Welcome to TFT Set 6 Hextech Augments list including tier 1, tier 2, & tier 3, and its description in Teamfight Tactics here.
Tier 1
![]() | Your team counts as having 1 additional Academic. |
![]() | Your team counts as having 1 additional Arcanist. |
![]() | After 15 seconds of combat, your units deal 75% more damage. |
![]() | Your team counts as having 1 additional Assassin. |
![]() | After losing your combat, gain 2 gold and a free Shop refresh. |
![]() | After winning your player combat, gain 1 bonus gold for every 2 surviving units. |
![]() | If you have less than 10 gold at the end of a round, gain 3 gold. |
![]() | Your champions equipped with 2 items temporarily gain a random completed item at the start of combat. |
![]() | Gain 1 random completed item and 1 Reforger. |
![]() | Gain 2 Target Dummies. |
![]() | Gain a random component. At the start of each turn, items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables). |
![]() | Your units with no Traits active gain 300 Health and 40% Attack Speed. |
![]() | Your units heal for 10% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 300 Health. |
![]() | Your units that start combat in the front 2 rows gain 35 Attack Damage. |
![]() | Your champions holding an item gain 200 Health and 20 Attack Damage. |
![]() | Your units that start combat with no adjacent allies gain a 40% maximum Health shield for 8 seconds. |
![]() | Your 1 and 2 cost champions gain 45% Attack Speed and movement speed. |
![]() | All healing and shielding on your units are increased by 35%. |
![]() | Your units with no items gain 30 Armor and Magic Resist. |
![]() | Your units gain 3 AD and AP per Trait active across your army. |
![]() | Your units heal 300 Health on kill. |
![]() | Whenever your team has fewer units alive than your opponent, your units regenerate 15% of their missing Health each second. |
![]() | Your units' attacks ignore 25% of the target's Armor and reduce healing received by 50% for 10 seconds. |
![]() | Arcanists start combat with a shield equal to 400% of their Ability Power. |
![]() | Assassins Mana Reave the first unit they attack, increasing their maximum Mana by 65% until they cast. |
![]() | Your team counts as having 1 additional Bodyguard. |
![]() | At the start of combat, Bodyguards grant 75% of their Armor bonus to non-Bodyguard allies directly behind them (does not stack). |
![]() | Your team counts as having 1 additional Bruiser. |
![]() | Your team counts as having 1 additional Challenger. |
![]() | The first time an enemy is attacked by a Challenger, they are Disarmed for 3 seconds. |
![]() | Chemtechs explode on death, dealing 30% of their max Health as magic damage to enemies within 2 hexes. |
![]() | Your team counts as having 1 additional Chemtech. |
![]() | Your team counts as having 1 additional Clockwork. |
![]() | Your team counts as having 1 additional Enchanter. |
![]() | Your team counts as having 1 additional Enforcer. |
![]() | Your team counts as having 1 additional Imperial. |
![]() | There are now 2 Tyrants. |
![]() | Your team counts as having 1 additional Innovator. |
![]() | When the Innovation dies, it will become untargetable and repair itself if an Innovator is still alive. |
![]() | Your team counts as having 1 additional Mercenary. |
![]() | Mercenary units have a 50% chance to drop 1 gold when they kill an enemy. |
![]() | Your team counts as having 1 additional Mutant. |
![]() | 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. |
![]() | Your team counts as having 1 additional Protector. |
![]() | Your team counts as having 1 additional Scholar. |
![]() | Your team counts as having 1 additional Scrap. |
![]() | Snipers gain +10% damage for each round fought from the same starting hex. (Maximum +40%) |
![]() | Your team counts as having 1 additional Sniper. |
![]() | Summon 1 additional Socialite spotlight. |
![]() | Your team counts as having 1 additional Socialite. |
![]() | Your team counts as having 1 additional Syndicate. |
![]() | When your syndicates die, they grant your other Syndicates 20 Attack Damage and Ability Power. |
![]() | Your team counts as having 1 additional Twinshot. |
![]() | Yourdles gain 35% Dodge Chance. |
Tier 2
![]() | Gain 10 gold. Your maximum interest is increased to 7. |
![]() | Gain 2 experience points when you refresh your Shop. |
![]() | Gain 1 Tome of Traits. |
![]() | If you have no units on your bench at the end of a round, gain 4 experience points. |
![]() | At the start of combat, your highest Health Champion creates a 1350 Health copy of themself (excluding items). |
![]() | Gain 4 bonus experience points per round. You can no longer use gold to level up. |
![]() | Gain a free Shop refresh each round. |
![]() | At the start of combat, burn all enemies for 30% of their maximum HP over 12 seconds and reduce healing received by 50%. |
![]() | Your Tactician moves faster and heals 2 Health at the start of each round. |
![]() | Gain a random completed item. Selling champions breaks apart their full items into components (excluding Tactician's Crown). |
![]() | Your units that start combat in the first 2 rows gain 50 Attack Damage. |
![]() | Your champions holding an item gain 300 Health and 30 Attack Damage. |
![]() | Your units that start combat with no adjacent allies gain 1 60% maximum Health shield for 8 seconds. |
![]() | Your 1 and 2 cost champions gain 65% Attack Speed and movement speed. |
