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TFT Augments: Set 8.5 Tier List

Find the best team comps for Teamfight Tactics Set 8.5: Monsters Attack: Glitched Out! 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 13.11 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 // The most powerful Augments, always a good choice and used in the best meta comps
S
InfiniTeam Heart
InfiniTeam is powerful trait in early / mid game for tempo and reaching 7 InfiniTeam early can help you stabilize for Stage 4. Works best with a Frontline and Backline Portal.
InfiniTeam Trait
Sureshot Heart
Mainly taken in InfiniTeam comps, but can also be played with a Mecha: Prime Frontline.
Sureshot Trait
Anima Squad Heart
Anima Squad is a powerful mid game trait and this Augment helps you to reach the 5 and 7 piece much faster.
Anima Squad Trait
Exiles I
Strong combat Augment, especially the silver version. Can be used in every comp, but works best with Brawlers or Reroll comps to get more value out of the high HP Pool.
InfiniTeam Crest
InfiniTeam is powerful trait in early / mid game for tempo and reaching 7 InfiniTeam early can help you stabilize Stage 4. Emblem usually goes on Frontliners like Garen, Fiddlesticks or Aatrox.
InfiniTeam Trait
Anima Squad Crest
Anima Squad is a powerful mid game trait and you usually want to reach the 5 and 7 piece as fast as possible. Emblem usually goes on Ekko, Fiddlesticks, Alistar, Garen or Kaisa.
Anima Squad Trait
LaserCorps Heart
Can only show up in Stage 4-2. Very powerful Augment for one of the best meta comps at the moment.
LaserCorps Trait
Star Guardian Crest
The Emblem itself is powerful, since the wielder will generate a lot more mana in a vertical Star Guardian comp. Emblem usually goes on Miss Fortune in a Duo Carry Setup with Kaisa.
Star Guardian Trait
Salvage Bin
Great Opener, receiving items and giving you the freedom to slam all your items without punishment allows you to play a fast paced tempo game. This is even stronger now due to receiving another component later.
Gadgeteen Crest
Very powerful with Gnar Reroll and Hacker, since it allows you to run everything with Level 7.
Gadgeteen Trait
Prankster Crest
Prankster Crest remains a great opener, it's usually played in combination with Anima Squad or Gadgeteen. Give the Emblem to Riven and try to add Jinx and Gnar for the 3 piece trait early. Put your Prankster in the frontline in the early/mid game.
Prankster Trait
Band of Thieves I
Receiving a full item is a considerable tempo advantage in the early game. Since the item now gives 40% critical strike change instead of dodge it's more common to put it on units in your backline.
InfiniTeam Crown
InfiniTeam is powerful trait in early / mid game for tempo and reaching 7 InfiniTeam early can help you stabilize Stage 4. Emblem usually goes on Frontliners like Garen, Fiddlesticks or Aatrox.
LaserCorps Soul
LaserCorps now have a great power spike with the 4 piece trait and overall still very solid late game.
LaserCorps Trait
Chronic Hallucinations
Best opening Augment for InfiniTeam. Can either roll for Pantheon*3 or play for tempo and rush for 7 InfiniTeam.
Prankster Crown
Prankster Crest remains a great opener, it's usually played in combination with Anima Squad. Give the Emblem to Riven and try to add Jinx and Gnar for the 3 piece trait early.
Prankster Trait
Built Different III
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. Twisted Fate and Jhin are also great carries in Built Different.
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.
Mascot Crown
Can be useful with Vex Reroll with Morgana/Aurelion in 6 Mascot Setup
Mascot Trait
Sureshot Crown
Sureshots are often your main carries when playing InfiniTeam. The Emblem is surprisingly good on Twisted Fate.
Sureshot Trait
The Golden Egg
Should only taken be taken as win-more strategy to make sure you can close out the game with insane rewards you receive once the egg hatches.
Contagious Laughter
Great teamwide buff and early Nunu in Stage 4. Usually taken in Mascot comps that didn't see any T3 Hero Augments. Can also be taken in Gadgeteens.
Mascot Trait
Gadgeteen Trait
Endless Darkness
Powerful Combat Augment for Mascot Reroll or Renegade Riftwalker Setup.
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
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
Laser Focus
One of the most powerful T1 Carry Augments. Ashe received several buffs and is worth rerolling in an Admin / LaserCorps setup.
LaserCorps Trait
Rule of Four
Riftwalker Renegades are a powerful comp and this Jhin Augment can farm you a massive amount of gold starting with Stage 4.
Ruthless Blades
Great Augment for Draven Reroll, often played together with a Hacker setup for Draven.
Mecha: PRIME Trait
Supers Trait
Soul Eater
Very powerful starting Augment for Anima Squad, allows you to win streak and farm stacks early.
Mascot Trait
Small Game Hunter
Good opener in Riftwalker Mascot or Renegades, most units are in HP Range granting you the combat buff most of the time.
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
Easy Being Green
Great Neeko Augment in a Spellslinger / Star Guardian comp, Shojin is a useful item that you can easily build more than once and the bonus AP is useful.
Spellslinger Trait
Star Guardian Trait
Gadgeteen Heart
Very powerful with Gnar Reroll. Since it can only appear in Stage 4-2 it's a rare Augment and is only taken if you are already commited on Gadgeteens.
Gadgeteen Trait
Mascot Crest
Mainly taken in Vex Reroll with Riftwalker. You can use this to cut a weaker Mascot for something more powerful like Aurelion.
Mascot Trait
Sureshot Crest
Sureshots are often your main carries when playing InfiniTeam. The Emblem is surprisingly good on Twisted Fate.
Sureshot Trait
Temporal Disruption
Effect is alright if you don't have Sunfire or Morello yet. Ezreal Hero Augments are mainly taken to reach fast 7 InfiniTeam.
InfiniTeam Trait
They See Me Rolling
Good secondary carry in 5 Gadgeteen with Gnar Carry.
Gadgeteen Trait
Accelerated Mentorship
Mainly taken for the free Ezreal to reach 7 InfiniTeam, EXP Bonus is quite useful to reach fast Level 9.
InfiniTeam Trait
Anima Squad Crown
Anima Squad is a powerful mid game trait and you usually want to reach the 5 and 7 piece as fast as possible. Emblem is great on Ekko, Alistar, Gnar or Kaisa.
Anima Squad Trait
Cruel Pact
Latest Buff increased the healing back to 3 HP per player combat making this Augment extremely powerful again.
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.
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.
Duelist Heart
Thanks to 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 Twisted Fate as your win condition.
