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Draconic Augments Tier List: TFT Set 7

Find the best team comps for Teamfight Tactics Set 7: Dragonlands using our tier list. Our Team Comps Tier list is updated for Patch 12.12 so you can stay on top of the ever-changing TFT meta.

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This tier list is updated by DQA, who came in 9th at the TFT Fates World Championship, and 3rd in the NA Worlds Qualifier. You can learn more about TFT on his stream!!

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Tap an Augment in the tier list to view detailed information on how and when to choose each one.
S Tier //
S
Ascension
Ascension is oftentimes an augment that does not get much value later into the game as fights are oftentimes shorter due to high burst damage. Thus, if you are taking ascension, it is usually ideal to try to take it earlier in the game with a strong board that can stall fights until you get the value.
Weakspot
Weakspot is a general augment with a lot of room for flexibility within ad comps. It will never be the strongest augment and won’t have a huge amount of game impact, but it is simple and a good fallback.
Second Wind I
Second wind is a strong augment when synergized with other augments that give a lot of hp. For example, cybernetic augments give base hp and allow your units to live for longer to get the most effective second wind value.
First Aid Kit I
This augment is really good with healing. Synergies like Jade significantly benefit from it and also makes your game a lot easier to play because it is so flexible and every comp wants/has some sort of healing.
Band of Thieves I
Band of thieves is an interesting augment, also seen as sort of a gamble. TGs can give you lots of early game power, but it is a risk-reward, feast, or famine type situation. If the TGs roll bad items, oftentimes you are left defenseless. However, if it rolls good items, you can see a massive edge in many fights with the bonus 2 completed items.
AFK
AFK is a good augment when you don’t have a good opener or are playing a one cost reroll comp. This is because they usually loss streak anyways.
Cybernetic Implants I
Cybernetic implants is a flexible augment for almost all ad carry units in the game. Because it has flat stats instead of scaling, it is the strongest early game, but you can still definitely get value on it later in the game with comps like Xayah or Corki.
Best Friends I
Best friends is an all-around good generic augment when you are playing ad and positioning in a way such that you don’t need to clump against assassins. Ideally, this augment is not to be taken when you are running a synergy like jade or when you have aura items.
Cybernetic Uplink I
Cybernetic uplink is an augment that is very strong on backline carry units but not as much on frontliners. Oftentimes, backline carry units need the mana much more than frontliners as they cast from being dealt damage to.
Titanic Strength
Titanic strength is strong when you are given olaf early or are planning to run olaf or syphen carry throughout the game. It is best to stack at least 4 bruisers when taking this augment to make the most out of the given AD.
Urf's Grab Bag I
Urfs grab bag is a strong augment when you are in need of a spatula. Good times to take it include when you have a spatula on bench for a FON or when you can make a strong spatula item like mage spat in mages.
Scorch
Scorch is a strong augment when you are planning on running ragewings throughout the game. The best comps to run with this usually include xayah, swain, or sett carry. It can help you tear through the frontline very quickly.
Component Grab Bag
Component grab bag can provide early game combat strength as you are provided with many more completed items than the average player. Thus, when taking this augment, it is best to make more items to speed up the tempo of the lobby and to play a stronger board.
Better Together
Better together is an augment that utilizes aura items that benefit your team. It is strong early as it gives you a locket of the iron solari, giving a massive shield. It is best to stack aura items like locket, zekes, and chalice.
Tiamat
Tiamat is a strong item when you are running multiple warriors and rerolling one of them as a 3 star carry. Oftentimes, olaf and yone carry use this augment very well and can burst through clumped targets.
Second Wind II
Second wind is a strong augment when synergized with other augments that give a lot of hp. For example, cybernetic augments give base hp and allow your units to live for longer to get the most effective second wind value.
Calculated Loss
This augment is one of the only good comeback mechanics in the game right now and because of that it is very very strong. You can always sack the early game with this augment and look to spike really hard on 3-2 or 3-5 and you will be playing from behind, but will have so many resources that you can be really strong on stage 3 and 4, securing a spot in top 4. Trying to minimize the amount of damage that you take per loss with this augment is crucial
March of Progress
Binary Airdrop
High Roller
High End Shopping
Phalanx III
Makeshift Armor III
A Tier //
A
Combat Training I
Combat training is a strong augment when you have an ad carry early that you plan on playing the whole game so that they can stack ad.
Tiny Titans
Tiny titans is extremely strong on 3-2 as it simply gives you more lives and often can guarantee a top 4. It is very weak early game due to giving no combat power and making you last pick on carousel.
Luden's Echo I
Ludens echo is another augment similar to electrocharge in that it is flat damage. As such, it can be very strong early game, but does not scale as well for damage later. Mages synergize very well with this augment.
Celestial Blessing I
Similar to thrill of the hunt, this is a healing augment. However, the trade off is that this one has a significantly weaker early game that thrill of the hunt due to the scaling amount with the amount of damage that you deal.
Thrill of the Hunt I
Overall, this is a very strong augment in almost all scenarios, but especially early game. The flat stats means that this augment falls off late game in comparison to celestial, but is very good early and still has some usage later.
Cybernetic Shell I
This augment is probably the best ones out of the cybernetic augments as it gives you armor and health and makes your frontline a lot beefier while simultaneously providing a little tankiness for your backline, so it doesn’t die to aoe damage.
Meditation I
Meditation is a very strong augment early game when you often do not have as many items on units. It allows you to snowball into late game because you simply gain mana and cast faster than the enemy team, making it very strong for win streaking early.