![]() | Your units with no Traits active gain 450 Health and 60% Attack Speed. |
![]() | Your units gain 4 AD and AP per Trait active across your army. |
![]() | Your units with more than 1200 maximum Health gain Attack Damage equal to 5% of their maximum Health. |
![]() | Your units with no items gain 45 Armor and Magic Resist. |
![]() | Your units heal for 15% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 450 Health. |
![]() | Your units heal 500 Health on kill. |
![]() | Gain an Academy Emblem. |
![]() | After casting their first Ability, Academics restore 80% of their maximum Mana. |
![]() | Gain an Arcanist Emblem. |
![]() | Arcanists start combat with a shield equal to 600% of their Ability Power. |
![]() | Arcanists' attacks deal bonus magic damage equal to 40% of their Ability Power on hit. |
![]() | Gain an Assassin Emblem. |
![]() | The first time Assassins drop below 60% Health, they briefly enter stealth becoming untargetable and shedding all negative effects. |
![]() | Gain a Bodyguard Emblem. |
![]() | Gain a Bruiser Emblem. |
![]() | Bruisers regenerate 2% of their maximum Health each second. |
![]() | Gain a Challenger Emblem. |
![]() | Gain a Chemtech Emblem. |
![]() | Chemtechs explode on death, dealing 45% of their max Health as magic damage to enemies within 2 hexes. |
![]() | Chemtechs now additionally trigger their bonuses at the start of combat. |
![]() | Gain a Clockwork Emblem. |
![]() | Colossuses become invulnerable for 2 seconds when their Health drops to 60% and 30%. |
![]() | Allies healed or shielded by Enchanters gain 40% stacking Attack Speed for the rest of combat (maximum once every 4 seconds). |
![]() | Gain an Imperial Emblem. |
![]() | When an ally dies, they grant the Tyrant 40% of their maximum Health. |
![]() | Gain a Mercenary Emblem. |
![]() | Mercenaries deal 1% more damage per 1 gold you have. (Maximum +60%) |
![]() | Gain a Mutant Emblem. |
![]() | Gain a Protector Emblem. |
![]() | Gain a Scholar Emblem. |
![]() | Gain a Scarp Emblem. |
![]() | Gain a random component every 3 combat rounds with the Scrap Trait active. |
![]() | Gain a Sniper Emblem. |
![]() | Gain a Syndicate Emblem. |
![]() | After winning your combat, gain 1 bonus gold for each surviving Syndicate. |
![]() | Twinshot's ranged attacks and Abilities can bounce once, dealing 40% less damage. |
![]() | Scholars that survive your combat permanently gain 5 Ability Power. |
Tier 3
![]() | Gain gold based on the number of Augments you currently have 0 = 20g, 1 = 25g, 2 = 30g. |
![]() | Gain 2 Loaded Dice. |
![]() | Open an Armory and choose 1 of 3 unique Artifacts crafted by Ornn. |
![]() | Gain 2 random completed items and 2 Reforgeres. |
![]() | Gain 2 Thief's Gloves. |
![]() | Gain +1 team size. |
![]() | Each time your Shop is refreshed, you have a 40% chance to gain a free refresh. |
![]() | When you buy experience points, gain an additional 4. You can now reach level 10. |
![]() | Champions appear in your Shop as if you were 1 level higher. |
![]() | Your units that start combat with no adjacent allies gain a 80% maximum Health shield for 8 seconds. |
![]() | Your 1 and 2 cost units gain 90% movement and Attack Speed. |
![]() | Your units that start combat in the first 2 rows gain 70 Attack Damage. |
![]() | Your units equipped with an item gain 400 Health and 40 Attack Damage. |
![]() | Your units with no Traits active gain 600 Health and 80% Attack Speed. |
![]() | Your units gain 6 Attack Damage and Ability Power per Trait active across your team. |
![]() | Your units with no items gain 60 Armor and Magic Resist. |
![]() | Your units heal for 20% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 600 Health. |
![]() | Your units heal 750 Health on kill. |
![]() | Your team counts as having 2 additional Academics. |
![]() | Arcanists start combat with a shield equal to 800% of their Ability Power. |
![]() | Your team counts as having 2 additional Arcanists. |
![]() | Your team counts as having 2 additional Assassins. |
![]() | Your team counts as having 2 additional Bodyguards. |
![]() | Your team counts as having 2 additional Bruisers. |
![]() | Your team counts as having 2 additional Challengers. |
![]() | Chemtechs explode on death, dealing 60% of their maximum Health as magic damage to enemies within 2 hexes. |
![]() | Your team counts as having 2 additional Chemtechs. |
![]() | Your team counts as having 2 additional Clockworks. |
![]() | 6 seconds into combat, all enemies and non-Clockwork units are frozen in time for 4 seconds. |
![]() | Your team counts as having 2 additional Enchanters. |
![]() | Your team counts as having 2 additional Enforcers. |
![]() | Your team counts as having 2 additional Imperials. |
![]() | Your team counts as having 2 additional Innovators. |
![]() | Your team counts as having 2 additional Mercenaries. |
![]() | Your team counts as having 2 additional Mutants. |
![]() | Your team counts as having 2 additional Protectors. |
![]() | Your team counts as having 2 additional Scholars. |
![]() | Your team counts as having 2 additional Scraps. |
![]() | Your team counts as having 2 additional Snipers. |
![]() | Your team counts as having 2 additional Socialites. |
![]() | Allies adjacent to a spotlight at the start of combat gain 100% of its bonuses. |
![]() | Your team counts as having 2 additional Syndicates. |
![]() | Your team counts as having 2 additional Twinshots. |