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Hextech Augments Tier List: TFT Set 6

There are so many augments to choose from in TFT Set 6: Gizmos and Gadgets. Narrow down your selection to only the best augments using our Hextech Augment Tier List. MOBAFire's tier list is maintained by DQA, who came in 9th at the TFT Fates World Championship, and plays for Invictus Gaming. You can learn more about TFT on his stream!

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Traits Filter (Multi Select)
Augment Notes
S Tier //
S
Hyper Roll
Hyper roll is a really good augment and is very strong because you get to push tempo of the lobby. Early game, you would like to take it and push levels as fast as possible to put pressure on the lobby, going level 5, 6, and 7 early.
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.
Item Grab Bag 1
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.
First Aid Kit
This augment is really good with healing. Synergies like enchanters 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.
Binary Airdrop
This augment is really strong when you are playing multiple carries in the same comp. The best example could be carrying Jhin with 2 items(E.g. DB GS), MF(Archangel, Shojin), and braum(Warmogs, Bramble)
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. It is also really strong with dark star mutant(in which you gain stats after a unit dies). This is because the target dummies count as units, so your mutant units gain stats as they die
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
Thrill of the Hunt 1
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.
A Tier //
A
Runic Shield 1
Looking for an augment that gives a big shield to mages and allows you to play vertical arcanist? Look no further, this augment is very strong when rerolling arcanists and gives just that little bit of extra time for the casters to cast.
Arcanist Trait
Stand United 1
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, like cuddly with yuumi or transformer with jayce.
Cybernetic Implants 1
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.
En Garde
Like the name, this augment is only meant to be played with challengers. However, it is very strong when paired with vertical challengers, like when playing samira or yone. Only take it when you are 100% committed to challengers.
Challenger Trait
Exiles 1
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.
Self-Repair
This augment is really strong when you get an upgraded innovator opener. It provides great utility and frontline for anyone about to play towards an innovator style board, either with upgrades or innovator heart/spat.
Innovator Trait
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.
Scrap Trait
B Tier //
B
Scoped Weapons
Scoped weapons is a strong augment for ranged carries that just need a little bit more to function even better. Sensically, it would be good with snipers, but it is also good with units such as urgot, who is 3 range, but can use the extra range well.
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.
Knife's Edge 1
Knives edge is a good augment when you do not have enough damage after making use off all of your items. For example, if you have 3 damage items on a carry, it may not be necessary to take knives edge, however, if you end up with too many frontline items, it can oftentimes substitute as damage.
Celestial Blessing 1
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.
C Tier //
C
Sniper's Nest
Like the name suggests, this augment is entirely based around snipers. It is preferable to take this augment only when you are 100% committed to snipers, either Jhin, MF, or reroll Kogmaw carry. It is quite strong and once again supplements damage onto your snipers
Sniper Trait
One For All
One for all is a strong augment only for syndicate units. It can only really be taken when you are 100% committed to akali or shaco carry. Early game, it can be very strong, but be careful of committing to it too early, as you may lose out on pivots and other choices.
Syndicate Trait
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.
Assassin Trait
Makeshift Armor 1
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.
Underdogs
Underdogs is an augment that is really beneficial to comps that run less units than standard level 8 and 9 4 cost carry comps. This means that it is especially strong if you are playing reroll(oftentimes due to staying low level), or if you are playing colossus(as you are always down units due to colossus taking up 2 slots).
Unstable Evolution
Like the name suggests, this augment is a gamble. Only commit to this augment when you are sure that mutant is a strong trait and you have a good setup for mutant. Sometimes, you can lose a dice roll and get a fairly useless stat on a unit with unstable evolution, but it is high risk high reward.
Mutant Trait
Chemical Overload 1
Chemical overload is an augment that should only really be taken when committed to urgot or vertical chemtechs as a carry. It is good for killing units to save hp midgame, but should not be seen of as supplement for a damage carry.
Chemtech Trait
D Tier //
D
Dual Rule
Dual rule is an augment that should only really be taken when you are rerolling imperials with heavily stacked 3 item imperials, (samira, talon, swain, sion). Only take this if you are 100% committed to imperials throughout the game.
Imperial Trait
Pirates
Pirates is really good early game given a method of your units farming. It can almost be seen as a gold collector(the ornn item) and should only really be taken if you hit a really early gp or mf, or other strong units that can kill others.
Mercenary Trait
So Small
So small is an augment with very niche uses. It is only really good in reroll yordles, but with a yordle opener in a patch where reroll yordles and veigar is playable, it can be strong.
Yordle Trait
Tinker
Tinker is an augment that can help you play for capped out items or boards that have perfect items. It usually isn’t a priority as you oftentimes don’t need perfect items to win, but it is still very strong to cap out a board.
Scrap Trait
Dominance
This augment should only really be played if you are confident that you can win streak early game. If you take this augment and end up loss streaking, you are always down an augment for the rest of the game, so be careful.
Stand Behind Me
Stand behind me is an augment that can be taken when the lobby is very ad heavy and armor is necessary. If you are playing a build that wants strong frontline and oftentimes melee carries, the best example being yone, this augment can be strong.
