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All Hextech Augments In TeamFight Tactics Set 6 | Gizmos & Gadgets

There's a level 10 now? This is getting out of hand.

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.

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Tier 1 (Silver)

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Academy HeartYour team counts as having one additional Academic
Arcanist HeartYour team counts as having one additional Arcanist
AscensionAfter 15 seconds of combat, your units deal 100 Percent more damage
Assassin HeartYour team counts as having one additional Assassin
Binary AirdropYour units equipped with two items temporarily gain a random completed item at the start of combat
Bodyguard HeartYour team counts as having one additional Bodyguard
Bruiser HeartYour team counts as having one additional Bruiser
Built Different IYour units with no traits active gain 300 Health and 40 Percent Attack Speed
Calculated LossAfter losing your combat, gain two gold and a free shop refresh
Celestial Blessing IYour units heal for 12 Percent of the damage dealt by attacks and abilities. Excess healing is converted into a shield up to 300 Health
Challenger HeartYour team counts as having one additional Challenger
Chemical Overload IChemtechs 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 MindIf you have no units on your bench at the end of a round, gain four experience points
Clockwork HeartYour team counts as having one additional Clockwork
CutthroatAssassins Mana Reave the first unit they attack, increasing their maximum Mana by 65 Percent until they cast
Cybernetic Implants IYour units equipped with an item gain 200 Health and 10 Attack Damage
DominanceAfter winning your combat, gain 1 bonus gold for every two surviving units
Dual RuleThere are now two Tyrants
DuetSummon one additional Socialite spotlight
Enchanter HeartYour team counts as having one additional enchanter
Enforcer HeartYour team counts as having one additional enforcer
En GardeThe first time an enemy is attacked by a Challenger, they are Disarmed for three seconds
Exiles IYour units that start combat with no adjacent allies gain a 35 Percent Maximum Health shield for eight seconds
Featherweights IYour one and two cost units gain 35 Percent Movement Speed and Attack Speed
First Aid KitAll healing and shielding received by your units is increased by 35 Percent
High End ShoppingChampions appear in your shop as if you were one level higher
Hyper RollIf you have less than 10 gold at the end of a round, gain two gold
Imperial HeartYour team counts as having one additional Imperial
Innovator HeartYour team counts as having one additional Innovator
Item Grab Bag IGain one random completed item and one Reforger
Knife's Edge IYour units that start combat in the front two rows gain 30 Attack Damage
Makeshift Armor IYour units with no items gain 30 Armor and Magic Resist
Mercenary HeartYour team counts as having one additional Mercenary
Mutant HeartYour team counts as having one additional Mutant
One For AllWhen your Syndicates die, they grant your other Syndicates 20 Attack Damage and Ability Power
Pandora's ItemsGain a random component. At the start of each turn, items on your bench are randomized (excluding Tactician's Crown, Spatula, and Consumables)
PaydayAfter winning your combat, gain one bonus gold for each surviving Syndicate
Phony FrontlineGain two Target Dummies
PiratesMercenary units have a 50 Percent chance to drop one gold when they kill an enemy
Protector HeartYour team counts as having one additional Protector
Runic Shield IArcanists start combat with a shield equal to 350 Percent of their Ability Power
Salvage BinGain a random completed item. Selling champions breaks apart their full items into components (excluding Tactician's Crown)
Scholar HeartYour team counts as having one additional Scholar
Scrap HeartYour team counts as having one additional Scrap
Self-RepairWhen the Innovation dies, it will become untargetable and repair itself if an Innovator is still alive
Sniper HeartYour team counts as having one additional Sniper
Sniper's NestSnipers gain +8 Percent damage per round they've started combat in the same hex. (Maximum +40 Percent)
Socialite HeartYour team counts as having one additional Socialite
So SmallYordles gain 35 Percent dodge chance
Stand Behind MeAt the start of combat, Bodyguards grant 100 Percent of their armor bonus to non-Bodyguard allies directly behind them (does not stack)
Stand United IYour units gain three Attack Damage and Ability Power per trait active across your team
Syndicate HeartYour team counts as having one additional Syndicate
Thrill of the Hunt IYour units heal 300 Health on kill
Twinshot HeartYour team counts as having one additional Twinshot
UnderdogsWhenever your team has fewer units alive than your opponent, your units regenerate 12 Percent of their missing Health every second
Unstable EvolutionMutants 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
WeakspotYour 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)

