Welcome to TFT Set 6 Hextech Augments list including tier 1, tier 2, & tier 3, and its description in Teamfight Tactics here.
Tier 1
Academy Heart | Your team counts as having 1 additional Academic. |
Arcanist Heart | Your team counts as having 1 additional Arcanist. |
Ascension | After 15 seconds of combat, your units deal 75% more damage. |
Assassin Heart | Your team counts as having 1 additional Assassin. |
Calculated Loss | After losing your combat, gain 2 gold and a free Shop refresh. |
Dominance | After winning your player combat, gain 1 bonus gold for every 2 surviving units. |
Hyper Roll | If you have less than 10 gold at the end of a round, gain 3 gold. |
Binary Airdrop | Your champions equipped with 2 items temporarily gain a random completed item at the start of combat. |
Item Grab Bag I | Gain 1 random completed item and 1 Reforger. |
Phony Frontline | Gain 2 Target Dummies. |
Pandora's Items | Gain a random component. At the start of each turn, items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables). |
Built Different I | Your units with no Traits active gain 300 Health and 40% Attack Speed. |
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 300 Health. |
Knife's Edge I | Your units that start combat in the front 2 rows gain 35 Attack Damage. |
Cybernetic Implants I | Your champions holding an item gain 200 Health and 20 Attack Damage. |
Exiles I | Your units that start combat with no adjacent allies gain a 40% maximum Health shield for 8 seconds. |
Featherweights I | Your 1 and 2 cost champions gain 45% Attack Speed and movement speed. |
First Aid Kit | All healing and shielding on your units are increased by 35%. |
Makeshift Armor I | Your units with no items gain 30 Armor and Magic Resist. |
Stand United I | Your units gain 3 AD and AP per Trait active across your army. |
Thrill of the Hunt I | Your units heal 300 Health on kill. |
Underdogs | Whenever your team has fewer units alive than your opponent, your units regenerate 15% of their missing Health each second. |
Weakspot | Your units' attacks ignore 25% of the target's Armor and reduce healing received by 50% for 10 seconds. |
Runic Shield I | Arcanists start combat with a shield equal to 400% of their Ability Power. |
Cutthroat | Assassins Mana Reave the first unit they attack, increasing their maximum Mana by 65% until they cast. |
Bodyguard Heart | Your team counts as having 1 additional Bodyguard. |
Stand Behind Me | At the start of combat, Bodyguards grant 75% of their Armor bonus to non-Bodyguard allies directly behind them (does not stack). |
Bruiser Heart | Your team counts as having 1 additional Bruiser. |
Challenger Heart | Your team counts as having 1 additional Challenger. |
En Garde | The first time an enemy is attacked by a Challenger, they are Disarmed for 3 seconds. |
Chemical Overload I | Chemtechs explode on death, dealing 30% of their max Health as magic damage to enemies within 2 hexes. |
Chemtech Heart | Your team counts as having 1 additional Chemtech. |
Clockwork Heart | Your team counts as having 1 additional Clockwork. |
Enchanter Heart | Your team counts as having 1 additional Enchanter. |
Enforcer Heart | Your team counts as having 1 additional Enforcer. |
Imperial Heart | Your team counts as having 1 additional Imperial. |
Dual Rule | There are now 2 Tyrants. |
Innovator Heart | Your team counts as having 1 additional Innovator. |
Self-Repair | When the Innovation dies, it will become untargetable and repair itself if an Innovator is still alive. |
Mercenary Heart | Your team counts as having 1 additional Mercenary. |
Pirates | Mercenary units have a 50% chance to drop 1 gold when they kill an enemy. |
Mutant Heart | Your team counts as having 1 additional Mutant. |
Unstable Evolution | Mutants randomly gain one of the following when they reach 2 star: 500 Health, 35% Attack Speed, 35 Attack Damage, or 35 Ability Power. These bonuses stack. |
Protector Heart | Your team counts as having 1 additional Protector. |
Scholar Heart | Your team counts as having 1 additional Scholar. |
Scrap Heart | Your team counts as having 1 additional Scrap. |
Sniper's Nest | Snipers gain +10% damage for each round fought from the same starting hex. (Maximum +40%) |
Sniper Heart | Your team counts as having 1 additional Sniper. |
Duet | Summon 1 additional Socialite spotlight. |
Socialite Heart | Your team counts as having 1 additional Socialite. |
Syndicate Heart | Your team counts as having 1 additional Syndicate. |
One For All | When your syndicates die, they grant your other Syndicates 20 Attack Damage and Ability Power. |
Twinshot Heart | Your team counts as having 1 additional Twinshot. |
So Small | Yourdles gain 35% Dodge Chance. |
Tier 2
Rich Get Richer | Gain 10 gold. Your maximum interest is increased to 7. |