Bodyguard Trait
Featherweights 1
Featherweights is a strong augment if you are trying to reroll 1 costs. The best carries for reroll 1 costs often end up being garen, twitch, 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
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.
Duet
Duet can be a coinflip because you won’t know where the socialite hex that spawns is. However, with a good hex it can be very strong. Ideally, AP is the comp to go for with this comp, as ap usually the socialite 2 mana gain really well.
Socialite Trait
Traits Tier // All of the hearts/trait augments can range from S to D tier depending on current board, items, economy, and various other factors. However, oftentimes it is not as good to take as a first augment because then you are locked into a single trait/comp. Thus, all of these are very situational. However, within this tier, they will be ranked by the strength of current comp/synergy.
T
Academy Heart
Academy heart, as the name suggests, is very good to take late game when you are sure you are committed to vertical academy. Examples of comps to play with academy heart are lux carry, yone carry, or reroll katarina carry.
Academy Trait
Challenger Heart
Challenger heart is a good augment for playing yone and samira carry. Other than these two uses, it doesn’t really see play, but if you are playing a midgame challenger type carry like samira or warwick, it can be strong to finish synergies.
Challenger Trait
Innovator Heart
This is a really good early game augment as you can hit a really easy 5 innovator for a mid game board and if you highroll jayce early it can easily become a fast.
Innovator Trait
Mercenary Heart
Like innovator heart, this is another really strong one for early game boards. You can fit 3 mercenary really easily and hit 5 mercenary on 3-2 often, giving you a massive gold advantage over a lot of other players.
Mercenary Trait
Mutant Heart
This one is only really good to take early game if you are hard forcing mutant. Currently, the traits that are really good are dark star mutant(the one where you gain stats based on other units dying. The other good one is elderwood mutant(where you gain stats as the fight goes on.
Mutant Trait
Scholar Heart
This is a more flexible trait augment for sure, so if your other options are bad, this one can oftentimes be very strong as you always want to run either yuumi/janna and sometimes lissandra in an endgame board.
Scholar Trait
Sniper Heart
Sniper heart is an augment which you should only really take if you think you can fit 4 sniper in an endgame board playing either jhin or reroll MF. Be warned, you will need very good frontline and frontline items in order to play 4 snipers effectively.
Sniper Trait
Enforcer Heart
This augment is really good as oftentimes you get it for free midgame when running either vi or cait and also gets value lategame because jayce is a really good unit.
Enforcer Trait
Twinshot Heart
Twinshot heart should only really be taken when already committed to urgot/jinx and having at least 1 other twinshot as an item carrier(ideally gp). This heart can enable you to play 4 twinshot lategame, oftentimes with GP, Urgot, and Jinx as the other twinshots.
Twinshot Trait
Bodyguard Heart
Bodyguard heart is an augment that should be taken when the lobby is very ad heavy and you can run 4 bodyguard either mid or late game to counter this. It is best on units with high hp and who are already meant to be frontline, examples being mundo and zac.
Bodyguard Trait
Arcanist Heart
Arcanist heart is really strong early game especially with an early vex. If you are rolling at 3-2 and happen to be in an arcanist vex type board, this heart easily enables 4 and 6 arcanist, which can be very strong midgame especially with vex 2 and good vex items
Arcanist Trait
Syndicate Heart
Syndicate heart is an augment that is paired very well with morello tf2 and darius 2 opener. This augment makes it really easy to fast 8 into playing 7 syndicate akali, but only take this if you have a very strong opener, as syndicate dies out easily without being able to go level 8 for akali.
Syndicate Trait
Bruiser Heart
This augment is strong midgame as the bruisers are really strong frontline with the effective hp on everyone and is usually strong late game when trying to play urgot. Urgot benefits a lot from the extra hp and would rather have the extra hp and also has good synergy with zac and mundo.
Bruiser Trait
Assassin Heart
Assassin heart is all about knowing which comp to play with it. Currently, the strong assassin comps include syndicate akali and reroll katarina. Additionally, if you have a sin spatula on samira, this augment is also very strong to take.
Assassin Trait
Socialite Heart
Socialite heart is oftentimes a strong augment to take if you are running some sort of ap carry comp and the socialite hex is in a good spot. This is because the socialite heart gives a lot of mana. Good comp examples include viktor carry, lux carry, and sion carry.
Socialite Trait
Clockwork Heart
As shown in the augment, this augment scales with the number of augments you currently have. As such, it is much stronger late game, especially with a jhin type board, but clockwork can be easily fit into many other comps, especially yone.
Clockwork Trait
Chemtech Heart
Like the name suggests, this augment is meant for vertical chemtech. However, not many of the chemtech units benefit from all of the stats as much as urgot does. You may be tempted to play 7 or even 9 chemtech, but it is often a bait.
Chemtech Trait
Scrap Heart
Scrap heart isn’t super strong late game as you would rather hit better items and get a guarantee every time, but can be very strong early game. You can easy push tempo and a winstreak by playing scrap early game because you get so many more items.
Scrap Trait
Imperial Heart
This heart is not as strong to take early as it is quite difficult to get 3 imperial online before stage 3, but is still very strong if rerolling samira, as it is equivalent to a fon to play a better unit.
Imperial Trait
Enchanter Heart
This heart has very low value early game as most of the good enchanters are higher cost and the MR and healing is much more valuable late game. But, the benefit of this heart is that late game it is super easy to tech in enchanters and can be very strong, especially with AP comps.
Enchanter Trait
Protector Heart
Protector heart is good basically only for reroll type comps, usually garen carry with garen and kassadin 3 reroll abuses this heart well, but cannot be used well outside of this comp.
Protector Trait