Ancient Archives I
Ancient archives is an augment that can be gamble as due to the nature of tome. Tome influencing also does not work when there are less than 5 units on your board, so make sure that there are at least 5 units on your board to get direction from your tome.
Cybernetic Implants II
Cybernetic implants is a flexible augment for almost all ad carry units in the game. Because it has flat stats instead of scaling, it is the strongest early game, but you can still definitely get value on it later in the game with comps like yone or urgot.
Meditation II
Meditation is a very strong augment early game when you often do not have as many items on units. It allows you to snowball into late game because you simply gain mana and cast faster than the enemy team, making it very strong for win streaking early.
Combat Training II
Combat training is a strong augment when you have an ad carry early that you plan on playing the whole game so that they can stack ad.
Cybernetic Shell II
This augment is probably the best ones out of the cybernetic augments as it gives you armor and health and makes your frontline a lot beefier while simultaneously providing a little tankiness for your backline, so it doesn’t die to aoe damage.
Cluttered Mind
Cluttered mind is a strong augment to take when you think that you would like to powerlevel and also can reroll a comp very easily. By rerolling, you can fill your bench and use the passive xp and augment to level for you.
Gadget Expert
Gadget expert is an augment that is most effectively utilized when you built items that can deal direct damage like ionic spark, stattik shiv, bramblevest, and runaan’s hurricane. It can be strong early as it gives you a shiv.
Dragon Horde
Similar to Dragon Alliance, Dragon Horde is also an augment that allows you to play multiple dragons on your board without any drawbacks. It is extremely strong when you are in a good spot to play multiple carries on your board and can get to level 8 with adequate gold to hit 2-star dragons.
Cybernetic Uplink II
Cybernetic uplink is an augment that is very strong on backline carry units but not as much on frontliners. Oftentimes, backline carry units need the mana much more than frontliners as they cast from being dealt damage to.
Dragon Alliance
Dragon Alliance is an augment that allows you to play multiple dragons on your board without any drawbacks. It is extremely strong when you are in a good spot to play multiple carries on your board and can get to level 8 with adequate gold to hit 2-star dragons.
Sunfire Board
Sunfire board is a good augment for winstreaking early game, as 20% damage to someones whole team in early levels can be incredibly powerful. It falls off later, but allows you to not build an antiheal item such as morello.
Luden's Echo II
Ludens echo is another augment similar to electrocharge in that it is flat damage. As such, it can be very strong early game, but does not scale as well for damage later. Mages synergize very well with this augment.
Three's Company
Threes company is a very strong augment on 2-1 as it can give you 3 costs that give you a very strong stage 2. For example, getting dropped lee sin or olaf can mean an easy and strong opener.
Clear Mind
Clear mind is an augment that is rather strange because you need to make due with what one specific shops gives you. By making you play without a bench, oftentimes you need to know how to specifically play for a winstreak using what you have in order to make good use out of it.
Party Time!
Party time is a good augment when you are planning on playing revels throughout the game. Oftentimes, it can be strong when you are playing corki carry, giving a massive attack speed boost to your carries.
Exiles II
This augment is especially good with bruisers or reroll comps, as it is easy to position them away from each other and it is very strong because the shield scales as a percentage of the max hp.
First Aid Kit II
This augment is really good with healing. Synergies like Jade significantly benefit from it and also makes your game a lot easier to play because it is so flexible and every comp wants/has some sort of healing.
Golden Gifts I
Golden gifts is meant to snowball you into later. It can drop a neekos help, 10 gold, 2 4 costs, 3 3 costs, or a spatula, making it somewhat rng, but also exciting!
Thrill of the Hunt II
Overall, this is a very strong augment in almost all scenarios, but especially early game. The flat stats means that this augment falls off late game in comparison to celestial, but is very good early and still has some usage later.
Tantrum
Tantrum is an augment similar to scorch in that it is effective when running vertical ragewing throughout the game. It is best with xayah, swain, and reroll sett as carries on your board.
Stand United II
Stand United is a scaling augment, which makes sense because as you level up, oftentimes you put more units onto your board. The best example of a comp abusing stand united would have to be the level 9 comps running legendaries, as many of those legendaries have synergies of their own.
Hustler
Hustler is a strong augment when you have a strong earlygame and can heavily tempo the lobby. It is best to stay low gold and push levels whenever you can with this augment to get higher tier units and win streak.
Gear Upgrades
Gear upgrades is a strong augment when running vertical guild or rerolling it. By running vertical guild, the units can really carry with items. It is best used with ryze and talon.
Cybernetic Implants III
Level Up!
Item Grab Bag II
Celestial Blessing III
New Recruit
Think Fast
Urf's Grab Bag II
Ancient Archives II
Combat Training III
Cybernetic Uplink III
B Tier //
B
Makeshift Armor I
If you are missing frontline items or you don’t think your team is tanky enough, . makeshift is a great way to supplement tank items. While it may not be as good as real tank items on units, it can hold you over until you get some or you may be able to get away with not having tank items if your frontline is upgraded with makeshift armor.
Pandora's Items
This can be one of the strongest augments in the game if used correctly. A skilled player who knows how to use this one can abuse it all game long and it never really loses value either. You can use this to get perfect items, but be careful about losing what items that you lose.
Lategame Specialist
Lategame specialist is an augment that you should only really take when you are sure that you are going level 9 that game. If you spot is extremely strong or if you are very healthy/rich, you can consider taking late game specialist.
