each round.
Trade Sector+
Gain a free Shop refresh every round. Gain 10 gold now.
Tri Force II
Your Tier 3 champions gain 125 Health, 15 starting Mana, and 15% Attack Speed.
True Twos
Gain a random 2-star Tier 1 champion and a random 2-star Tier 2 champion.
Underground Heart
Your team counts as having 1 additional Underground. Gain a Vi.

Tier 3 Augments

A.D.M.I.N. Crown
Gain an A.D.M.I.N. Emblem, a Hand of Justice, and a Camille.
Ace Crown
Gain an Ace Emblem, a Runaan's Hurricane, and 2 gold.
Aegis Crown
Gain an Aegis Emblem, a Redemption, and an Alistar.
Ancient Archives II
Gain 2 Tome of Traits and 8 gold.
Anima Squad Crown
Gain an Anima Squad Emblem, an Ionic Spark, and a Riven.
Band of Thieves II
Gain 2 Thief's Gloves.
Battlemage III
Your units that start combat in the front 2 rows gain 35 Armor and 35 Ability Power.
Binary Airdrop
Your champions equipped with 2 items temporarily gain a random completed item at the start of combat. Gain 1 random item components.
Birthday Present
Gain a 2-star champion every time you level up. The champion's tier is your level minus 4 (min: Tier 1).
Brawler Crown
Gain a Brawler Emblem, a Protector’s Vow, and a Riven.
Built Different III
Your units with no Traits active gain 225-450 Health and 50-80% Attack Speed (based on current Stage).
Celestial Blessing III
Your units heal for 25% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 400 Health.
Civilian Crown
Gain a Civilian Emblem, a Guinsoo's Rageblade, and a Sivir.
Cruel Pact
Buying XP costs 6 Health instead of gold. Heal 2 Health each round.
Cursed Crown
Gain +2 maximum team size, but take 100% increased player damage.
Cybernetic Implants III
Your champions holding an item gain 200 Health and 30.0% bonus Attack Damage.
Cybernetic Shell III
Your champions holding an item gain 200 Health and 40 Armor.
Cybernetic Uplink III
Your champions holding an item gain 200 Health and restore 3 Mana per second.
Defender Crown
Gain a Defender Emblem, a Protector's Vow, and a Riven.
Double Trouble III
When you field exactly 2 copies of a non-threat champion, they both gain 40% Attack Damage and 40 Ability Power, Armor, and Magic Resist. When you 3-star, gain a 2-star copy.
Duelist Crown
Gain a Duelist Emblem, an Edge of Night, and a Nilah.
Electrocharge III
When your units receive critical strikes, they deal 95-185 (based on current Stage) magic damage to nearby enemies (1 second cooldown).
Featherweights III
Your Tier 1 and 2 champions gain 50% Attack Speed and Move Speed.
Future Sight II
Know who you will fight next. Gain a Radiant Zephyr.
Gadgeteen Soul
Your team counts as having 1 additional Gadgeteen. Gain an Ionic Spark and an Annie.
Golden Ticket
Each time your Shop is refreshed, you have a 50% chance to gain a free refresh.
Hacker Crown
Gain a Hacker Emblem, a Hand of Justice, and a Leblanc.
Heart Crown
Gain a Heart Emblem, a Guardbreaker, and a Sona.
High End Shopping
Champions appear in your Shop as if you were 1 level higher. Gain 10 gold.
High Roller
Gain 3 Loaded Dice and 3 gold.
Item Grab Bag II
Gain 2 random completed items and 2 Reforgers.
Knife's Edge III
Your units that start combat in the front 2 rows gain 45.0% Attack Damage.
LaserCorps Crown
Gain a LaserCorps Emblem, a Hand of Justice, and a Senna.
Level Up!
When you buy experience points, gain an additional 3. You can now reach level 10.
Living Forge
Gain a random Ornn artifact now and after every 10 player combats.
Lucky Gloves
Thief's Gloves will always give your champions ideal items. Gain 2 Sparring Gloves.
Luden's Echo III
When your units cast and deal Ability damage, the first target hit and a nearby enemy take 80-185 (based on current Stage) magic damage.
March of Progress
Gain 5 bonus experience points per combat round. You can no longer use gold to level up.
Mascot Crown
Gain a Mascot Emblem, a Gargoyle Stoneplate, and a Malphite.