TFT Set 6, Gizmos and Gadgets, has introduced a totally new gameplay mechanic to Teamfight Tactics - Hextech Augments. 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 hextech augments are generally strong, and which only work in certain team compositions.

Tier 1 Augments

Academy Heart
Your team counts as having one additional Academic.
Arcanist Heart
Your team counts as having one additional Arcanist.
Ascension
After 15 seconds of combat, your units deal 100 percent more damage.
Assassin Heart
Your team counts as having one additional Assassin.
Binary Airdrop
Your units equipped with two items temporarily gain a random completed item at the start of combat.
Bodyguard Heart
Your team counts as having one additional Bodyguard.
Bruiser Heart
Your team counts as having one additional Bruiser.
Built Different 1
Your units with no traits active gain 200 Health and 40 percent attack speed.
Calculated Loss
After losing your combat, gain two gold and a free Shop refresh.
Celestial Blessing 1
Your units heal for 10 percent of the damage dealt by attacks and abilities. Excess healing is converted to a shield with up to 300 health.
Challenger Heart
Your team counts as having one additional Challenger.
Chemical Overload 1
Chemtech unites explode on death, dealing 50 percent of their maximum health as magic damage to enemies within two Hexes.
Chemtech Heart
Your team counts as having one additional Chemtech.
Clockwork Heart
Your team counts as having one additional Clockwork.
Cutthroat
Assassin units mana reave the first unit they attack, increasing their maximum mana by 65 percent until they cast.
Cybernetic Implants 1
Your units equipped with an item gain 300 health and 20 attack damage.
Dominance
After winning your combat, gain one bonus gold for every two surviving units.
Dual Rule
There are now two Tyrants.
Duet
Summon one additional Socialite Spotlight.
En Garde
The first time an enemy is attacked by a Challenger unit, they are disarmed for a total fo four seconds.
Enchanter Heart
Your team counts as having one additional Enchanter.
Enforcer Heart
Your team counts as having one additional Enforcer.
Exiles 1
Your units that start combat with no adajacent allies gain a 40 percent maximum health shield for eight seconds.
Featherweights 1
Your one and two-cost units gain 50 percent movement and attack speed.
First Aid Kit
All healing and shielding received by your units is increased by 35 percent.
Hyper Roll
If you have less than 10 gold at the end of a round, gain three gold.
Imperial Heart
Your team counts as having one additional Imperial.
Innovator Heart
Your team counts as having one additional Innovator.
Item Grab Bag 1
Gain one random completed item and one Reforger.
Knife's Edge 1
Your units that start combat in the front two rows gain 35 attack damage.
Makeshift Armor 1
Your units with no items gain 30 armor and magic resistance.
Mercenary Heart
Your team counts as having one additional Mercenary.
Mutant Heart
Your team counts as having one additional Mutant.
One For All
When your Syndicate unit dies, they grant your other Syndicate units 20 attack damage and ability power.
Pandora's Items
Gain a random component. At the start of each turn, items on your bench are randomized. This does not include Force of Nature, Spatula, and consumables.
Phony Frontline
Gain two Target Dummies.
Pirates
Mercenary units have a 50 percent chance to drop one gold when they kill an enemy.
Protector Heart
Your team counts as having one additional Protector.
Runic Shield 1
Arcanist units start combat with a shield equal to 400 percent of their ability power.
Scholar Heart
Your team counts as having one additional Scholar.
Scoped Weapons
Double the Hex range of your ranged units, and their attacks cannot miss.
Scrap Heart
Your team counts as having one additional Scrap.
Self-Repair
When the Innovation unit dies, it will become untargetable and repair itself if an Innovator unit is still alive.
Sniper Heart
Your team counts as having one additional Sniper.
Sniper's Nest
Snipers gain eight percent damage per round when they've started combat in the same Hex. The maximum is 40 percent.
So Small
Yordles gain 35 percent dodge chance.
Socialite Heart
Your team counts as having one additional Socialite.
Stand Behind Me
At the start of combat, Bodyguard units grant 100 percent of their armor bonus to non-Bodyguard allies directly behind them. This effect does not stack.
Stand United 1
Your units gain three attack damage and ability power per trait active across your team.
Syndicate Heart
Your team counts as having one additional Syndicate.
Thrill of the Hunt 1
Your units heal 300 health on kill.
Tinker
Every one combat round(s) with Scrap active, gain a Magnetic Remover or Reforger.
Twinshot Heart
Your team counts as having one additional Twinshot.
Underdogs
Whenever your team has fewer units alive than your opponent, your units regenerate 15 percent of their missing health every second.
Unstable Evolution
Mutants randomly gain one of the following when they reach two-star - 500 health, 35 percent attack speed, 35 attack damage, or 35 ability power. These bonuses stack.
Weakspot
Your units' attacks ignore 25 percent of the target's armor and reduce healing received by 50 percent for 10 seconds.