Duelist Trait
Mascot Heart
Mainly taken in Vex Reroll with Riftwalker. You can use this to cut a weaker Mascot for something more powerful like Aurelion.
Mascot Trait
Makeshift Armor I
Works well with Brawlers and Riftwalker, since you are focusing your items on your main carries and get a lot of effective HP from the defensive stats.
Brawler Trait
Riftwalker Trait
Second Wind I
Very flexible and surprisingly powerful Augment that fits into every compo. Great with Reroll or Brawlers.
Hyperbolic Time Chamber
Good for InfiniTeam Setup, but can be taken in any comp to rush for quick Level 8.
Time and a Half
One of the best Stage 2 Augments, much weaker in Stage 3.
Sureshot Trait
Burning Spirit
Currently one of the best opening Augments for Ox Force Spellslingers. Good stats overall and allows you to reach fast Annie*2.
Spellslinger Trait
Ox Force Trait
Mana Tempering
Good combat Augment for Sureshot comps.
Spread Shot
Great in Duelist or Anima Squad, especially if you manage to hit Vayne 3 star.
Duelist Trait
A Tier // Very Strong Augments, still very recommended
A
Future Sight I
Receiving a full item and knowing your opponent is a considerable advantage. Zephyr also got buffed and gives bonus Attack Speed.
Item Grab Bag I
Good for a Stage 2 Opener thats wants to win streak, you can use the additional item for more tempo.
AFK
Great economy Augment to build up your economy in the early game. Often used in combination with a Stage 3-2 roll down to stabilize. You can freely move your units from board and bench to create the perfect setup before selecting the Augment.
Cybernetic Uplink I
Works great with Star Guardians, Spellslingers or even Anima Squad. This Augment is a lot stronger in Stage 3/4 since you will have more components to distribute.
Spellslinger Trait
Star Guardian Trait
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.
Renegade Heart
Much better as a Stage 3/4 Augment when it's already clear that you want to play Renegades. With Jhin and Riftwalker and the changes to the trait, this Augment has a lot higher value compared to before.
Renegade Trait
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.
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
Featherweights I
Popular in reroll comps, especially anything involving Supers since you are running a lot of lower tier units. Works much better as 2nd/3rd Augment.
Supers Trait
Thrill of the Hunt I
Useful flexible combat Augment. Preferred by single carry comps like Draven to make sure that your main carry stays alive for the entire fight.
Celestial Blessing I
Useful sustain Augment, always a good choice if you're looking to add healing and want to remain flexible.
Stand United I
Flexible Combat Augment in comps that are very spread out and running a lot of traits. Often taken in Sureshot comps.
Corrupted Trait
Sureshot Trait
Exiles II
Strong combat Augment. Can be used in every comp, but works best with Brawlers or Reroll comps to get more value out of the high HP Pool.
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.
Second Wind II
Very flexible and surprisingly powerful Augment that fits into every compo. Great with Reroll or Brawlers.
Ox Force Crest
Great to reach fast 4 Ox Force for a win streak. Emblem usually goes on Ekko or Twisted Fate.
Ox Force Trait
Jeweled Lotus
Lotus is a great flexible Augment for any AP comp out there. It can be used in physical comps as well since physical spells require Spellcrit since Set 8.
Clear Mind
Great Economy Augment to push for fast levels, it did receive a recent nerf so it doesn't work during PVE rounds anymore.
Cybernetic Uplink II
Works great with Star Guardians, Spellslingers or even Anima Squad. This Augment is a lot stronger in Stage 3/4 since you will have more components to distribute.
Hustler
Very powerful economy Augment. You can also hold a full bench, making it considerably easier to play upgraded units. Usually used with a high tempo playstyle constantly pushing for levels trying to protect your win streak.
Cluttered Mind
Since Patch 13.3 you receive units again, but don't receive EXP in PVE rounds anymore, The additional units you receive made this Augment powerful again.
Trade Sector+
Great in combination with Supers or Tier 3 Reroll (Leblanc/Gnar/Kaisa), but it can also be used as a tempo play, since the Augment give 10 gold and guarantees a lot of upgrades with the shop refresh.
Star Guardian Crown
The Emblem itself is powerful, since the wielder will generate a lot more mana in a vertical Star Guardian comp. Emblem usually on Miss Fortune in a Duo Carry Setup with Kaisa.
Star Guardian Trait
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.
Ancient Archives II
Your Emblem will be fully random until you have at least 6 traits (can be inactivive) on the left side of your board. Ezreal is a great unit to include for Manipulation since he has two non viable traits. Usually solid choice, especially with the bonus gold you receive.
Duelist Crown
Emblem usually goes on Annie since you want to run her in the frontline anyways. In some AP setups you can also give the Emblem to Neeko or Syndra when paired with Twisted Fate.
Duelist Trait
Gadgeteen Crown
Very powerful with Gnar Reroll and Hacker, since it allows you to run everything with Level 7.
Gadgeteen Trait
Cybernetic Uplink III
Works great with Star Guardians, Spellslingers or even Anima Squad. This Augment is a lot stronger in Stage 3/4 since you will have more components to distribute.
Ox Force Crown
Great to reach fast 4 Ox Force for a win streak. Emblem usually goes on Ekko, Nilah or Leona. Titan's is a good item for Viego.
Ox Force Trait
Radiant Relics
Powerful combat Augment, especially Radiant Thief Gloves tends to perform extremely well. Other good choices are Zeke, Locket or Blue Buff, since they all give great combat value.
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.
Featherweights III
Popular in reroll comps, especially anything involving Supers since you are running a lot of lower tier units. Most commonly taken for Lucian/Renegade Reroll. Works better as 2nd/3rd Augment.
Supers Trait
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.
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.
March of Progress
Good economy Augment, but it did receive a recent EXP nerf again. Mainly taken for T3 Reroll comps.
Ace in the Hole
Great in combination with Mecha 4 Ace. The Emblem allows you to place 4 Ace without having to find Mordekaiser. In late game you usually put the emblem on Fiddlesticks.
Ace 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
Big Data
Very powerful Augment in Stage 3-2 to reach 4 LaserCorps and stabilize, works great with 4-6 Brawlers for more damage or HP Admins.
Brawler Trait
Growth Spurt
Very underrated Augment, usually used in combination with a large roll down in Stage 3-1 for Lulu/Wukong/Poppy. Focus on mana items like Blue Buff together with Shojin to make Lulu cast as much as possible.
Heart Trait
Mascot Trait
Supers Trait
Everyone Goes BOOM!