Mecha: PRIME Crown
Gain a Mecha: PRIME Emblem, a Bloodthirster, and a Jax.
New Recruit
Gain +1 maximum team size.
Ox Force Crown
Gain an Ox Force Emblem, a Titan's Resolve, and an Alistar.
Prankster Crown
Gain a Prankster Emblem, a Morellonomicon, and a Zoe.
Preparation III
Champions on your bench permanently gain 50 Health, 7% Attack Damage, and 7 Ability Power every round. Champions start with 1 stack of this effect, and can stack up to 4 times.
Radiant Relics
Open an Armory and choose 1 of 5 unique Radiant items.
Recon Crown
Gain a Recon Emblem, a Hand of Justice, and a Ezreal.
Renegade Crown
Gain a Renegade Emblem, a Bloodthirster, and a Camille.
Spellslinger Crown
Gain a Spellslinger Emblem, a Hand of Justice, and a Sona.
Stand United III
Your units gain 4.00% Attack Damage and 4 Ability Power per Trait active across your army.
Star Guardian Crown
Gain a Star Guardian Emblem, a Chalice of Power and a Nilah.
Supers Soul
Your team counts as having 1 additional Super. Gain a Titan's Resolve and a Lee Sin.
Sureshot Crown
Gain a Sureshot Emblem, an Infinity Edge, and a Senna.
The Golden Egg
Gain a massive golden egg that hatches in 10 turns. Victorious player combats accelerate the hatch timer by an additional turn.
Think Fast
Shop refreshes are free until the end of this round. Traits and other augments do not benefit from these free shops. Gain 3 gold.
Tri Force III
Your Tier 3 champions gain 200 Health, 25 starting Mana, and 25% Attack Speed.
Underground Soul
Your team counts as having 1 additional Underground. Gain a Zz’Rot portal and an Ezreal.
Urf's Grab Bag II
Gain 1 Spatula and 3 random item component(s).
Verdant Veil
Your units are immune to crowd control effects for the first 20 seconds of combat and gain 15.0% bonus Attack Speed.
Windfall
Gain 25 gold.
Windfall+
Gain 35 gold.
Windfall++
Gain 45 gold.
Wise Spending
When you refresh your Shop, gain 2 experience point(s).
Woodland Charm
Your highest Health champion is cloned. You cannot equip items on the clone.

Hero Augments

Absolute Corruption
Gain a Fiddlesticks. Combat start: Fiddlesticks grants its nearest ally 30 Ability Power and allows them to share its Corrupted souls.
Absolution
Gain a Senna. She gains 20.0% Attack Speed and bonus 20.0%% every 5 seconds.
Adaptive Defensives
Gain a Camille. She gains 20% Attack Damage. The first time she drops below 50.0% Health, she gains a shield equal to 600.0%% of her Attack Damage.
Aim Assist
Gain a LeBlanc. For every 3 sigils fired by her Ability, she fires an extra sigil at the lowest Health enemy.
Armor Piercing Rounds
Gain an Aphelios. His attacks 20.0% Sunder enemies for the rest of combat (this can stack).
Armored-dillo
Gain a Rammus. When you field him, your team gains 35 Armor, doubled for himself.
Back for Blood
Gain a Bel'Veth. She has 25.0% Omnivamp, tripled while under 50.0%% Health.
Be the Stone
Gain a Taliyah. Combat start: She shields the 3 highest Health allies for 50.0% of their maximum Health.
Behemoth
Gain an Alistar. He has 450 bonus Health and his Ability deals bonus damage equal to 30% of his maximum Health.
Bigger, Better Buckler
Gain a Poppy. She gains 200 Armor.
Boxing Lessons
Gain a Vi. When you field her, your team gains 180 bonus Health.
Bunny Mercenary
Gain a Miss Fortune. Her Ability covers a wider cone. When she casts her ability, she gains a 200 Health shield for 2 seconds.
Burning Spirit
Gain an Annie. When you field her, your team gains 15 Ability Power, tripled while they are below 50.0% Health.
Category Five
Gain a Janna. Janna gains 50 Ability Power and her ability deals True Damage.
Channeled Ferromancy
Gain a Rell. When you field her, your team gains 20 Armor and Magic Resist, and 5 when they cast Abilities (this can stack).
Chronobreak
Gain an Ekko. When you field him, he Stuns all enemies for 2 seconds after 10 seconds of combat.