Tier 2 Augments

A New Challenger
Gain a Challenger Emblem.
Academy Honors
Gain an Academy Emblem.
All For One
When an ally dies, they grant the Tyrant (Imperial trait) 25 percent of their maximum health.
Ancient Archives
Gain one Tome of Traits.
Arcane Sigil
Gain an Arcanist Emblem.
Ardent Censer
Allies healed or shielded by Enchanter units gain 15 percent stacking attack speed for the rest of combat (maximum once every two seconds).
Armor Plating
Colossus units become invulnerable for two seconds the first time their health drops to 60 percent and 30 percent.
Beef Up
Gain a Bruiser Emblem.
Built Different 2
Your units with no traits active gain 300 health and 60 percent attack speed.
Bulwark
Gain a Protector Emblem.
Celestial Blessing 2
Your units heal for 15 percent of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 450 health.
Chemical Overload 2
Chemtech units explode on death, dealing 75 percent of their maximum health as magic damage to enemies within Two Hexes.
Clear Mind
If you have no units on your bench at the end of a round, gain four experience points.
Cram Session
After casting their first Ability, Academic units restore 80 percent of their maximum mana.
Cybernetic Implants 2
Your units equipped with an item gain 450 health and 30 attack damage.
Deadeye
Gain a Sniper Emblem.
Element X
Gain a Chemtech Emblem.
Exiles 2
Your units that start combat with no adajacent allies gain a 60 percent maximum health shield for eight seconds.
Experiment 13-37
Gain a Mutant Emblem.
Featherweights 2
Your one and two-cost units gain 75 percent movement and attack speed.
Gold Reserves
Mercenarie units deal one percent more damage per one gold you have. This caps at a maximum of 60 percent.
Hidden Blade
Gain an Assassin Emblem.
High Roller
Gain two Loaded Dice.
Hired Gun
Gain a Mercenary Emblem.
Imperial Banner
Gain an Imperial Emblem.
Instant Injection
Chemtech units now additionally trigger their bonuses at the start of combat.
Junkyard
Every three combat rounds with the Scrap trait active, gain a random component.
Knife's Edge 2
Your units that start combat in the first two rows gain 50 attack damage.
Lifelong Learning
Scholar units that survive combat permanently gain five ability power.
Makeshift Armor 2
Your units with no items gain 45 armor and magic resistance.
March of Progress
Gain four bonus experience points per round. You can no longer use gold to gain experience points.
Metabolic Accelerator
Your Tactician moves faster and heals two health at the start of each round.
Metal Detector
Gain a Scrap Emblem.
Payday
After winning your combat, gain one bonus gold for each surviving Syndicate unit.
Rich Get Richer
Gain 10 gold. Your maximum interest is increased to seven.
Runic Shield 2
Arcanist units start combat with a shield equal to 600 percent of their ability power.
Safety Vest
Gain a Bodyguard Emblem.
Salvage Bin
Gain a random completed item. Selling champions breaks apart their full items into components. This does not include Force of Nature.
Shady Business
Gain a Syndicate Emblem.
Share the Spotlight
Allies adjacent to a spotlight at the start of combat gain 50 percent of its bonuses.
Sharpshooter
Twinshot units ranged attacks and abilities can bounce once, dealing 20 percent less damage.
Shrug It Off
Bruisers regenerate two percent of their maximum health each second.
Smoke Bomb
The first time champions with the Assassin trait drop below 60 percent health, they briefly enter stealth, becoming untargetable and shedding all negative effects.
Spell Blade
Arcanist units attacks deal bonus magic damage equal to 30 percent ability power on hit.
Stand United 2
Your units gain four attack damage and ability power per trait active across your team.
Sunfire Board
At the start of combat, burn all enemies for 30 percent of their maximum HP over 12 seconds and reduce healing received by 50 percent.
Thrill of the Hunt 2
Your units heal 450 health on kill.
Tick Tock
Gain a Clockwork Emblem.
Titanic Force
Your units with more than 1200 maximum health gain attack damage equal to four percent of their maximum health.
Trade Sector
Gain a free Shop refresh each round.
Valedictorian
Gain a Scholar Emblem.
Wise Spending
Gain two experience points when you refresh your Shop.
Woodland Charm
At the start of combat, your highest health champion creates a 1500 health copy of themself. The clone does not include items from the champion that was copied.