Good supportive Augment for Anima Squad comps.
Prankster Trait
Sureshot Trait
Battlemage II
Usefull stats for Brawler, Renegade and Mascots comps who are running a lot of Melee units.
Brawler Trait
Mascot Trait
Renegade Trait
Portable Forge
Most Ornn items are quite solid. Blitz Hook and Zhonya's are especially popular.
Stand United II
Flexible Combat Augment in comps that are very spread out and running a lot of traits. Often taken in Sureshot comps.
Corrupted Trait
Sureshot Trait
Featherweights II
Popular in reroll comps, especially anything involving Supers since you are running a lot of lower tier units. Works better as 2nd/3rd Augment.
Supers Trait
Duelist Crest
Emblem usually goes on Annie since you want to run her in the frontline anyways. In some AP setups you can also give the Emblem to Neeko or Syndra when paired with Twisted Fate.
Duelist Trait
Cybernetic Implants II
Useful flexible combat Augment, often used in combination with Duelist or Camille Carry.
League of Draven
Great Augment for Draven Reroll with Supers, you can use the bonus economy to find Draven*3 faster and push for levels afterwards.
Ace Trait
Mecha: PRIME Trait
Supers 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
Recursion Matrix
Decent utility Augment, works well with Hacker Warwick.
Hacker 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
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
Category Five
Very strong Augment if you manage to find some items on Janna. With Janna*2 it's possible to one shot the entire enemy board if they have poor positioning.
Forecaster Trait
Adaptive Defensives
Camille Carry can be quite strong at the moment. Works great with Admin programs that grant a lot of AD (66% HP or Admin Combat Start).
A.D.M.I.N. 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
Aim Assist
Good Carry Augment in Leblanc Reroll
A.D.M.I.N. Trait
My Sword is Your Shield
Can be okay in InfiniTeam since you have lots of extra units and don't run Mecha: Prime with them.
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
Obliterate
Fairly useful combat Augment, but mainly taken for the free Mordekaiser to reach powerful LaserCorps thresholds.
LaserCorps Trait
Gear Shift
Useful in both InfiniTeam and Ox/Spellslinger setups.
Petricite Chains
Great in Renegade and Anima Squad setups. Only works with strongest Sylas now.
Anima Squad Trait
Get Excited!
One of the strongest Tier 2 Augments due to recent Jinx buffs and Anima Squad performing well.
Anima Squad Trait
Winds of the Wanderer
Can be used in Duelist Reroll with Supers or in LaserCorps
Duelist Trait
Supers Trait
Hextech Retribution
Mainly taken for Renegade Riftwalker or Leblanc Carry.
Well Fed
Warwick is currently on the strongest carries in the game and this Augment will give you between 300 and 500 HP. Stage 3 version is slightly better since the early Warwick allows you to reach fast LaserCorps and helps you to win streak.
Hold the Line
Useful SG Frontline with Kaisa/Miss Fortune setup
Star Guardian Trait
Temper Tantrum
Good Augment for 5 Gadgeteen Gnar Reroll.
Gadgeteen Trait
Ante Up
Powerful Economy Augment and allows for fast Twisted Fate*2. Play him with Statikk and Guinsoo and he can print you a lot of gold every round.
The Best Offense
Amazing opening Augment for InfiniTeam. Can either roll for Pantheon*3 or play for tempo and rush for 7 InfiniTeam.
InfiniTeam Trait
Wrath of the Rift
Rarely taken over the other Jhin Augment, can be decent in Riftwalker Renegade Setup.
Riftwalker Trait
B Tier // Good Augments, but their effects are a bit weaker or conditional
B
Spellslinger Crown
Vertical Spellslingers are doing great with Twisted Fate, Neeko and Janna all being powerful carries. With this Augment you want to aim for 6 or even 8 Spellslingers in late game. Emblem usually goes on Ekko, Syndra or Viego.
Spellslinger Trait
Golden Ticket
Great in combination with Rerolls comps, especially together with Supers, since you are looking to 3 star your entire board.
Renegade Crown
Much better as a Stage 3/4 Augment when it's already clear that you want to play Renegades. With Jhin and Riftwalker and the changes to the trait, this Augment has a lot higher value compared to before.
Renegade 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.
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 pressure.
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 building up your economy.
Cybernetic Implants III
Useful flexible combat Augment, often used in combination with Duelist, Warwick or Camille Carry. Should only be taken in Stage 3/4.
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. Can be good choice in 5 Gadgeteen.
Gadgeteen Trait
Brawler Crown
Can be used for a strong Brawler Opener, but the Emblem doesn't allow you to play 8 Brawlers with Level 8 in Jax Reroll. Emblem can be put on Backline or on Aatrox and cut one of the weaker Brawlers in late game, so you can still include Hacker or Mecha.
Brawler Trait
Heart Crown
Usually this Augment is only taken in Cleansing Lee or Power Grid Sona with vertical Heart setup.
Heart Trait
Urf's Grab Bag II
Best use for Spatula is usually Anima Squad, Admin or Renegade. Can be used for Ox Force or InfiniTeam as well in some setups. Sometimes the random components can screw you over, so somewhat risky pick.
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.
Battlemage III
Usefull stats for Brawler, Renegade and Mascots comps who are running a lot of Melee units.
Brawler Trait
Mascot Trait
Renegade Trait
Luden's Echo III
Most commonly used in Spellslingers/Star Guardian comps for additional damage.
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!
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.
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.
Riftwalker Crest
Riftwalker is a very powerful trait either played in Mascots or with Renegade. The Emblem allows you to reach Zac early and allows you to cut Pyke or Vex in late game.
Riftwalker Trait
Makeshift Armor II
Works well with Brawlers and Riftwalker, since you are focusing your items on your main carries and get a lot of effective HP from the defensive stats.
Brawler Trait
Mascot Trait
Riftwalker Trait
Scoped Weapons I
Works best in Stage 2 when you have a good setup for Belveth, Jax or Warwick Carry.
Spellslinger Crest
Vertical Spellslingers are doing great with Twisted Fate, Neeko and Janna all being powerful carries. With this Augment you want to aim for 6 or even 8 Spellslingers in late game. Emblem usually goes on Viego, Ekko, Fiddlesticks or Syndra.
Spellslinger Trait
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.
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
Component Grab Bag
Works better in Stage 3. 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.
Celestial Blessing II
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.
True Twos
Can backfire if you get weak units, but usually this Augment allows you to play a lot of upgraded units to help you win streak in early game.