Item Grab Bag I
Item grab bag is an all around really good augment as it is very flexible and you can push the tempo of the lobby because you have an extra slammable item over everyone else early game.
Four Score
Four score is best oftentimes on 3-3 as the 4 costs make it really easy to play midgame and give you good direction as to what comps you should be leaning towards. Even frontline units can be strong
Big Friend
Big friend is a strong augment in the scenarios where you have a unit that is high hp that you don’t mind clumping with your team. It is good when you are already planning to clump due to a synergy like Jade.
Exiles I
This augment is especially good with bruisers or reroll comps, as it is easy to position them away from each other and it is very strong because the shield scales as a percentage of the max hp.
Celestial Blessing II
Similar to thrill of the hunt, this is a healing augment. However, the trade off is that this one has a significantly weaker early game that thrill of the hunt due to the scaling amount with the amount of damage that you deal.
Makeshift Armor II
If you are missing frontline items or you don’t think your team is tanky enough, . makeshift is a great way to supplement tank items. While it may not be as good as real tank items on units, it can hold you over until you get some or you may be able to get away with not having tank items if your frontline is upgraded with makeshift armor.
True Twos
True twos is a strong augment on 2-1 like threes company. It gives you early tempo with 2 2* 1 costs, easily overpowering many other boards.
Blue Battery
Blue battery is an all around very strong augment as it is very flexible. It can be used well in all comps that need multiple or faster casts and is a good default if you don’t know what else to take
Double Trouble II
Double trouble is an augment that is extremely strong, but rather difficult to play for less experienced players. The best thing to do with double trouble is to simply find a reroll comp and play around having 2 of the same units on your board.
Featherweights II
Featherweights is a strong augment if you are trying to reroll 1 costs. The best carries for reroll 1 costs often end up being sett, nidalee, ezreal, and other DPS carries that use attack speed really well. If you have a lot of a single carry 1 or 2 cost carry, featherweights may be the augments for you
Party Favors
Party favors is a very strong augment when you get it early in the game on 3-3. Assuming you’re committed to revels, you can amass a lot of econ with the augment. Additionally, revel daeja or anivia abuse this augment very well.
Inspire
Inspire is especially strong when your dragonmancer hero is your main carry and will deal the most damage. Additionally, it is strong when you have dragonmancer spatulas, giving attack speed to units that normally are not dragonmancers but can also carry.
Tri Force II
Triforce, as the name suggests, is simply built for playing around 3 cost units. It is very easy to reroll dragonmancers as they have many 3 costs, like volibear, lee sin, and swain,
Rich Get Richer
Rich get richer real value comes from the 10 gold you gain at the start of the game. This can put you at a huge econ advantage. Oftentimes, trying to stay above 70 makes you greed too hard, so care not to get baited too hair by 60 and 70 gold. This augment is the strongest when given as a first augment, due to the snowball effect of getting 10g early.
Ricochet
Richocet is strong when running vertical cannoneers. It can finish off low hp targets and is strong when playing corki.
Hot Shot
Because hot shot gives antiheal, it is very strong in the meta. There is a lot of healing in the set, making the augment very strong early and midgame when forcing corki.
Electrocharge II
Electrocharge is a good augment early game as you get a lot of power from being crit and it is a flat amount of damage. This augment falls off late game, but gives you a lot of early game strength especially with upgraded tanky frontline.
Trade Sector
Trade sector is a very powerful augment, getting one free roll per turn makes a huge difference, especially over the duration of an entire game. This augment can give you very strong early power and late game, it is often nice just to have that one extra roll.
Axiom Arc II
Axiom Arc is a good augment when you are playing a carry that needs to cast a lot and kills on cast. Examples of this could be lee sin or aurelion sol.
Eternal Protection
Eternal protection is an augment that is strong when running vertical jade and having Shi Oh Yu as a carry. Shi Oh Yu can often get randomly cced and die, causing eternal protection to come into effect. This allows him to live for significantly longer and outlast and outsustain teams.
Hallucinate
Hallucinate is an augment that is only strong when playing vertical mirage. It is best when there is high burst in the lobby that looks to one shot your team at the start. Thus, because the damage is negated, your team gains survivability.
Best Friends II
Best friends is an all-around good generic augment when you are playing ad and positioning in a way such that you don’t need to clump against assassins. Ideally, this augment is not to be taken when you are running a synergy like jade or when you have aura items.
Intercosmic Gifts
This augment is strong when playing a reroll comp that attempts to run astral for most of the game when you roll. Thus, nidalee reroll and mages and both strong to play with this augment.
Salvage Bin
Salvage bin is similar to pandoras box in that oftentimes you can form perfect items. It is similar to the salvage galaxy back in set 3. This augment is very strong as you can gain early power through slamming strong items early game without trading out any late game strength as you can get the components back later.
The Golden Egg
Cavalier Unity
Exiles III
Verdant Veil
Windfall
Meditation III
Cybernetic Shell III
Cursed Crown
Stand United III
Radiant Relics
C Tier //
C
Recombobulator
This is one of the most interesting augments this set as it literally switches every single unit on your board. It is very strong if you are highrolling on 3-2 or 4-5 and have a 2* 3 cost on 3-2 or a 2* 4 cost on 4-5 in order to instantly get a 2* 4 or 5 cost.
Stand United I
Stand United is a scaling augment, which makes sense because as you level up, oftentimes you put more units onto your board. The best example of a comp abusing stand united would have to be the level 9 comps running legendaries, as many of those legendaries have synergies of their own
Axiom Arc I
Axiom Arc is a good augment when you are playing a carry that needs to cast a lot and kills on cast. Examples of this could be lee sin or aurelion sol.