Tier 3 Augments

Academy Soul
Your team counts as having two additional Academic.
Arcanist Soul
Your team counts as having two additional Arcanist.
Assassin Soul
Your team counts as having two additional Assassin.
Band of Thieves
Gain two Thief's Gloves.
Bodyguard Soul
Your team counts as having two additional Bodyguard.
Broken Stopwatch
Eight seconds into combat, all enemies and non-Clockwork units are frozen in time for a total of four seconds.
Bruiser Soul
Your team counts as having two additional Bruiser.
Built Different 3
Your units with no traits active gain 400 Health and 80 percent attack speed.
Celestial Blessing 3
Your units heal for 20 percent of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 600 health.
Challenger Soul
Your team counts as having two additional Challenger.
Chemical Overload 3
Chemtech units explode on death, dealing 100 percent of their maximum health as magic damage to enemies within two Hexes.
Chemtech Soul
Your team counts as having two additional Chemtech.
Clockwork Soul
Your team counts as having two additional Clockwork.
Cybernetic Implants 3
Your units equipped with an item gain 600 health and 40 attack damage
Enchanter Soul
Your team counts as having two additional Enchanter.
Enforcer Soul
Your team counts as having two additional Enforcer.
Exiles 3
Your units that start combat with no adajacent allies gain an 80 percent maximum health shield for eight seconds.
Featherweights 3
Your one and two-cost units gain 100 percent movement and attack speed.
Golden Ticket
Each time your Shop is refreshed, you have a 35 percent chance to gain a free refresh.
High End Shopping
Champions appear in your Shop as if you were one level higher.
Imperial Soul
Your team counts as having two additional Imperial.
Innovator Soul
Your team counts as having two additional Innovator.
Item Grab Bag 2
Gain two random completed items and two Reforgers.
Knife's Edge 3
Your units that start combat in the first two rows gain 70 attack damage.
Level Up!
When you buy experience points, gain an additional 4 experience points. You can now reach level 10.
Makeshift Armor 3
Your units with no items gain 60 armor and magic resistance.
Mercenary Soul
Your team counts as having two additional Mercenary.
Mutant Soul
Your team counts as having two additional Mutant.
New Recruit
Gain plus-one team size.
Portable Forge
Open an Armory and choose one of three unique Artifacts crafted by Ornn.
Protector Soul
Your team counts as having two additional Protector.
Runic Shield 3
Arcanist units start combat with a shield equal to 800 percent ability power.
Scholar Soul
Your team counts as having two additional Scholar.
Scrap Soul
Your team counts as having two additional Scrap.
Sniper Soul
Your team counts as having two additional Sniper.
Socialite Soul
Your team counts as having two additional Socialite.
Stand United 3
Your units gain six attack damage and ability power per trait active across your team.
Syndicate Soul
Your team counts as having two additional Syndicate.
Thrill of the Hunt 3
Your units heal 600 health on kill.
Twinshot Soul
Your team counts as having two additional Twinshot.
Windfall
Gain gold based on the number of Augments you currently have. Zero equals 20 gold, one equals 25 gold, and two equals 30 gold.

League of Legends Champions:

Teamfight Tactics Guide