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
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
Partners in Crime
Great with Renegades or Ox Force.
Renegade 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
The 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
Built Different II
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. Twisted Fate and Jhin are also great carries in Built Different.
First Aid Kit II
Good for Ekko/Annie/Alistar Frontline and a popular choice for Mascots. Can be taken in most comps as a situational combat Augment.
Calculated Loss
Great economy Augment, especially popular in Super Reroll, since you can make use of the early game shop odds. Make sure to lose every fight in Stage 2 even if it means putting upgraded units on your bench.
Ascension
This Augment works best in slow and tanky comps, which are able to prolong the fight as much as possible, usually taken by Brawlers or Anima Squad.
Brawler Trait
Anima Squad Trait
Renegade Crest
Works better as a Stage 4 Augment when you are already commited on Renegades. Emblem usually goes on Vex in a Riftwalker Setup.
Renegade Trait
Riftwalker Trait
Threat Level: Maximum
Threats are a lot of weaker due to losing Chogath and Belveth nerfs, making it harder to find success with a Threat heavy setup.
Threat Trait
Cybernetic Shell II
Should only be taken in Stage 3/4. It's currently useful in the meta due to high amount of Warwick comps who are mainly physical damage.
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.
Thrill of the Hunt II
Useful flexible combat Augment. Preferred by single carry comps like Draven to make sure they stay alive for the entire fight.
Phony Frontline
Does not work with the Ally Death Admin anymore, but currently has an interaction with 5+ LaserCorps making them spawn with a Drone.
LaserCorps Trait
Reverberation
Very useful in Anima Squad comps. Aim for Riven*3 and make her your main tank with items like Ionic and Warmog.
Brawler Trait
Anima Squad Trait
Starlight Resonance
Less popular Neeko Augment, but still useful. Good if you have Star Guardian Heavy Setup, with Axiom Arc and Blue Buff for many resets to stack AP fast.
Star Guardian 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
Grand Challenge
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
Grandmaster’s Training
Mainly used in Mecha Comps that sacrifice Jax ot get the full effect.
Mecha: PRIME Trait
Corps Focus
Useful team wide attack speed buff, usually taken in combination with Recons or LaserCorps.
Recon Trait
LaserCorps 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
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
Into The Night
Not a popular choice anymore since the removal of Zed. Usually outshined by her carry Augment.
Deathbringer
Can be useful with Mecha: Prime or Brawler Emblem, but usually inferior to his other Augment.
Foster Growth
Can be good in combination with Cybernetic Augments, but not the most popular Augment when aiming for a win streak.
Heart Trait
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
Heartstopper
Great for Viego Carry, often taken to hit a fast Viego 2 star.
Renegade Trait
Spellslinger Heart
Vertical Spellslingers are doing great with Twisted Fate, Neeko and Janna all being powerful carries. With this Augment you want to aim for 6 or even 8 Spellslingers in late game.
Spellslinger 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
First Aid Kit I
Good for Ekko/Annie/Alistar Frontline and a popular choice for Mascots. Can be taken in most comps as a situational combat Augment.
Consistency
You can use it both for win streak or lose streak, but most commonly players will sell most of their board to ensure the lose streak for Stage 2 and stabilize with a roll down in Stage 3-2 with a fully upgraded board.
Cybernetic Shell I
Should only be taken in Stage 3/4. The more AD comps are played in your Lobby the more value you will get ouf ot his Augment.
Battlemage I
Usefull stats for Brawler, Renegade and Mascots comps, since they are running a lot of Melee units.
Brawler Trait
Mascot Trait
Renegade Trait
Cybernetic Implants I
Can be a good second/third choice if you are commited on an AD comp and have enough items to make use of the bonus.
Ox Force Heart
Ox Force is still a good Frontline for Spellslingers, but the Heart itself doesn't help much compared to a receiving an Emblem.
Ox Force Trait
Fear is Freedom
Morgana Carry struggles a lot, since she is very dependent on reaching 3 Star, making it hard to stabilize in mid game.
Lucent Barrier
Surprsingly strong utility Augment that you can use to transition into Kaisa/Miss Fortune or Neeko Carry later on.
Spellslinger 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
Style & Flair
Good in Samira carry, usually taken in combination with Underground or having a high rolling Sureshot setup.
Sureshot Trait
Perfected Solar Flare
Not a terrible Augment, but somewhat underwhelming, since you have to compete with other Legendary Hero Augments.
Aegis Trait
Joy Siphon
Decent choice in Mascot Reroll, this Augment received several nerfs.
Mascot Trait
Channeled Ferromancy
Can be useful in a Star Guardian / Quickdraw Mix with Kaisa Reroll.
Multi-Shot
Good Carry Augment for Reroll Kaisa.
Kingslayer
Great if you find an early 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
Spirit of the Exile
Powerful effect and very fitting Augment for LaserCorps.
Duelist Trait
LaserCorps Trait
Darkin Assimilation
This Augment will grant your entire team the Death Defiance effect. This can be added to any comp, but works especially well in Mascots since they can heal against the damage over time effect.
Mascot Trait
Not So Heavy Metal
Mainly taken for free Mordekaiser to reach higher LaserCorps tier.
LaserCorps Trait
Your Cut
Requires a lot of setup. Free rerolls do not carry over so you should use them every round.
Synchronous Plating
Should go for the other Gnar Augment if you're looking to play Gnar Carry.
Jubilant Veil
Can be useful in Duelist Setup, received a few buffs recently.
Duelist Trait
Shiny
Due to latest Urgot nerfs it has become a lot less desirable to include Urgot in your comps.
C Tier // Weaker Augments, will usually lead into weaker meta comps or requires specific setup
C
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 traits (can be inactivive) on the left side of your board. Ezreal is a great unit to include for Manipulation since he has two non viable traits.
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.
Salvage Bin+
Somewhat useful in Stage 3, but much too slow to ever take it in Stage 4. Now grants an additional component. Can make pivots in late game difficult.
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.
Trade Sector
Only used for Tier 1 or Tier 2 Reroll comps in combination with Supers. Makes building up an economy difficult.
Supers Trait
Brawler Crest
Can almost be considered weaker than Brawler Heart since you can't reach 8 Brawler on Level 7 with Jax Reroll. Most commonly used to cut a weaker Brawler and give Emblem to backline or Aatrox.
Brawler Trait
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.
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.
Heart Crest
Very conditional Augment, usually only taken in a Cleansing Lee Sin setup. Emblem is usually put on Leblanc, Vex or Twisted Fate.
