TeamFight Tactics (TFT) is a game that its unique and game-changing set mechanics largely defines. Set 6 takes unique to a whole new level with the most ambitious mechanic in TFT history, Hextech Augments. On stages 1-4, 3-3, and 4-6, you'll be offered a choice between 3 different augments that will have some positive effect on your board. With over 100 augments over three tiers, there's a lot to take in. So here is a list of every single augment you can be offered in Set 6, organized by tier.
Tier 1 (Silver)
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 I | Your units with no traits active gain 300 Health and 40 Percent Attack Speed |
Calculated Loss | After losing your combat, gain two gold and a free shop refresh |
Celestial Blessing I | Your units heal for 12 Percent of the damage dealt by attacks and abilities. Excess healing is converted into a shield up to 300 Health |
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Challenger Heart | Your team counts as having one additional Challenger |
Chemical Overload I | Chemtechs explode on death-dealing 20 Percent of their Maximum Health as magic damage to enemies within two hexes |
Chemtech Heart | Your team counts as having one additional Chemtech |
Clear Mind | If you have no units on your bench at the end of a round, gain four experience points |
Clockwork Heart | Your team counts as having one additional Clockwork |
Cutthroat | Assassins Mana Reave the first unit they attack, increasing their maximum Mana by 65 Percent until they cast |
Cybernetic Implants I | Your units equipped with an item gain 200 Health and 10 Attack Damage |
Dominance | After winning your combat, gain 1 bonus gold for every two surviving units |
Dual Rule | There are now two Tyrants |
Duet | Summon one additional Socialite spotlight |
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Enchanter Heart | Your team counts as having one additional enchanter |
Enforcer Heart | Your team counts as having one additional enforcer |
En Garde | The first time an enemy is attacked by a Challenger, they are Disarmed for three seconds |
Exiles I | Your units that start combat with no adjacent allies gain a 35 Percent Maximum Health shield for eight seconds |
Featherweights I | Your one and two cost units gain 35 Percent Movement Speed and Attack Speed |
First Aid Kit | All healing and shielding received by your units is increased by 35 Percent |
High End Shopping | Champions appear in your shop as if you were one level higher |
Hyper Roll | If you have less than 10 gold at the end of a round, gain two gold |
Imperial Heart | Your team counts as having one additional Imperial |
Innovator Heart | Your team counts as having one additional Innovator |
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Item Grab Bag I | Gain one random completed item and one Reforger |
Knife's Edge I | Your units that start combat in the front two rows gain 30 Attack Damage |
Makeshift Armor I | Your units with no items gain 30 Armor and Magic Resist |
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 Syndicates die, they grant your other Syndicates 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 (excluding Tactician's Crown, Spatula, and Consumables) |
Payday | After winning your combat, gain one bonus gold for each surviving Syndicate |
Phony Frontline | Gain two Target Dummies |
Pirates | Mercenary units have a 50 Percent chance to drop one gold when they kill an enemy |
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Protector Heart | Your team counts as having one additional Protector |
Runic Shield I | Arcanists start combat with a shield equal to 350 Percent of their Ability Power |
Salvage Bin | Gain a random completed item. Selling champions breaks apart their full items into components (excluding Tactician's Crown) |
Scholar Heart | Your team counts as having one additional Scholar |
Scrap Heart | Your team counts as having one additional Scrap |
Self-Repair | When the Innovation dies, it will become untargetable and repair itself if an Innovator is still alive |
Sniper Heart | Your team counts as having one additional Sniper |
Sniper's Nest | Snipers gain +8 Percent damage per round they've started combat in the same hex. (Maximum +40 Percent) |
Socialite Heart | Your team counts as having one additional Socialite |
So Small | Yordles gain 35 Percent dodge chance |
Stand Behind Me | At the start of combat, Bodyguards grant 100 Percent of their armor bonus to non-Bodyguard allies directly behind them (does not stack) |
Stand United I | 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 I | Your units heal 300 Health on kill |
Twinshot Heart | Your team counts as having one additional Twinshot |
Underdogs | Whenever your team has fewer units alive than your opponent, your units regenerate 12 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 |
Related: All Items In TeamFight Tactics Set 6 | Gizmos & Gadgets
Tier 2 (Gold)
Academy Honors | Gain an Academy Emblem |
Arcane Sigil | Gain an Arcanist Emblem |
All For One | When an ally dies, they grant the Tyrant 40 Percent of their Maximum Health |
A New Challenger | Gain a Challenger Emblem |
Ancient Archives | Gain a Tome of Traits |
Ardent Censor | Allies healed or shielded by Enchanters gain 15 Percent stacking Attack Speed for the rest of combat (maximum once every two seconds) |
Armor Plating | Colossus 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 II | Your units with no traits active gain 450 Health and 60 Percent Attack Speed |
Bulwark | Gain a Protector Emblem |
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Celestial Blessing II | Your units heal for 20 Percent of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 450 Health |
Chemical Overload II | Chemtechs explode on death, dealing 30 Percent of their Maximum Health as mafic damage to enemies within two hexes |