Featherweights I
Featherweights is a strong augment if you are trying to reroll 1 costs. The best carries for reroll 1 costs often end up being sett, nidalee, ezreal, and other DPS carries that use attack speed really well. If you have a lot of a single carry 1 or 2 cost carry, featherweights may be the augments for you
Electrocharge I
Electrocharge is a good augment early game as you get a lot of power from being crit and it is a flat amount of damage. This augment falls off late game, but gives you a lot of early game strength especially with upgraded tanky frontline.
Mage Conference
Mage conference is a strong augment when hit early as it functions as essentially yordles from last set. 3 starring all of the units becomes much easier with a guaranteed one each round.
Phony Frontline
Phony frontline is an augment that has incredible power early game as it can provide 2 extra units onto your board, often giving you the tankiness of 2 extra units early game.
Loot Master
Loot master is only strong on 2-1. It can kind of be seen as a junkyard replacement from set 6 with scrap. It is mainly built for vertical guild and is best with guild xayah, slamming all the items.
Pandora's Bench
Pandora’s bench is an augment that is strong to play for when you are rerolling for a 3 star unit. It should only be taken when you are already far ahead and can roll for a 3 star 4 cost or a 3 star 3 cost. You can make random 2 star 3 and 4 costs on bench to try to reroll them into the one you need.
Personal Training
Personal training is an augment that is stronger the earlier you get it. If you get it with a bruiser opener, it is really easy to pivot into olaf and syphen with the bonus hp.
Future Sight I
Future sight is an augment that requires a lot of scouting and switching up your board every turn. It allows you to see your next opponent, so in order to get good value, positioning must be spot on.
Press the Attack
Press the attack is an augment that is strong later in the game as it deals percent true damage to frontline units. So, it is best when you are running 4 swiftshots and when other players are building towards really tanky frontlines, like Idas.
Metabolic Accelerator
2 HP per round may not seem like a lot, but it oftentimes really negates good losses and helps control bad losses. You can afford to lose a lot more hp and play a loss streak or reroll playstyle if this augment is offered.
Eye of the Storm
Eye of the storm is a strong augment for units that can cast in the frontline and make use of the ap. The best user of this is oftentimes reroll lee sin or volibear.
Nomads
Nomads is an augment that is strong when playing vertical scalescorn or when having other scalescorn augments. It is best to be taken when playing lillia, olaf, or diana carry.
Devastating Charge
Devastating charge is a strong augment early game when running cavaliers as a carry. It can be very strong when having a cavalier spat or cavalier unity. Lillia carry can be strong with it, but the best would be a carry with a cavalier spat like yasuo.
Cruel Pact
Future Sight II
Featherweights III
Living Forge
Living Forge
Best Friends III
D Tier //
D
Double Trouble I
Double trouble is an augment that is extremely strong, but rather difficult to play for less experienced players. The best thing to do with double trouble is to simply find a reroll comp and play around having 2 of the same units on your board.
Built Different 1
Built different playstyle is very strange, as you shouldn't play traits early game. Early game, you should always just look to make your board as strong as possible and just hold the best quality units that don't synergize well with each other. However, do not get baited and pivot out if you're losing into a board that has synergies.
Tri Force I
Triforce, as the name suggests, is simply built for playing around 3 cost units. It is very easy to reroll dragonmancers as they have many 3 costs, like volibear, lee sin, and swain,
Preparation I
Preparation is an early game augment strong for reroll comps as the excess units before 3 star is on your bench for a while charging preparation stacks. It is significantly more difficult to play later in the game due to not wanting to bench carries for 4 rounds.
Beast's Den
Built Different II
Built different playstyle is very strange, as you shouldn't play traits early game. Early game, you should always just look to make your board as strong as possible and just hold the best quality units that don't synergize well with each other. However, do not get baited and pivot out if you're losing into a board that has synergies.
Jeweled Lotus
Jeweled lotus is a very strong augment when you already have an infinity edge or when you already have a lot of base ap. Thus, it is a very strong augment in caster comps, allowing you to not build jg in exchange for another item.
Essence Theft
Last Stand
Smoke Bomb
Cutthroat
Cutthroat is an augment that is trying to make assassins win harder and kill off the opponent before they get the chance to cast. So, if you have powerful assassins with good items, oftentimes it is strong to take this augment to guarantee attack and cast on the enemy units before they cast on your units.
Heroic Presence
Twilight Umbrage
Penitence
Built Different III
Double Trouble III
Wise Spending
Tri Force III
Luden's Echo III
Rich Get Richer+
Reckless Spending
Electrocharge III
Traits Tier //
T
Cannoneer Heart
Mystic Heart
Dragonmancer Heart
Shimmerscale Heart
Ragewing Heart
Evoker Heart
Mirage Heart
Bruiser Heart
Mage Heart
Warrior Heart
Swiftshot Heart
Scalescorn Heart
Whispers Heart
Guild Heart
Jade Heart
Revel Heart
Guardian Heart
Shapeshifter Heart
Cavalier Heart
Whispers Heart
Tempest Heart
Assassin Heart
Mage Crest
Warrior Crest
Evoker Crest
Mirage Crest
Jade Crest
Guild Crest
Revel Crest
Cavalier Crest
Shimmerscale Crest
Bruiser Crest
Cannoneer Crest
Scalescorn Crest
Swiftshot Crest
Dragonmancer Crest
Whispers Crest
Astral Heart
Guardian Crest
Astral Crest
Tempest Crest
Ragewing Crest
Assassin Crest
Mystic Soul
Dragonmancer Soul
Evoker Crown
Guild Crown
Guardian Crown
Shimmerscale Soul
Jade Crown
Swiftshot Crown
Cavalier Crown
Mirage Crown
Cannoneer Crown
Shapeshifter Soul
Scalescorn Crown
Warrior Crown
Whispers Crown
Mage Crown
Bruiser Crown
Revel Crown
Assassin Crown
Ragewing Crown
Astral Crown
Tempest Crown

Augments are back in TFT Set 7, Dragonlands, and have been updated with some new dragon flair! Augments can come in 3 different tiers, indicated by their color. At 3 times during your TFT game you will be given 3 augments from a given tier to choose from. It is random which augment tier you get to pick from, but every player picks from the same tier. Be sure to pick augments that benefit the strategy you are aiming for, and check out the tier list above to learn which augments are generally strong, and which only work in certain team compositions.