Cleansing Safeguard
Gain a Lee Sin. His Ability costs 30 less Mana to cast. When he casts, he sheds all negative effects and heals 18% of his missing Health.
Contagious Laughter
Gain a Nunu. When you field him, your team gains 10 Ability Power and an additional 10 every 5 seconds.
Contempt for the Weak
Gain a Zed. When you field him, your team gains 7.00% Attack Speed. On takedown, your team dashes to a new enemy and triples this bonus for 3 seconds.
Corps Focus
Gain an Ashe. When you field her, your team gains 15% Attack Speed, doubled while her Ability is active.
Corps Formation
Gain a Senna. Combat start: She grants herself and adjacent allies 30% Attack Damage.
Cosmic Barrier
Gain a Cho'Gath. When you field him, your team gains 35 Magic Resist, doubled for Cho'Gath.
Cull the Meek
Gain a Renekton. When you field him, your team deals 8% bonus damage, tripled against enemies below 50% Health.
Cyclone
Gain a Wukong. He has 40 Ability Power and +1 hex Ability range.
Daredevil
Gain a Samira. Your team gains 3.50% Attack Speed for each 10 Tactician Health missing.
Delivery Tips
Gain a Sivir. Every 2 Ability casts, your strongest Sivir drops 1 gold with a 5% chance to drop 1 extra gold.
Divine Ascent
Gain a Kayle. She gains bonuses per star level: [list] [*] 1: 50.0% Attack Speed [*] 2: And +3 Attack Range [*] 3: And attacks fire 2 extra bolts that deal 50.0%% damage [/list]
Double Bubble
Gain a Zoe. Her Ability launches a second bubble at a different target, dealing 60.0% damage.
Dynamic Defenses
Gain a Blitzcrank and a Gargoyle Stoneplate. When he casts his Ability, its duration increases by 2 seconds per enemy targeting him.
Eclipse Prime
Gain a Leona. When you field her, your team takes 20 less damage.
Edgelord
Gain a Talon. He gains 60 Ability Power. After killing an enemy, he restores 40 Mana.
Elastic Slingshot
Gain a Zac. Combat start: He flings his 2 nearest allies to the enemy backline, Stunning enemies for 3 seconds.
Empowered Reserves
Gain a Syndra. When you field her, your team gains 5 Ability Power per champion on your bench.
Endless Pizza
Gain a Sivir. When you field her, your team heals 12.0% of their missing Health and sheds all negative effects every 8 seconds.
Energy Void
Gain a Cho'Gath. Each time his Ability hits an enemy, he steals 70% of their Magic Resist.
Evasion
Gain a Jax. When you field him, your team gains 100% Dodge Chance for 2 seconds the first time they fall below 50% Health each combat.
Everyone Goes BOOM!
Gain a Jinx. When you field her, your team gains 9.00% Attack Speed, tripled after the first enemy dies each combat.
Exaggerated Reporting
Gain a Janna. Forecaster's effects are increased by 100%.
Extinction Event
Gain an Aurelion Sol. He has 10 Ability Power and his Ability's meteors are larger.
Flaming Ricochet
Gain a Gangplank. His Ability bounces to a second target, dealing 100% damage.
Foster Growth
Gain a Lulu. When you field her, she and allies holding an item gain 40 Ability Power.
Frontline Fencing
Gain a Fiora. While her Ability is active, she gains 250 Armor and Magic Resist.
Frostburn
Gain a Vel'Koz. His Ability deals an additional 300% of its damage over the next 20 seconds (this can stack).
Frozen Tundra
Gain a Vel'Koz. Combat start: He 30% Chills enemies for 8 seconds.
Get Excited!
Grants a Jinx. Jinx gains 40% Attack speed and Move speed. This amount is tripled for 7 seconds after she scores a takedown.
Get Paid
Gain a Gangplank. When you field him, your team has a 50% chance to gain 1 gold on kill.
Gifted
Gain a Nilah. She gains 40 Ability Power. Combat start: Your strongest Nilah grants her nearest ally a temporary copy of one of her normal items.
Glacial Prison
Gain a Sejuani. She has 20 Armor and Magic Resist, and her Ability hits the entire board.
Growth Spurt
Gain a Lulu. When she casts her Ability, she gains 125 bonus Health and 20 Ability Power (this can stack).
Guardian Spirit
Gain a Malphite. When you field him, your team restores 20% of their missing Health when they cast Abilities.
