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. |