Tier 1 Augments

AFK
You cannot perform actions for the next 3 rounds. Afterwards, gain 20 gold.
Ardent Censer
Allies healed or shielded by Enchanters gain 50% stacking Attack Speed for the rest of combat (maximum once every 2 seconds). Gain a Lulu.
Assassin Heart
Your team counts as having 1 additional Assassin. Gain a Kayn.
Astral Heart
Your team counts as having 1 additional Astral. Gain a Nami.
Axiom Arc I
When your units kill an enemy they gain 20 Mana.
Band of Thieves I
Gain 1 Thief's Gloves.
Best Friends I
Your units that start combat only adjacent to each other gain 15% Attack Speed and 15 Armor.
Big Friend
Your units that start combat next to a unit with over 2000 Health take 10% less damage for the rest of combat.
Bruiser Heart
Your team counts as having 1 additional Bruiser. Gain a Braum.
Built Different 1
Your units with no traits active gain 250/300/350/400 Health and 40/50/60/70 percent attack speed depending on Stage number (2-5).
Cannoneer Heart
Your team counts as having 1 additional Cannoneer. Gain a Tristana.
Cavalier Heart
Your team counts as having 1 additional Cavalier. Gain a Lillia.
Celestial Blessing I
Your units heal for 12 percent of the damage dealt by attacks and abilities. Excess healing is converted to a shield with up to 300 health.
Combat Training I
Your Champions permanently gain 1 Attack Damage every time they kill an enemy unit. Champions start with 2 Attack Damage.
Cybernetic Implants I
Your units equipped with an item gain 150 bonus health and 10 bonus attack damage.
Cybernetic Shell I
Your champions holding an item gain 150 Health and 20 Armor.
Cybernetic Uplink I
Your champions holding an item gain 150 Health and restore 2 Mana per second.
Double Trouble I
If you have exactly 2 copies of a champion on your board, they both gain 30 Attack Damage, Ability Power, Armor, and Magic Resist. When you upgrade to 3-star, gain a 2-star copy.
Electrocharge I
When your units receive a critical strike, they deal 60 / 75 / 90 / 105 magic damage to nearby enemies. Cooldown: 1 second
Evoker Heart
Your team counts as having 1 additional Evoker. Gain a Lulu.
Exiles I
Your units that start combat with no adjacent allies gain a 25% maximum health shield for 10 seconds.
Featherweights I
Your one and two-cost units gain 25% movement and attack speed.
First Aid Kit I
All healing and shielding received by your units is increased by 25%.
Four Score
Gain 3 random 3-cost champions.
Guardian Heart
Your team counts as having 1 additional Guardian. Gain a Thresh.
Guild Heart
Your team counts as having 1 additional Guild. Gain a Twitch.
Item Grab Bag I
Gain 1 random completed item.
Jade Heart
Your team counts as having 1 additional Jade. Gain a Gnar.
Lategame Specialist
Gain 40 gold when you reach Level 9.
Luden's Echo I
When your units cast and deal Ability damage, the first target hit and a nearby enemy take 60/80/100/120 bonus magic damage.
Mage Heart
Your team counts as having 1 additional Mage. Gain a Nami.
Makeshift Armor I
Your units with no items gain 30 armor and magic resistance.
Meditation I
Your units without items equipped restore 4 Mana per second.
Mirage Heart
Your team counts as having 1 additional Mirage. Gain a Yone.
Mystic Heart
Your team counts as having 1 additional Mystic. Gain a Nami.
Pandora's Items
Gain a random component. At the start of each turn, items on your bench are randomized. This does not include Tactician's Crown, Spatula, and consumables.
Preparation I
Units on your bench gain 5 Attack Damage and Ability Damage every round, up to 20.
Ragewing Heart
Your team counts as having 1 additional Ragewing. Gain a Shen.
Recombobulator
Champions on your board permanently transform into random champions that cost 1 more. Gain 3 Magnetic Removers.
Revel Heart
Your team counts as having 1 additional Revel. Gain a Jinx.
Scalescorn Heart
Your team counts as having 1 additional Scalescorn. Gain a Braum.
Second Wind I
After 10 seconds of combat, your units heal 40% of their missing Health.
Shapeshifter Heart
Your team counts as having 1 additional Shapeshifter. Gain a Gnar.
Shimmerscale Heart
Your team counts as having 1 additional Shimmerscale. Gain a Kayn.
Stand United I
Your units gain two attack damage and ability power per trait active across your team.
Swiftshot Heart
Your team counts as having 1 additional Swiftshot. Gain a Twitch.