Heart Trait
Tri Force II
Good for Leblanc/Kaisa/Gnar Reroll. Performs much better in Stage 3/4.
Axiom Arc II
Should only be taken in strong backline AP comps, usually for Miss Fortune, otherwise you it will be hard to get good use out of it. Much better as a Stage 4 Augment, since it provides barely any combat value in the early game.
Luden's Echo II
Most commonly used in Spellslingers/Star Guardian comps for additional damage.
Combat Training
Very situational Augment, it's good with Ashe, Draven or Camille Reroll, especially if you have offensive items and your carry is upgraded in Stage 2 to start farm stacks.
Double Trouble II
Good in combination with Camille, Vayne or Kaisa Reroll, since you usually have unit slots open to fit in your 2 stars.
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 usually put the emblem on Fiddlesticks.
Ace Trait
Voidmother
Works a lot better as a power spike in Stage 3, since the unit advantage from your voidlings will have a higher impact.
Threat Trait
Raider's Spoils
Can be decent as Opening Augment, but should be avoided in Stage 3.
Stubborn
Probably most often taken in Mascot Reroll that ended up not receiving a Tier 2 Hero Augment option. Feels somewhat useless.
Mascot Trait
Invigorate
Lost a lot of value due to Supers and Brawler nerfs.
Brawler Trait
Supers 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
Mirror Image
Can be useful in Gadgeteen comps to duplicate Nunu or Urgot. Keep in mind that the copy will benefit from no traits whatsoever.
Spellslinger 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
Triumphant Return
Rarely used in Brawler comps, but it's usually an unpopular choice compared to the other Augments Brawler have available.
Brawler Trait
Defender Heart
Easy setup for fast 4 Defender opener and guarantee yourself a good early game. Can run 6 Defender for Poppy Carry, but it's more common to only run 4 Defenders unless the Lobby is very AD heavy.
Defender Trait
Luden's Echo I
Most commonly used in Spellslingers/Star Guardian comps for additional damage.
Star Guardian Heart
Due to nerfs to Kaisa comps, Star Guardian as a trait and therefore this Augment has fallen somewhat out of favor.
Star Guardian Trait
Knife's Edge I
Useful combat Augment, most commonly used for Warwick, Duelists and Camille Carry.
Duelist Trait
Lategame Specialist
Great in combination with Augments like Level Up! or Windfall++ for a fast cashout, but game pace is often too fast to reliably rush for Level 9.
Pandora's Items
Good Augment if you have a strong opener and often end up with last pick on carousel. You can still get all of your best in slot items and set yourself up for a great late game. Careful though, delaying all of your items will weaken you.
Tri Force I
Good for Leblanc/Kaisa/Gnar Reroll. Performs much better in Stage 3/4.
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
Armored-dillo
Good Rammus Augment for Threat Reroll comps, very versatile, but can be less effective in AP heavy lobbies.
Threat 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
Undercurrent
Now buffs 3 units instead of two and is often taken as a utility unit in Taliyah / Star Guardian comps.
Heart Trait
Spellslinger 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
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
Not In Vain
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
Relentless Assault
Can be played if you have a very strong setup for Jax Carr with Mecha Prime and Hacker.
Brawler 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
Re-Energize
Used to be a lot stronger, has decent Synergy with Star Guardians for higher mana gain.
Star Guardian Trait
Back for Blood
Belveth fits into most comps as an item holder or secondary carry and the Augment can help you to stabilize or reach a fast Belveth 2 star.
Threat Trait
Pyromania
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
Gas Giant Slayer
Morgana is a good tech unit but the effect is very situational and requires a Brawler heavy meta to get good value.
Rising Spell Force
Ezreal Carry can work in a Quickdraw setup, but you're usually better off taking Vi Carry Augment to stabilize frontline since he tends to have enough damage without this Augment.
Knife's Edge II
Useful combat Augment, most commonly used for Warwick, Duelists and Camille Carry.
Duelist Trait
Cybernetic Shell III
Should only be taken in Stage 3/4. It's currently useful in the meta due to high amount of Warwick comps who are mainly physical damage.
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.
New Recruit
Neither amazing nor terrible, it's a safe choice and can help in LaserCorps Setup for additional Drones.
Underground Soul
Can be useful as your opening Augment if you can find an early Sona. With 5 or 6 Underground you can aim for a larger Heist and usually pivot towards a Samira Sureshot Carry together with Ezreal to close out your game.
Underground Trait
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.
Lucky Gloves
Good if you already have Thief Gloves ready to get more use out of it, works especially well on carry units.
Cursed Crown
Works best as a Stage 2 Augment to open up with a win streak. You need to make sure you constantly play your strongest board and push for levels to overwhelm your opponents with your unit advantage.
Riftwalker Crown
Riftwalker is a very powerful trait either played in Mascots or with Renegade. The Emblem allows you to reach Zac early and allows you to cut Pyke in late game.
Knife's Edge III
Useful combat Augment, most commonly used for Warwick, Duelists and Camille Carry.
Duelist Trait
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.
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.
Rock Solid
Due to recent buffs it has become a surprisingly strong Augment. Works great with Stoneplate or Defender Emblem to get rid of enemy frontline.
Mascot Trait
Supers Trait
Defender Crown
Defenders are currently underperforming since the only viable AD comps are playing Hacker and rest is usually running an AP setup.
Defender 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
Exaggerated Reporting
Can be useful with Windy Janna, but tends to get outperformed by other Legendary augments.
Forecaster Trait
Destructive Resonance
Requires a lot of setup, can be fun comp if you get everything together.
Full Power to Sword
Can be okay as Stage 3 Augment for early Mecha: Prime, but requires very specific setup to get it to work.
D Tier // Not recommended, very high risk or based on weak traits
D
Brawler Heart
Useful to reach 8 Brawlers with Level 7 when playing Jax Reroll. Full vertical Brawlers are a lot weaker compared to before, so it's not uncommon to add Mecha or Hacker later in the game with 4 or 6 Brawler.
Brawler Trait
A.D.M.I.N. Heart
Risky choice if you don't know your Admin program yet. Can be useful if you already know you are commiting to Leblanc or Warwick Carry with a strong program.
A.D.M.I.N. Trait
Pandora's Bench
This Augment can be used in Reroll, especially with Tier1/2 and Supers since you are looking for several units in the same Tier. Sometimes it can be used to roll for a 3 Star Tier 4 unit with Level 7, but overall taking this Augment is a huge gamble that can backfire.
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 control about which units should transform.