Wise Spending | Gain 2 experience points when you refresh your Shop. |
Ancient Archives | Gain 1 Tome of Traits. |
Clear Mind | If you have no units on your bench at the end of a round, gain 4 experience points. |
Woodland Charm | At the start of combat, your highest Health Champion creates a 1350 Health copy of themself (excluding items). |
March of Progress | Gain 4 bonus experience points per round. You can no longer use gold to level up. |
Trade Sector | Gain a free Shop refresh each round. |
Sunfire Board | At the start of combat, burn all enemies for 30% of their maximum HP over 12 seconds and reduce healing received by 50%. |
Metabolic Accelerator | Your Tactician moves faster and heals 2 Health at the start of each round. |
Salvage Bin | Gain a random completed item. Selling champions breaks apart their full items into components (excluding Tactician's Crown). |
Knife's Edge II | Your units that start combat in the first 2 rows gain 50 Attack Damage. |
Cybernetic Implants II | Your champions holding an item gain 300 Health and 30 Attack Damage. |
Exiles II | Your units that start combat with no adjacent allies gain 1 60% maximum Health shield for 8 seconds. |
Featherweights II | Your 1 and 2 cost champions gain 65% Attack Speed and movement speed. |
Built Different II | Your units with no Traits active gain 450 Health and 60% Attack Speed. |
Stand United II | Your units gain 4 AD and AP per Trait active across your army. |
Titanic Force | Your units with more than 1200 maximum Health gain Attack Damage equal to 5% of their maximum Health. |
Makeshift Armor II | Your units with no items gain 45 Armor and Magic Resist. |
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 450 Health. |
Thrill of the Hunt II | Your units heal 500 Health on kill. |
Academy Honors | Gain an Academy Emblem. |
Cram Session | After casting their first Ability, Academics restore 80% of their maximum Mana. |
Arcane Sigil | Gain an Arcanist Emblem. |
Runic Shield II | Arcanists start combat with a shield equal to 600% of their Ability Power. |
Spell Blade | Arcanists' attacks deal bonus magic damage equal to 40% of their Ability Power on hit. |
Hidden Blade | Gain an Assassin Emblem. |
Smoke Bomb | The first time Assassins drop below 60% Health, they briefly enter stealth becoming untargetable and shedding all negative effects. |
Safety Vest | Gain a Bodyguard Emblem. |
Beef Up | Gain a Bruiser Emblem. |
Shrug It Off | Bruisers regenerate 2% of their maximum Health each second. |
A New Challenger | Gain a Challenger Emblem. |
Element X | Gain a Chemtech Emblem. |
Chemical Overload II | Chemtechs explode on death, dealing 45% of their max Health as magic damage to enemies within 2 hexes. |
Instant Injection | Chemtechs now additionally trigger their bonuses at the start of combat. |
Tick Tock | Gain a Clockwork Emblem. |
Armor Plating | Colossuses become invulnerable for 2 seconds when their Health drops to 60% and 30%. |
Ardent Censer | Allies healed or shielded by Enchanters gain 40% stacking Attack Speed for the rest of combat (maximum once every 4 seconds). |
Imperial Banner | Gain an Imperial Emblem. |
All For One | When an ally dies, they grant the Tyrant 40% of their maximum Health. |
Hired Gun | Gain a Mercenary Emblem. |
Gold Reserves | Mercenaries deal 1% more damage per 1 gold you have. (Maximum +60%) |
Experiment 13-37 | Gain a Mutant Emblem. |
Bulwark | Gain a Protector Emblem. |
Valedictorian | Gain a Scholar Emblem. |
Metal Detector | Gain a Scarp Emblem. |
Junkyard | Gain a random component every 3 combat rounds with the Scrap Trait active. |
Deadeye | Gain a Sniper Emblem. |
Shady Business | Gain a Syndicate Emblem. |
Payday | After winning your combat, gain 1 bonus gold for each surviving Syndicate. |
Sharpshooter | Twinshot's ranged attacks and Abilities can bounce once, dealing 40% less damage. |
Lifelong Learning | Scholars that survive your combat permanently gain 5 Ability Power. |
Tier 3
Windfall | Gain gold based on the number of Augments you currently have 0 = 20g, 1 = 25g, 2 = 30g. |
High Roller | Gain 2 Loaded Dice. |
Portable Forge | Open an Armory and choose 1 of 3 unique Artifacts crafted by Ornn. |
Item Grab Bag II | Gain 2 random completed items and 2 Reforgeres. |
Band of Thieves | Gain 2 Thief's Gloves. |
New Recruit | Gain +1 team size. |
Golden Ticket | Each time your Shop is refreshed, you have a 40% chance to gain a free refresh. |
Level Up! | When you buy experience points, gain an additional 4. You can now reach level 10. |
High End Shopping | Champions appear in your Shop as if you were 1 level higher. |
Exiles III | Your units that start combat with no adjacent allies gain a 80% maximum Health shield for 8 seconds. |