Heartstopper
Gain a Viego. He has 10 Ability Power, and his Ability deals up to 50.0% increased damage based on the enemy's missing Health.
Hextech Retribution
Gain a Camille. When you field her, your team deals 10.0% bonus damage, increasing by an additional 5.00%% whenever an ally dies.
Hold the Line
Gain a Rell. She has 80 Ability Power and takes 35% less damage.
Illuminating Singularity
Gain a Lux. Every 2nd cast, her Ability deals 150.0% more damage.
Impact Velocity
Gain an Aurelion Sol. His Ability Stuns enemies hit for 1.75 seconds.
Infuse
Gain a Soraka. When you field her, your team restores 15 Mana every 5 seconds.
Into The Night
Gain a Vayne and an Edge of Night. When you field her, allies holding Edge of Night gain 35% Attack Speed.
Invigorate
Gain a Lee Sin. When you field him, your team gains 20% Attack Speed, doubled for 4 seconds after Lee Sin shields them.
Jubilant Veil
Gain a Nilah. Combat start: She and her 4 nearest allies gain immunity to crowd control for 20 seconds.
Justice Punch
Gain a Galio. His Ability costs 70 less Mana to cast, deals 150% more damage and knocks up its target for 2 seconds.
Kingslayer
Gain a Sylas. He gains 25.0% maximum Health and deals 40.0%% increased damage.
Laser Focus
Gain an Ashe. She gains 45% Attack Speed, doubled while her Ability is active.
League of Draven
Gain a Draven. He has 35% Attack Damage. When he kills an enemy, there is a 35% chance to gain 1 gold.
Locked and Loaded
Gain an Aphelios. When you field him, your team gains 10% Attack Damage plus an extra 5% every 5 seconds.
Lucent Barrier
Gain a Lux. Combat start: She grants her 2 nearest allies a 500 Health shield and 35 Ability Power.
Make It Rain
Gain a Miss Fortune. After every 3 player combats fielded, she drops 10-20 gold based on stage number.
Mirror Image
Gain a LeBlanc. Combat start: Your strongest LeBlanc duplicates her nearest ally (without items at 70% Health).
Multi-Shot
Gain a Kai'Sa. Every 3 attacks, she fires a bonus attack at a nearby enemy.
Not So Heavy Metal
Gain a Mordekaiser. He gains 20 Ability Power every 4 seconds.
Obliterate
Gain a Mordekaiser. Combat start: He 20% Shreds and 20% Sunders enemies.
OX-ian Rage
Gain a Talon. When you field him, your team gains 10% Attack Damage and 10 Ability Power, tripled when they are below 50% Health.
Partners in Crime
Gain a Viego. When you field him, your team gains 12% Omnivamp, tripled when 2 or less allies remain.
Perfected Solar Flare
Gain a Leona. She has 30 Ability Power, and her Abilities cost 30 less to cast.
Petricite Chains
Gain a Sylas. When you field him, your team gains 30 starting Mana, and his Ability 35% Mana Reaves enemies.
Power Grid
Gain a Sona. She gains 10 Ability Power and her Ability fires 1 additional beam.
Power Overwhelming
Gain a Syndra. Allies summoned by her Ability gain 80% Attack Damage and 80 Ability Power, Armor, and Magic Resist.
Predatory Precision
Gain a Yuumi. She gains 5 Ability Power, 75.0% Critical Strike Chance, and her Ability can critically strike.
Punch Protocol
Gain a Sett. He has 40 Armor and Magic Resist. His Ability knocks back the first enemy struck, destroying them if knocked off the arena.
Raider's Spoils
Gain an Ezreal. Combat start: Your strongest Ezreal grants his nearest ally a temporary Artifact for the rest of combat and gains 0 gold.
Re-Energize
Gain a Wukong. When you field him, your team restores 50% of their Mana after their first cast each combat.
Reflector Shield
Gain an Annie. While her Ability's shield is active, enemies that attack her take 200 magic damage (once every 1 seconds).
Regenerative Shields
Gain a Sett and a Protector’s Vow. After your team's shields break, Sett recharges them at 40.0% strength for 3 seconds.
Reign of Anger
Gain a Renekton. He gains 75% Attack Speed and an extra 4% per 100 missing Health.
Relentless Assault
Gain a Jax. After every 3rd attack, he gains 12.0% Attack Speed for the rest of combat (this can stack).