Heart Heart
Usually only taken with Cleansing Safeguard Lee Sin to reach 6 Heart.
Heart Trait
Hacker Heart
Considerably weaker due to Hacker requiring 3 units to activate. Can be useful if you have the setup for it, but should never be taken in Stage 2.
Hacker Trait
Scarier-crow
Good for Renegade comps, usually taken for the free Fiddlesticks.
Corrupted Trait
Illuminating Singularity
Was strong, but got nerfed very hard, requires Lux*3 in Stage 3-1 to properly get use out of it.
Flaming Ricochet
Great Augment if you have a high rolling setup for Gangplank Carry with Supers.
Supers Trait
Time Knife
Used to be broken for one patch, but since it got nerfed it requires a lot of setup to make the comp work.
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 Ezreal to close out your game.
Underground Trait
Mecha: PRIME Crest
Works better as a Stage 4 Augment when you already commited on a Draven or Jax Setup. This allows you to reach 5 Mecha: Prime easier or give you an easier time to include value traits like Hacker.
Mecha: PRIME Trait
Defender Crest
Defenders are currently underperforming since all AD comps will focus on Last Whisper and are also weak to all the AP comps in the lobby.
Defender Trait
Aegis Crest
Aegis is a mediocre defensive trait and 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
Hacker Crest
Usually taken for Leblanc Reroll or as an alternative to Gadgeteen Emblem for Gnar Reroll, but overall it's a bit situational. Emblem can be a replacement for a sustain item.
Hacker Trait
A.D.M.I.N. Crest
Risky choice if you don't know your Admin program yet. Admin is very powerful if Warwick is strong in the meta, but with latest Nerfs he is currently struggling. Emblem can be potentially useless if you don't have Admin specific programs.
A.D.M.I.N. 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. Most commonly taken in Mascot Reroll to replace Gangplank for a more useful unit.
Supers Trait
Quickdraw Heart
Good for Lucian and Ezreal Reroll. Can also be taken for Miss Fortune Carry.
Stacks on Stacks
Currently worst Hero Augment in the game and should be avoided.
Mascot Trait
Cleansing Safeguard
Not that useful anymore due to recent nerfs.
Supers Trait
Cyclone
Can be useful with early Wukong*3 (with Gadget Emblem) and run Lulu*3 as your main carry while isolated Wukong tanks the enemy team.
Mecha: PRIME Trait
Hacker Crown
Usually taken for Leblanc Reroll or as an alternative to Gadgeteen Emblem for Gnar Reroll, but overall it's a bit situational. Emblem can be a replacement for a sustain item.
Hacker Trait
High End Shopping
Recently got a large nerf and now gives 3 gold instead of 5. Can still be very powerful if you have a strong economy.
Aegis Crown
Aegis is a mediocre defensive trait and 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
Tri Force III
Good for Leblanc/Kaisa/Gnar Reroll. Performs much better in Stage 3/4.
Double Trouble III
Good in combination with Camille, Vayne or Kaisa Reroll, since you usually have unit slots open to fit in your 2 stars.
A.D.M.I.N. Crown
Risky choice if you don't know your Admin program yet. Admin is very powerful if Warwick is strong in the meta, but with latest Nerfs he is currently struggling. Emblem can be potentially useless if you don't have Admin specific programs.
A.D.M.I.N. Trait
Mecha: PRIME Crown
Works better as a Stage 4 Augment when you already commited on a Draven or Jax Setup. This allows you to reach 5 Mecha: Prime easier or give you an easier time to include value traits like Hacker.
Mecha: PRIME Trait
Supers Soul
This Augment allows you to roll a different unit with Supers, which can be useful with other Reroll players in your lobby. Most commonly taken in Mascot Reroll to replace Gangplank for a more useful unit.
Supers Trait
Quickdraw Soul
Good for Lucian and Ezreal Reroll. Can also be taken for Miss Fortune Carry.
Reconnaissance Team
Can be good choice in a Quickdraw Setup for Miss Fortune Carry, but very situational.
Quickdraw Trait
Absolute Corruption
Great in combination with Renegade Emblem, usually gets taken to get a free Fiddlesticks.
Corrupted Trait
Enchanted Ammunition
Used to be good in Lucian Reroll, but gets outperformed by his other Augment.
InfiniTeam Trait

Augments are back in TFT Set 8.5, Monsters Attack: Glitched Out!, 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 9% 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 30 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.
Gadgeteen Heart
Your team counts as having 1 additional Gadgeteen. Gain a Poppy.
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.
InfiniTeam Heart
Your team counts as having 1 additional Infiniteam. Gain a Sivir.
Item Grab Bag I
Gain 1 random completed item.
Knife's Edge I
Your units that start combat in the front 2 rows gain 15.0% Attack Damage.
Lategame Specialist
When you reach Level 9, gain 44 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 Malphite.
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.
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 1.50% Attack Damage and 1.5 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 a Draven.
Aegis Crest
Gain an Aegis Emblem and a Vi.
Ancient Archives I
Gain 1 Tome of Traits and 4 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 10% 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 190-325 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.
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 40 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 33% Attack Damage and 33 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 Crest
Grants a Gadgeteen Emblem and an Annie.
Hacker Crest
Gain a Hacker Emblem and a Pyke.
Heart Crest
Gain a Heart Emblem and a Yuumi.
Hustler
You earn no interest, but gain 3 gold per combat round.
InfiniTeam Crest
Gain an Infiniteam Emblem and a Sivir.
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 25.0% Attack Damage.
LaserCorps Heart
Your team counts as having 1 additional LaserCorps. Gain 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.
Quickdraw Heart
Your team counts as having 1 additional Quickdraw. Gain an Ezreal.
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.
Riftwalker Crest
Gain a Riftwalker Emblem and 2 gold.
Salvage Bin
Gain a random completed item now, and a componenet after 7 player combats. Selling champions breaks apart their full items into components (excluding Tactician's Crown).
Salvage Bin+
Gain a random completed item now, and a componenet after 4 player combats. 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 12.0% 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 66 maximum Health for every Threat champion on your board.
Three's Company
Gain 3 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 in the Hole
Gain an Ace Emblem, a Draven, a Miss Fortune, and a Samira.
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 Protector's Vow, 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 250-600 Health and 45-80% 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.
Cruel Pact
Buying XP costs 6 Health instead of gold. Heal 3 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 60 Armor.
Cybernetic Uplink III
Your champions holding an item gain 200 Health and restore 3.5 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 44% Attack Damage and 44 Ability Power, Armor, and Magic Resist. When you 3-star, gain a 2-star copy.