Tempest Heart
Your team counts as having 1 additional Tempest. Gain a Qiyana.
Thrill of the Hunt I
Your units heal 400 health on kill.
Tiny Titans
Your Tactician heals 30 Health, grows larger, and has 130 maximum Health.
Tri Force I
Your 3-cost champions gain 133 bonus health, 13 starting mana, and 13% attack speed.
Warrior Heart
Your team counts as having 1 additional Warrior. Gain a Yone.
Weakspot
Your units' attacks ignore 20% of the target's armor and reduce healing received by 50% for 5 seconds.
Whispers Heart
Your team counts as having 1 additional Whispers. Gain a Thresh.

Tier 2 Augments

Ancient Archives I
Gain one Tome of Traits.
Ascension
After 15 seconds of combat, your units deal 50 percent more damage.
Assassin Crest
Gain an Assassin Emblem and a Kayn.
Astral Crest
Gain an Astral Emblem and a Nami.
Axiom Arc II
Your units gain 30 Mana on kill.
Beast's Den
Units that start combat next to at least 2 Shapeshifters gain 35% Attack Speed and Move Speed. Shapeshifters always gain this bonus. Gain a Gnar.
Best Friends II
Your units that start combat only adjacent to each other gain 25% Attack Speed and 25 Armor.
Better Together
Aura items that buff your team have their effects increased by 33%. Gain a Locket of the Iron Solari.
Blue Battery
After casting their Ability, your units restore 20 Mana.
Bruiser Crest
Gain a Bruiser Emblem and a Taric.
Built Different II
Your units with no traits active gain 300/400/500/600 Health and 50/60/70/80 percent attack speed depending on Stage number (2-5).
Calculated Loss
After losing your combat, gain 2 gold and a free Shop refresh.
Cannoneer Crest
Gain a Cannoneer Emblem and a Jinx.
Cavalier Crest
Gain a Cavalier Emblem and a Sejuani.
Celestial Blessing II
Your units heal for 20% of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 450 Health.
Clear Mind
If you have no units on your bench at the end of a round, gain 3 experience points.
Cluttered Mind
If your bench is full at the end of a round, gain 5 experience points.
Combat Training II
Your Champions permanently gain 2 Attack Damage every time they kill an enemy unit. Champions start with 4 Attack Damage.
Component Grab Bag
Gain 3 random item components. Cannot get 3 of the same components.
Cutthroat
Assassins Mana-Reave the first unit they attack, increasing their maximum Mana by 50% until they cast. Assassins deal 10% more damage against Mana-Reaved enemies. Gain a Qiyana.
Cybernetic Implants II
Your units equipped with an item gain 250 Health and 20 Attack Damage.
Cybernetic Shell II
Your champions holding an item gain 200 health and 30 armor.
Cybernetic Uplink II
Your champions holding an item gain 200 health and restore 3 mana per second.
Devastating Charge
Cavalier's first attack after charging deals 90 magic damage, increased by 1% for each Armor and Magic Resist they have. Gain a Lillia.
Double Trouble II
If you have exactly 2 copies of a champion on your board, they both gain 40 attack damage, ability power, armor and magic resist. When you upgrade to 3-star, gain a 2-star copy.
Dragon Alliance
The Dragon trait remains active regardless of how many Dragons you have. Dragons gain 60 Armor and Magic Resist. Gain a random Tier 4 Dragon.
Dragon Horde
The Dragon trait remains active regardless of how many Dragons you have. Dragons gain 30 Attack Damage and Ability Power. Gain a random Tier 4 Dragon.
Dragonmancer Crest
Gain a Dragonmancer Emblem and an Ashe.
Electrocharge II
When your units receive a critical strike, they deal 85/105/125/145 magic damage to nearby enemies.
Essence Theft
Evoker's attacks steal 5 Mana from their target. Gain a Lulu.
Eternal Protection
When one of your Jade champions would die, the nearest Jade Statue protects them, losing 70% of its max Health and transferring 200% of that amount to the champion.. Gain an Ashe.
Evoker Crest
Gain an Evoker Emblem and a Lulu.
Exiles II
Your units that start combat with no adjacent allies gain a 35% maximum Health shield for 10 seconds.
Eye of the Storm
At the start of combat, the unit in the center of the board gains 40 Ability Power, increased to 120 after Tempest lightning strikes. Gain a Qiyana.
Featherweights II
Your one and two-cost units gain 35% bonus movement and attack speed.
First Aid Kit II
All healing and shielding received by your units is increased by 35%.
Future Sight I
Know who you will fight next. Gain a Zephyr.
Gadget Expert
Direct Damage items deal 50% more damage as true damage. Gain a Statikk Shiv.
Gear Upgrades
Guild champions holding an item gain 25 Armor and another 200% of their Guild bonus. Gain a Twitch.
Golden Gifts I
Gain 3 golden loot orbs.
Guardian Crest
Gain a Guardian Emblem and a Braum.
Guild Crest
Gain a Guild Emblem and a Twitch.
Hallucinate
Mirage champions take 90% less damage for the first 5 seconds of combat. Gain a Yone.
Heroic Presence
Guardians taunt all enemies every 2 seconds. Enemies that attack a Guardian's shield take magic damage equal to 8% of the shielded unit's max Health (up to once per second). Gain a Thresh.
Hot Shot
Cannoneer's cannon shots burn their targets, dealing 6% of the target's maximum Health as true damage over 2 seconds, and reducing healing by 50% for the duration of the burn. Gain a Tristana.