Featherweights III | Your 1 and 2 cost units gain 90% movement and Attack Speed. |
Knife's Edge III | Your units that start combat in the first 2 rows gain 70 Attack Damage. |
Cybernetic Implants III | Your units equipped with an item gain 400 Health and 40 Attack Damage. |
Built Different III | Your units with no Traits active gain 600 Health and 80% Attack Speed. |
Stand United III | Your units gain 6 Attack Damage and Ability Power per Trait active across your team. |
Makeshift Armor III | Your units with no items gain 60 Armor and Magic Resist. |
Celestial Blessing III | Your units heal for 20% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 600 Health. |
Thrill of the Hunt III | Your units heal 750 Health on kill. |
Academy Soul | Your team counts as having 2 additional Academics. |
Runic Shield III | Arcanists start combat with a shield equal to 800% of their Ability Power. |
Arcanist Soul | Your team counts as having 2 additional Arcanists. |
Assassin Soul | Your team counts as having 2 additional Assassins. |
Bodyguard Soul | Your team counts as having 2 additional Bodyguards. |
Bruiser Soul | Your team counts as having 2 additional Bruisers. |
Challenger Soul | Your team counts as having 2 additional Challengers. |
Chemical Overload III | Chemtechs explode on death, dealing 60% of their maximum Health as magic damage to enemies within 2 hexes. |
Chemtech Soul | Your team counts as having 2 additional Chemtechs. |
Clockwork Soul | Your team counts as having 2 additional Clockworks. |
Broken Stopwatch | 6 seconds into combat, all enemies and non-Clockwork units are frozen in time for 4 seconds. |
Enchanter Soul | Your team counts as having 2 additional Enchanters. |
Enforcer Soul | Your team counts as having 2 additional Enforcers. |
Imperial Soul | Your team counts as having 2 additional Imperials. |
Innovator Soul | Your team counts as having 2 additional Innovators. |
Mercenary Soul | Your team counts as having 2 additional Mercenaries. |
Mutant Soul | Your team counts as having 2 additional Mutants. |
Protector Soul | Your team counts as having 2 additional Protectors. |
Scholar Soul | Your team counts as having 2 additional Scholars. |
Scrap Soul | Your team counts as having 2 additional Scraps. |
Sniper Soul | Your team counts as having 2 additional Snipers. |
Socialite Soul | Your team counts as having 2 additional Socialites. |
Share the Spotlight | Allies adjacent to a spotlight at the start of combat gain 100% of its bonuses. |
Syndicate Soul | Your team counts as having 2 additional Syndicates. |
Twinshot Soul | Your team counts as having 2 additional Twinshots. |

Academy Heart
Arcanist Heart
Ascension
Assassin Heart
Calculated Loss
Dominance
Hyper Roll
Binary Airdrop
Item Grab Bag I
Phony Frontline
Pandora's Items
Built Different I
Celestial Blessing I
Knife's Edge I
Cybernetic Implants I
Exiles I
Featherweights I
First Aid Kit
Makeshift Armor I
Stand United I
Thrill of the Hunt I
Underdogs
Weakspot
Runic Shield I
Cutthroat
Bodyguard Heart
Stand Behind Me
Bruiser Heart
Challenger Heart
En Garde
Chemical Overload I
Chemtech Heart
Clockwork Heart
Enchanter Heart
Enforcer Heart
Imperial Heart
Dual Rule
Innovator Heart
Self-Repair
Mercenary Heart
Pirates
Mutant Heart
Unstable Evolution
Protector Heart
Scholar Heart
Scrap Heart
Sniper's Nest
Sniper Heart
Duet
Socialite Heart
Syndicate Heart
One For All
Twinshot Heart
So Small
Rich Get Richer
Wise Spending
Ancient Archives
Clear Mind
Woodland Charm
March of Progress
Trade Sector
Sunfire Board
Metabolic Accelerator
Salvage Bin
Knife's Edge II
Cybernetic Implants II
Exiles II
Featherweights II
Built Different II
Stand United II
Titanic Force
Makeshift Armor II
Celestial Blessing II
Thrill of the Hunt II
Academy Honors
Cram Session
Arcane Sigil
Runic Shield II
Spell Blade
Hidden Blade
Smoke Bomb
Safety Vest
Beef Up
Shrug It Off
A New Challenger
Element X
Chemical Overload II
Instant Injection
Tick Tock
Armor Plating
Ardent Censer
Imperial Banner
All For One
Hired Gun
Gold Reserves
Experiment 13-37
Bulwark
Valedictorian
Metal Detector
Junkyard
Deadeye
Shady Business
Payday
Sharpshooter
Lifelong Learning
Windfall
High Roller
Portable Forge
Item Grab Bag II
Band of Thieves
New Recruit
Golden Ticket
Level Up!
High End Shopping
Exiles III
Featherweights III
Knife's Edge III
Cybernetic Implants III
Built Different III
Stand United III
Makeshift Armor III
Celestial Blessing III
Thrill of the Hunt III
Academy Soul
Runic Shield III
Arcanist Soul
Assassin Soul
Bodyguard Soul
Bruiser Soul
Challenger Soul
Chemical Overload III
Chemtech Soul
Clockwork Soul
Broken Stopwatch
Enchanter Soul
Enforcer Soul
Imperial Soul
Innovator Soul
Mercenary Soul
Mutant Soul
Protector Soul
Scholar Soul
Scrap Soul
Sniper Soul
Socialite Soul
Share the Spotlight
Syndicate Soul
Twinshot Soul