Duelist Crown
Gain a Duelist Emblem, a Hand of Justice, and a Nilah.
Electrocharge III
When your units receive critical strikes, they deal 100-205 (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 Crown
Gain a Gadgeteen Emblem, 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 3 gold.
InfiniTeam Crown
Gain an Infiniteam Emblem, a Guinsoo's Rageblade, and a Sivir.
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 55.0% Attack Damage.
LaserCorps Soul
Gain 1 additional LaserCorps, a Hand of Justice, and a Yasuo.
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 90-210 (based on current Stage) magic damage.
March of Progress
Gain bonus experience points equal to your current player level per combat round. You can no longer use gold to level up. Grants 2 XP immediately.
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, an 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.
Quickdraw Soul
Your team counts as having 1 additional Quickdraw. Gain a Jeweled Gauntlet and an Ezreal.
Radiant Relics
Open an Armory and choose 1 of 5 unique Radiant items.
Renegade Crown
Gain a Renegade Emblem, a Bloodthirster, and a Camille.
Riftwalker Crown
Gain a Riftwalker Emblem, a Sparring Gloves, and a Pyke.
Spellslinger Crown
Gain a Spellslinger Emblem, a Tear of the Goddess, and a Sona.
Stand United III
Your units gain 3.00% Attack Damage and 3 Ability Power per Trait active across your army.
Star Guardian Crown
Gain a Star Guardian Emblem, a Tear Of The Goddess 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.
Accelerated Mentorship
Gain an Ultimate Ezreal. After player combat rounds where you fielded him, gain 8 experience points.
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 500.0%% 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.
Ante Up
Gain a Twisted Fate. Your strongest Twisted Fate drops 1 gold every 20-10 cards thrown each combat (based on current Stage).
Armored-dillo
Gain a Rammus. When you field him, your team gains 40 Armor, doubled for himself.
Back for Blood
Gain a Bel'Veth. She has 25.0% Omnivamp, tripled while under 50.0%% Health.
Big Data
Gain a Warwick. When you field him, your units deal 0.65% increased damage for every 100 Health they have.
Bigger, Better Buckler
Gain a Poppy. She gains 180 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 10 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).
Chronic Hallucinations
Gain a Pantheon. Combat start: He and his 4 nearest allies take 60% reduced damage for 6 seconds.
Chronobreak
Gain an Ekko. When you field him, he Stuns all enemies for 2.5 seconds after 8 seconds of combat.
Cleansing Safeguard
Gain a Lee Sin. His Ability costs 15 less Mana to cast. When he casts, he sheds all negative effects and heals 15% of his missing Health.
Contagious Laughter
Gain a Nunu. When you field him, your team gains 20 Ability Power and an additional 10 every 5 seconds.
Corps Focus
Gain an Ashe. When you field her, your team gains 15% Attack Speed, doubled while her Ability is active.
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 18 Ability Power and +1 hex Ability range.
Daredevil
Gain a Samira. Your team gains 3.50% Attack Speed for each 10 Tactician Health missing.
Darkin Assimilation
Gain an Aatrox. When you field him, 40% of the damage your team recieves is instead dealt over 3 seconds as non-lethal damage.
Deathbringer
Gain an Aatrox. His Abilities deal additional damage equal to 15% of his Maximum Health.
Destructive Resonance
Gain an Ekko. Ekko’s spell hits all enemies within 3 hexes, and deals 240% bonus damage, but no longer slows enemies’ Attack Speed.
Divine Ascent
Gain a Kayle. She gains bonuses per star level: [list] [*] 1: 40.0% Attack Speed [*] 2: And +3 Attack Range [*] 3: And attacks fire 2 extra bolts that deal 50.0%% damage [/list]
Dynamic Defenses
Gain a Blitzcrank and a Gargoyle Stoneplate. When he casts his Ability, its duration increases by 2 seconds per enemy targeting him.
Easy Being Green
Gain a Neeko and a Spear of Shojin. When you field her, allies holding Spear of Shojin gain 35% Ability Power.
Eclipse Prime
Gain a Leona. When you field her, your team takes 20 less damage.
Empowered Reserves
Gain a Syndra. When you field her, your team gains 5 Ability Power per champion on your bench.
Enchanted Ammunition
Gain a Lucian. When you field him, your team gains 30 Ability Power, and 1 when they attack (this can stack).
Endless Darkness
Gain a Vex. When you field her, your team gains 20 Ability Power, and 5 when they cast Abilities (this can stack).
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 200%.
Extinction Event
Gain an Aurelion Sol. He has 15 Ability Power and his Ability's meteors are larger.
Fear is Freedom
Gain a Morgana. Morgana sends out 1 additional Dark Binding(s) when she casts her Ability, and her Dark Bindings stun their targets for 1 additional second(s).
Flaming Ricochet
Gain a Gangplank. His Ability bounces to a second target, dealing 80% damage.
Foster Growth
Gain a Lulu. When you field her, she and allies holding an item gain 40 Ability Power.
Full Power to Sword
Gain a Garen. His ability costs 50 less Mana to cast and deals additional damage equal to 180% of his Attack Damage, but no longer stuns.
Gas Giant Slayer
Gain a Morgana. When you field her, your team's abilities and attacks deal 30% more damage to enemies with more than 1600 maximum Health.
Gear Shift
Gain a Twisted Fate. When you field him, your team gains 12% Attack Speed, doubled after they cast their Ability the first time each combat.
Get Excited!
Grants a Jinx. Jinx gains 30% Attack speed and Move speed. This amount is tripled for 6 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 45 Ability Power. Combat start: Your strongest Nilah grants her nearest ally a temporary copy of one of her normal items.
Grand Challenge
Gain a Fiora. Every 4 attacks on the same champion, she deals 20% of her maximum health as magic damage, and heals for 12% of her maximum health.
Grandmaster’s Training
Gain a Jax. When you field him, your team gains 20 Armor and 12% Attack Speed. These bonuses are doubled when your strongest Jax dies.
Growth Spurt
Gain a Lulu. When she casts her Ability, she gains 100 bonus Health and 18 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 8.0% bonus damage, increasing by an additional 5.00%% whenever an ally dies.
Hold the Line
Gain a Rell. She has 60 Ability Power and takes 35% less damage.
Hyperbolic Time Chamber
Gain a Lucian. The first time your strongest Lucian casts his Ability each combat, and every 3 times afterwards, gain 2 experience point.
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.
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.