Cybernetic Implants II | Your units equipped with an item gain 300 Health and 20 Attack Damage |
Deadeye | Gain a Sniper Emblem |
Element X | Gain a Chemtech Emblem |
Exiles II | Your units that start combat with no adjacent allies gain a 50 Percent Maximum Health shield for eight seconds |
Experiment 13-37 | Gain a Mutant Emblem |
Featherweights II | Your one and two cost units gain 50 Percent Movement Speed and Attack Speed |
Gold Reserves | Mercenaries deal one Percent more damage per one gold you have (Maximum +60 Percent) |
Hidden Blade | Gain an Assassin Emblem |
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Hired Gun | Gain a Mercenary Emblem |
Imperial Banner | Gain an Imperial Emblem |
Instant Injection | Chemtechs 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 II | Your units that start combat in the first two rows gain 45 Attack Damage |
Lifelong Learning | Scholars that survive combat permanently gain five Ability Power |
March of Progress | Gain four bonus experience points per round. You can no longer use gold to gain experience points |
Makeshift Armor II | Your units with no items gain 45 Armor and Magic Resist |
Metal Detector | Gain a Scrap Emblem |
Metabolic Accelerator | Your Tactician moves faster and heals two Health at the start of each round |
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Rich Get Richer | Gain 10 gold. Your maximum interest is increased to seven |
Runic Shield II | Arcanists start combat with a shield equal to 550 Percent of their Ability Power |
Safety Vest | Gain a Bodyguard Emblem |
Shady Business | Gain a Syndicate Emblem |
Share the Spotlight | Allies adjacent to a spotlight at the start of combat gain 75 Percent of its bonuses |
Sharpshooter | Twinshot's ranged attacks and abilities can bounce once, dealing 40 Percent less damage |
Shrug it Off | Bruisers regenerate two Percent of their Maximum Health each second |
Smoke Bomb | The first time Assassins drop below 60 Percent Health |
Spell Blade | Arcanists' attacks deal bonus magic damage equal to 40 Percent Ability Power on hit |
Stand United II | 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 Health over 12 seconds and reduce healing received by 50 Percent |
Thrill of the Hunt II | Your units heal 600 Health on Kill |
Tick Tock | Gain a Clockwork Emblem |
Titanic Force | Your units with more than 1300 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 1350 Health copy of themself (excluding items) |
Related: All Champions in TeamFight Tactics Set 6 | Gizmos and Gadgets
Tier 3 (Prismatic)
Academy Soul | Your team counts as having two additional Academics |
Arcanist Soul | Your team counts as having two additional Arcanists |
Assassin Soul | Your team counts as having two additional Assassins |
Band of Thieves | Gain two Thieves Gloves |
Bodyguard Soul | Your team counts as having two additional Bodyguards |
Broken Stopwatch | six seconds into combat, all enemies and non-Clockwork units are frozen in time for four seconds |
Bruiser Soul | Your team counts as having two additional Bruisers |
Built Different III | Your units with no traits active gain 600 Health and 80 Percent Attack Speed |
Celestial Blessing III | Your units heal for 25 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 Challengers |
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Chemical Overload III | Chemtechs explode on death, dealing 40 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 |
Cram Session | After casting their first ability, Academics restore 80 Percent of their Maximum Mana |
Cybernetic Implants III | Your units equipped with an item gain 400 Health and 30 Attack Damage |
Enchanter Soul | Your team counts as having two additional Enchanters |
Enforcer Soul | Your team counts as having two additional Enforcers |
Exiles III | Your units that start combat with no adjacent allies gain a 70 Percent Maximum Health shield for eight seconds |
Featherweights III | Your one and two cost units gain 70% Movement Speed and Attack Speed |
Golden Ticket | Each time your shop is refreshed, you have a 40 Percent chance to gain a free refresh |
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High Roller | Gain two Loaded Dice |
Imperial Soul | Your team counts as having two additional Imperial |
Innovator Soul | Your team counts as having two additional Innovator |
Item Grab Bag II | Gain two random completed items and two Reforgers |
Knife's Edge III | Your units that start combat in the first two rows gain 60 Attack Damage |
Level Up! | When you buy experience points, gain an additional three experience points. You can now reach level 10 |
Makeshift Armor III | Your units with no items gain 60 Armor and Magic Resist |
Mercenary Soul | Your team counts as having two additional Mercenaries |
Mutant Soul | Your team counts as having two additional Mutants |
New Recruit | Gain +1 team size |
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Portable Forge | Open an Armory and choose one of three unique artifacts crafted by Ornn |
Protector Soul | Your team counts as having two additional Protectors |
Runic Shield III | Arcanists start combat with a shield equal to 700 Percent Ability Power |
Scholar Soul | Your team counts as having two additional scholars |
Scrap Soul | Your team counts as having two additional Scraps |
Sniper Soul | Your team counts as having two additional Snipers |
Socialite Soul | Your team counts as having two additional Socialites |
Stand United III | 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 III | Your units heal 900 Health on kill |
Twinshot Soul | Your team counts as having two additional Twinshots |
Windfall | Gain gold based on the number of Augments you currently have 0 = 20 gold, 1 = 25 gold, 2 = 30 gold |
Now you know all the different augments, wouldn't it be helpful to know what the synergies of Set 6 are? Check out our guide on all synergies in Set 6 on Pro Game Guides
Published: Nov 1, 2021 05:19 pm