Hustler
If you have less than 20 gold at the end of a round, gain 2 gold.
Inspire
When the Dragonmancer Hero gets a takedown, champions that share a trait with the Dragonmancer Hero gain 70% Attack Speed for 3 seconds. Gain a Ashe.
Intercosmic Gifts
Astral Orbs have a 50% chance to spawn a smaller orb that contains bonus loot. Gain a Nami.
Jade Crest
Gain a Jade Emblem and an Ashe.
Jeweled Lotus
Magic and true damage from your units' Abilities can critically strike. Your units additionally gain 20% Critical Strike Chance.
Last Stand
The first time you would die, instead drop to 1 Health. After this effect triggers, your units gain 200 Health, 20 Armor and Magic Resist, and 20% Omnivamp.
Loot Master
Gain a random component every 4 player combat rounds when you have at least Guild (2) active. Gain a Twitch.
Luden's Echo II
When your units cast and deal Ability damage, the first target hit and a nearby enemy take 85/110/135/160 bonus magic damage.
Mage Conference
While the Mage trait is active, a random Mage portals onto your bench after combat with a player. Gain a Lillia.
Mage Crest
Gain a Mage Emblem and a Vladimir.
Makeshift Armor II
Your units with no items gain 45 armor and magic resistance.
Meditation II
Your units without items equipped restore 6 mana per second.
Metabolic Accelerator
Your Tactician moves faster and heals 2 health at the start of each PvP round.
Mirage Crest
Gain a Mirage Emblem and a Nunu.
Nomads
Scalescorns gain 10% damage every time they start combat in a new hex, up to 30%. Gain a Lillia.
Pandora's Bench
Gain 5 gold. At the start of every turn, Champions on the 3 rightmost bench slots transform into random champions of the same cost.
Party Favors
Gain 1 gold for every 6 firecrackers launched by Revel champions each combat. Additionally, gain a special prize the first time 100 total firecrackers are launched. Gain a Jinx.
Party Time!
After Revels score a takedown, they gain 80% Attack Speed for 3 seconds. Gain a Jinx.
Penitence
Enemies are disarmed for 2.5 seconds the first time they attack a Jade Statue or are damaged by a Jade Statue's explosion. Gain a Gnar.
Personal Training
At the end of combat, Champions that started combat adjacent to Bruiser permanently gain 30 Health, increased by 20 if they survived. Gain a Shen.
Phony Frontline
Gain two Target Dummies.
Press the Attack
Your Swiftshots' attacks apply a stack on their target for 5 seconds. Every third stack consumes all stacks to deal true damage equal to 5% of the target's maximum Health. Gain a Twitch.
Ragewing Crest
Gain a Ragewing Emblem and a Kayn.
Reckless Spending
If you purchase both XP and a Shop Refresh during the Planning Phase, Shimmerscale champions gain 50% damage for the next combat phase. Gain a Kayn.
Revel Crest
Gain a Revel Emblem and a Jinx.
Rich Get Richer
Gain 10 gold. Your maximum interest is increased to 7.
Rich Get Richer+
Gain 15 gold. Your maximum interest is increased to 7.
Ricochet
Cannoneer's cannon shots bounce once, dealing 50% less damage. Gain a Tristana.
Salvage Bin
Gain a random completed item. Selling champions breaks apart their full items into components, excluding Force of Nature.
Scalescorn Crest
Gain a Scalescorn Emblem and a Braum.
Scorch
Every 5th instance of Ragewing champion's damage deals 33% more damage and is converted to true damage. Gain a Kayn.
Second Wind II
After 10 seconds of combat, your units heal 60% of their missing health.
Shimmerscale Crest
Gain a Shimmerscale Emblem and a Kayn.
Smoke Bomb
The first time Assassins drop below 70% Health, they briefly enter stealth, becoming untargetable and shedding all negative effects. Any excess damage is reduced by 60%. Gain a Talon.
Stand United II
Your units gain 3 attack damage and ability power per trait active across your team.
Sunfire Board
At the start of combat, burn all enemies for 15% of their maximum HP over 15 seconds and reduce healing received by 50%.
Swiftshot Crest
Gain a Swiftshot Emblem and a Ashe.
Tantrum
After casting their first Ability, Ragewings restore 100% of their maximum Rage.
Tempest Crest
Gain a Tempest Emblem and a Qiyana.
Three's Company
Gain 3 random 3-cost champions.
Thrill of the Hunt II
Your units heal 700 health on kill.
Tiamat
Warrior's additional attacks deal 50% of their damage to enemies in a 1-hex area around their target. Gain a Yone.
Titanic Strength
Bruisers gain 1.5% of their Health as Attack Damage. Gain a Tahm Kench.
Trade Sector
Gain a free Shop refresh each round, gain 5 gold.
Tri Force II
Your 3-cost champions gain 233 health, 23 starting mana and 23% attack speed.
True Twos
Gain 1 random 2-star Tier 1 champion and 1 random 2-star Tier 2 champion.
Twilight Umbrage
Units that start combat next to Whispers are stealthed for 5 seconds.
Urf's Grab Bag I
Gain 1 Spatula and 1 random item component
Warrior Crest
Gain a Warrior Emblem and a Shen.
Whispers Crest
Gain a Whispers Emblem and a Thresh.

Tier 3 Augments

Cavalier Crown
Gain a Cavalier Emblem, a Sunfire Cape, and a Nunu.
Cruel Pact
Buying XP costs 3 Health instead of gold.
Urf's Grab Bag II
Gain 1 Spatula and 3 random item components.