Joy Siphon
Gain a Vex. Vex heals the 2 lowest health units on your team for 30% of the damage she deals.
Jubilant Veil
Gain a Nilah. Combat start: She and her 6 nearest allies gain immunity to crowd control for 30 seconds.
Kingslayer
Gain a Sylas. He gains 25.0% maximum Health and deals 30.0%% 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 25% Attack Damage. When he kills an enemy, there is a 35% chance to gain 1 gold.
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 10-25 gold based on stage number.
Mana Tempering
Gain a Sivir. When you field her, your team gains 20% Attack Damage, and 5% when they cast Abilities (this can stack).
Mirror Image
Gain a LeBlanc. Combat start: Your strongest LeBlanc duplicates her nearest ally (without items at 99% Health).
Multi-Shot
Gain a Kai'Sa. Every 2 projectiles, she fires a bonus attack at a nearby enemy. Grants 10 AP.
My Sword is Your Shield
Gain a Garen. Combat Start and when your strongest Garen casts his ability: Garen shields allies for 12% of their maximum health for 4 seconds.
Not In Vain
Gain a Syndra. Your strongest Syndra gains 40 starting Mana, and 75% Attack Speed every time an ally dies.
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.
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 40 Ability Power, and her Abilities cost 40 less mana 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.
Pyromania
Gain an Annie. Her spell is larger, and every cast, she stuns all targets hit for 2 seconds.
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 1 gold.
Re-Energize
Gain a Wukong. When you field him, your team restores 66% of their Mana after their first cast each combat.
Reconnaissance Team
Gain a Kai’Sa. At the start of combat, Kai’Sa and her two closest allied champions gain 40% Critical Strike Chance and their spells can crit.
Recursion Matrix
Gain a Shen. When you field him, your team takes 7% reduced damage, tripled for 4 seconds when they cast Abilities.
Reign of Anger
Gain a Renekton. He gains 65% Attack Speed and an extra 6% per 100 missing Health.
Relentless Assault
Gain a Jax. After every 3rd attack, he gains 18.0% Attack Speed for the rest of combat (this can stack).
Reverberation
Gain a Riven. She has 15 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 33.0% Attack Speed.
Rising Spell Force
Gain an Ezreal. When he casts his Ability, he gains 16%% Attack Speed and 16 Ability Power for the rest of combat (this can stack).
Rising Tide
Gain an Urgot. Combat start: He grants adjacent allies 50.0% Attack Speed.
Rock Solid
Gain a Malphite. He has Ability Power equal to 130.0% of his Armor, and his Ability's Armor duration is increased by 4 seconds.
Rocket Grab
Gain a Blitzcrank. He has 400 bonus Health. Combat start: He pulls the farthest enemy and Stuns them for 2 seconds.
Rule of Four
Gain a Jhin. Every 4 takedowns he gets each combat, he drops 2-4 gold (based on current Stage). He occasionally also drops an item component.
Ruthless Blades
Gain a Draven. When you field him, your team gains 75% Critical Strike Chance.
Scarier-crow
Gain a Fiddlesticks. Fiddlesticks continues absorbing Corrupted Souls even while no longer dormant. If he is still dormant after 8 seconds, he immediately casts. Dark Harvest can critically strke.
Shiny
Gain an Urgot. His Ability has an extra 25.0% chance to dredge up treasure.
Small Game Hunter
Gain a Pyke. When you field him, your team's abilities and attacks deal 10% more damage, increased to 25% against enemies with less than 1400 maximum Health.
Soul Eater
Gain a Nasus. When you field him, your team heals 275 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 22.0% Attack Speed.
Spread Shot
Gain a Vayne. Her Ability also fires at 2 other nearby enemies, dealing 44% damage.
Stacks on Stacks
Gain a Nasus. He has 15% Attack Damage, which increases permanently by 2% when he casts his Ability.
Starlight Resonance
Gain a Neeko. On combat start and when your strongest Neeko casts her Ability, she grants herself and her closest ally 18 Ability Power until the end of combat.
Steadfast Presence
Gain a Poppy. Combat start: Your strongest Poppy grants your team a 375 Health shield.
Stubborn
Gain an Alistar. Round Start: He 50% Shreds all Enemies.
Style & Flair
Gain a Samira. She has 30% Attack Damage. When she scores a takedown, she restores 30% of her maximum Mana.
Synchronous Plating
Gain a Gnar. He gains 45 Armor and Magic Resistance, plus another 5 until the end of combat every time he damages an enemy with his Ability.
Temper Tantrum
Gain a Gnar. When you field him, enemies take 10% more damage, increased to 20% the first time they are damaged by Gnar's attacks or Ability.
Temporal Disruption
Gain an Ultimate Ezreal. His Ability causes enemies struck to burn for 2% of their Health every second and have their healing reduced by 33% for the rest of combat.
The Behemoth
Gain an Alistar. He gains 350 maximum health. His ability hits all adjacent enemies, and deals bonus damage to his primary target equal to 25% of his maximum health.
The Best Offense
Gain a Pantheon. He gains 40 Ability Power and 100 Magic Resistance.
They See Me Rolling
Gain a Nunu. He has 15 Ability Power and 20% movement speed.
Time and a Half
Gain a Sivir. At the start of player combat rounds, gain 1 gold for every 42 Attack Damage your strongest Sivir has.
Time Knife
Gain a Shen. His spell costs 10 less Mana, and after casting his spell, his next 3 attack(s) deal bonus true damage equal to 300% of his Armor.
Triumphant Return
Gain a Riven. Combat start: She grants herself and adjacent allies a shield for 15 seconds equal to 45% of their maximum Health.
Undercurrent
Gain a Sona. Combat start: Your strongest Sona grants her 3 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.
Vitality of the Ox
Gain a Fiora. When you field her, your team heals 25% of their maximum Health every 10 attacks.
Voidmother
Gain a Bel'Veth. Combat start: Your strongest Bel'Veth creates 2 Voidspawns with 88% of their normal Health in front of her.
Well Fed
Gain a Warwick. When you field him your team gains 60 Maximum Health. This is increased by 1 every 3 times your strongest Warwick attacks. (Current Health: 0)
Winds of the Wanderer
Gain a Yasuo. His spell is larger and deals 8% damage.
Wrath of the Rift
Gain a Jhin. When you field him, your units that start combat in the back 2 rows deal 16% bonus damage.
Your Cut
Gain a Pyke. After player combat rounds, gain 1 guaranteed shop refresh, plus 1 shop refersh per 2 casts.

League of Legends Champions:

Teamfight Tactics Guide