Resonance
Gain an Ekko. His Ability hits all enemies within 2 hexes and deals bonus damage equal to 300.0% of his Magic Resistance.
Reverberation
Gain a Riven. She has 20 Ability Power and her Ability is also cast on her lowest Health ally.
Righteous Range
Gain a Kayle. Combat start: She and her 2 nearest allies gain +2 Attack Range and 25.0% Attack Speed.
Rising Spell Force
Gain an Ezreal. When he casts his Ability, he gains 20% Attack Speed and 20 Ability Power for the rest of combat (this can stack).
Rising Tide
Gain an Urgot. Combat start: He grants adjacent allies 30.0% Attack Speed.
Rock Solid
Gain a Malphite. He has Ability Power equal to 150.0% of his Armor, and his Ability's Armor duration is increased by 4 seconds.
Rocket Grab
Gain a Blitzcrank. He has 300 bonus Health. Combat start: He pulls the farthest enemy and Stuns them for 2 seconds.
Ruthless Blades
Gain a Draven. When you field him, your team gains 75% Critical Strike Chance.
Safety First
Gain a Galio. When you field him, your team gains 20 Armor and Magic Resist, doubled for 4 seconds after being shielded.
Shadow Jutsu
Gain a Zed. He has 15% Attack Damage, and for the rest of combat, he gains 15% of an enemy's Attack Damage on kill.
Shatter
Gain a Sejuani. Her Ability Stuns for 1 more seconds, and enemies take 20% more damage while Stunned.
Shiny
Gain an Urgot. His Ability has an extra 25.0% chance to dredge up treasure.
Siphoning Winds
Gain a Yasuo. He has 60.0% Omnivamp.
Sleepy Time
Gain a Zoe. Combat start: She Stuns the 3 lowest Health enemies for 4 seconds.
Smash!
Gain an Alistar. He restores 15 Mana per second and his Ability hits all enemies within 1 hex(es).
Soul Eater
Gain a Nasus. When you field him, your team heals 300 Health on takedowns.
Spiked Shell
Gain a Rammus. When struck by an attack, he deals magic damage equal to 150% of his Armor to all nearby enemies (once every 2 seconds).
Spirit of the Exile
Gain a Yasuo. When you field him, allies who start combat with no adjacent allies gain 25.0% Attack Speed.
Spread Shot
Gain a Vayne. Her Ability also fires at 2 other nearby enemies, dealing 75% damage.
Stacks on Stacks
Gain a Nasus. He has 10% Attack Damage, which increases permanently by 2% when he casts his Ability.
Star-Crossed
Gain a Kai'Sa. She grants 100% of her Ability's Attack Speed bonus to her nearest ally.
Steadfast Presence
Gain a Poppy. Combat start: Your strongest Poppy grants your team a 325 Health shield.
Stoneweaver
Gain a Taliyah. She has 20 Ability Power, and her Ability deals 20% more damage to enemies above 1600 maximum Health.
Style & Flair
Gain a Samira. She has 30% Attack Damage. When she scores a takedown, she restores 30% of her maximum Mana.
Supersize
Gain a Zac. He gains 1000 bonus Health and is immune to crowd control.
They See Me Rolling
Gain a Nunu. He has 20 Ability Power and 20% movement speed.
Traumatic Memories
Gain a Fiddlesticks. When an ally dies, Fiddlesticks gains 350 bonus Health for the rest of combat.
Triumphant Return
Gain a Riven. Combat start: She grants herself and adjacent allies a shield for 15 seconds equal to 40% of their maximum Health.
Undercurrent
Gain a Sona. Combat start: Your strongest Sona grants her 2 nearest allies 50 Mana.
Unrelenting Force
Gain a Vi. When she takes or deals damage, she gains 3% Attack Damage and 3 Ability Power, Armor, and Magic Resist, stacking up to 25 times.
Upgrade: Berserk
Gain a Soraka. After 15 seconds of combat, all of her Ability casts are empowered stars.
Vitality of the Ox
Gain a Fiora. When you field her, your team heals 2.00% of their maximum Health when they attack.
Voidmother
Gain a Bel'Veth. Combat start: Your strongest Bel'Veth creates 2 Voidspawns with 60% of their normal Health in front of her.
Zoomies!
Gain a Yuumi. When you field her, your team gains 20.0% Attack Speed, and zooms towards their targets.

League of Legends Champions:

Teamfight Tactics Guide