Ancient Archives II
Gain 2 Tome of Traits.
Assassin Crown
Gain an Assassin Emblem, an Infinity Edge, and a Diana.
Astral Crown
Your team counts as having 1 additional Astral. Gain a Redemption and a Varus.
Best Friends III
Your units that start combat only adjacent to each other gain 35% Attack Speed and 35 Armor.
Binary Airdrop
Your units equipped with 2 items temporarily gain a random completed item at the start of combat.
Bruiser Crown
Gain a Bruiser Emblem, a Redemption, and an Illaoi.
Built Different III
Your units with no traits active gain 400/500/600/700 Health and 60/70/80/90 percent attack speed depending on Stage number (2-5).
Cannoneer Crown
Gain a Cannoneer Emblem, a Runaan’s Hurricane, and a Tristana.
Cavalier Unity
The Cavalier trait grants its bonuses to all of your Champions. This does not increase your number of Cavaliers. Gain a Sejuani.
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 600 Health.
Combat Training III
Your Champions permanently gain 3 Attack Damage every time they kill an enemy unit. Champions start with 6 Attack Damage.
Cursed Crown
Gain +2 maximum team size, but take 100% increased player damage.
Cybernetic Implants III
Your units equipped with an item gain 350 health and 30 attack damage
Cybernetic Shell III
Your units holding an item gain 350 health and 40 armor.
Cybernetic Uplink III
Your units holding an item gain 350 health and restore 4 mana per second.
Double Trouble III
If you have exactly 2 copies of a champion on your board, they both gain 50 Attack Damage, Ability Power, Armor, and Magic Resist. When you upgrade to 3-star, gain a 2-star copy.
Dragonmancer Soul
Gain a Dragonmancer Emblem, a Hand of Justice, and a Lee Sin.
Electrocharge III
Whenever your units receive a critical strike, they deal 105 / 135 / 165 / 200 magic damage to nearby enemies. Cooldown: 1 second
Evoker Crown
Gain an Evoker Emblem, a Spear of Shojin, and an Anivia.
Exiles III
Your units that start combat with no adajacent allies gain a 50% maximum Health shield for 10 seconds.
Featherweights III
Your one and two-cost units gain 55% bonus movement and attack speed.
Future Sight II
Know who you fight next. Gain a Radiant Zephyr.
Guardian Crown
Gain a Guardian Emblem, a Gargoyle Stoneplate, and a Braum.
Guild Crown
Gain a Guild Emblem, a Giant Slayer and a Ryze.
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 8 gold.
Item Grab Bag II
Gain 2 random completed items and 2 Reforgers.
Jade Crown
Your team counts as having 1 additional Jade. Gain a Titan’s Resolve and a Gnar.
Level Up!
When you buy experience points, gain an additional 3 experience points. You can now reach level 10.
Living Forge
Gain a random Ornn item now and after every 10 player combats.
Luden's Echo III
When your units cast and deal Ability damage, the first target hit and a nearby enemy take 120/160/200/240 bonus magic damage.
Mage Crown
Gain a Mage Emblem, a Spear of Shojin, and a Ryze.
Makeshift Armor III
Your units with no items gain 60 armor and magic resistance.
March of Progress
Gain 4 bonus experience points per round. You can no longer use gold to gain experience points.
Meditation III
Your units without items equipped restore 8 mana per second.
Mirage Crown
Gain a Mirage Emblem, a Hand of Justice, and a Nunu.
Mystic Soul
Your team counts as having 1 additional Mystic. Gain a Spear of Shojin and a Lulu.
New Recruit
Gain +1 team size.
Phalanx III
Your units that start combat in the back 2 rows gain 50 armor and magic resist.
Radiant Relics
Open an Armory and choose 1 of 4 unique Radiant items.
Ragewing Crown
Gain a Ragewing Emblem, a Guinsoo's Rageblade, and a Swain.
Revel Crown
Gain a Revel Emblem, a Statikk Shiv, and a Jinx.
Scalescorn Crown
Gain a Scalescorn Emblem, a Giant Slayer, and a Diana.
Shapeshifter Soul
Your team counts as having 1 additional Shapeshifter. Gain a Sunfire Cape and an Elise.
Shimmerscale Soul
Your team counts as having 1 additional Shimmerscale. Gain a Titan's Resolve and a Kayn.
Stand United III
Your units gain 4 attack damage and ability power per trait active across your team.
Swiftshot Crown
Gain a Swiftshot Emblem, a Guinsoo's Rageblade, and a Varus.
Tempest Crown
Gain a Tempest Emblem, a Hand of Justice, and a Lee Sin.
The Golden Egg
Gain a massive golden egg that hatches in 11 rounds. Victorious players accelerate hatch timer by 1 round.
Think Fast
Shop refreshes are free until the end of this round. Traits and other augments do not benefit from these free shops. Gain 8 gold.
Tri Force III
Your 3-cost champions gain 333 health, 33 starting mana, and 33% attack speed.
Verdant Veil
Your units are immune to crowd control effects for the first 15 seconds of combat.
Warrior Crown
Gain a Warrior Emblem, a Giant Slayer, and an Olaf.
Whispers Crown
Gain a Whispers Emblem, a Titan's Resolve, and an Sylas.
Windfall
Gain gold based on the number of Augments you currently have. Zero equals 20 gold (1-4), one equals 30 gold (3-2), and two equals 40 gold (4-2).
Wise Spending
Gain 2 experience points when you refresh your Shop.

League of Legends Champions:

Teamfight Tactics Guide