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Academy HonorsGain an Academy Emblem
Arcane SigilGain an Arcanist Emblem
All For OneWhen an ally dies, they grant the Tyrant 40 Percent of their Maximum Health
A New ChallengerGain a Challenger Emblem
Ancient ArchivesGain a Tome of Traits
Ardent CensorAllies healed or shielded by Enchanters gain 15 Percent stacking Attack Speed for the rest of combat (maximum once every two seconds)
Armor PlatingColossus become invulnerable for two seconds the first time their health drops to 60 Percent and 30 Percent
Beef UpGain a Bruiser Emblem
Built Different IIYour units with no traits active gain 450 Health and 60 Percent Attack Speed
BulwarkGain a Protector Emblem
Celestial Blessing IIYour 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 IIChemtechs explode on death, dealing 30 Percent of their Maximum Health as mafic damage to enemies within two hexes
Cybernetic Implants IIYour units equipped with an item gain 300 Health and 20 Attack Damage
DeadeyeGain a Sniper Emblem
Element XGain a Chemtech Emblem
Exiles IIYour units that start combat with no adjacent allies gain a 50 Percent Maximum Health shield for eight seconds
Experiment 13-37Gain a Mutant Emblem
Featherweights IIYour one and two cost units gain 50 Percent Movement Speed and Attack Speed
Gold ReservesMercenaries deal one Percent more damage per one gold you have (Maximum +60 Percent)
Hidden BladeGain an Assassin Emblem
Hired GunGain a Mercenary Emblem
Imperial BannerGain an Imperial Emblem
Instant InjectionChemtechs now additionally trigger their bonuses at the start of combat
JunkyardEvery three combat rounds with the Scrap trait active, gain a random component
Knife's Edge IIYour units that start combat in the first two rows gain 45 Attack Damage
Lifelong LearningScholars that survive combat permanently gain five Ability Power
March of ProgressGain four bonus experience points per round. You can no longer use gold to gain experience points
Makeshift Armor IIYour 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
Rich Get RicherGain 10 gold. Your maximum interest is increased to seven
Runic Shield IIArcanists start combat with a shield equal to 550 Percent of their Ability Power
Safety VestGain a Bodyguard Emblem
Shady BusinessGain a Syndicate Emblem
Share the SpotlightAllies adjacent to a spotlight at the start of combat gain 75 Percent of its bonuses
SharpshooterTwinshot's ranged attacks and abilities can bounce once, dealing 40 Percent less damage
Shrug it OffBruisers regenerate two Percent of their Maximum Health each second
Smoke BombThe first time Assassins drop below 60 Percent Health
Spell BladeArcanists' attacks deal bonus magic damage equal to 40 Percent Ability Power on hit
Stand United IIYour units gain four Attack Damage and Ability Power per trait active across your team
Sunfire BoardAt 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 IIYour units heal 600 Health on Kill
Tick TockGain a Clockwork Emblem
Titanic ForceYour units with more than 1300 Maximum Health gain Attack Damage equal to four Percent of their Maximum Health
Trade SectorGain a free shop refresh each round
ValedictorianGain a Scholar Emblem
Wise SpendingGain two experience points when you refresh your shop
Woodland CharmAt 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)

Image via Riot Games
Academy SoulYour team counts as having two additional Academics
Arcanist SoulYour team counts as having two additional Arcanists
Assassin SoulYour team counts as having two additional Assassins
Band of ThievesGain two Thieves Gloves
Bodyguard SoulYour team counts as having two additional Bodyguards
Broken Stopwatchsix seconds into combat, all enemies and non-Clockwork units are frozen in time for four seconds
Bruiser SoulYour team counts as having two additional Bruisers
Built Different IIIYour units with no traits active gain 600 Health and 80 Percent Attack Speed
Celestial Blessing IIIYour 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 SoulYour team counts as having two additional Challengers
Chemical Overload IIIChemtechs explode on death, dealing 40 Percent of their maximum Health as magic damage to enemies within two hexes
Chemtech SoulYour team counts as having two additional Chemtech
Clockwork SoulYour team counts as having two additional Clockwork
Cram SessionAfter casting their first ability, Academics restore 80 Percent of their Maximum Mana
Cybernetic Implants IIIYour units equipped with an item gain 400 Health and 30 Attack Damage
Enchanter SoulYour team counts as having two additional Enchanters
Enforcer SoulYour team counts as having two additional Enforcers
Exiles IIIYour units that start combat with no adjacent allies gain a 70 Percent Maximum Health shield for eight seconds
Featherweights IIIYour one and two cost units gain 70% Movement Speed and Attack Speed
Golden TicketEach time your shop is refreshed, you have a 40 Percent chance to gain a free refresh
High RollerGain two Loaded Dice
Imperial SoulYour team counts as having two additional Imperial
Innovator SoulYour team counts as having two additional Innovator
Item Grab Bag IIGain two random completed items and two Reforgers
Knife's Edge IIIYour 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 IIIYour units with no items gain 60 Armor and Magic Resist
Mercenary SoulYour team counts as having two additional Mercenaries
Mutant SoulYour team counts as having two additional Mutants
New RecruitGain +1 team size
Portable ForgeOpen an Armory and choose one of three unique artifacts crafted by Ornn
Protector SoulYour team counts as having two additional Protectors
Runic Shield IIIArcanists start combat with a shield equal to 700 Percent Ability Power
Scholar SoulYour team counts as having two additional scholars
Scrap SoulYour team counts as having two additional Scraps
Sniper SoulYour team counts as having two additional Snipers
Socialite SoulYour team counts as having two additional Socialites
Stand United IIIYour units gain six Attack Damage and Ability Power per trait active across your team
Syndicate SoulYour team counts as having two additional Syndicate
Thrill of the Hunt IIIYour units heal 900 Health on kill
Twinshot SoulYour team counts as having two additional Twinshots
WindfallGain 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


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Author
Daniel Dix
Hello Internet Friends! I am Daniel, Lover of the visual arts. From TV to Video Games, if its on a screen, I know about it and I want you to as well! In addition to writing for ProGameGuides, I am a semi-competive TeamFight Tactics player peaking at top 500 North America. I stream on Twitch.tv under TheGr3ml1n. Some of my favorite games of all time are: Persona 5 (and Royal), God of War (2018), The Last of Us (1 & 2), Journey, and Shadow of The Colossus.

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All Hextech Augments In TeamFight Tactics Set 6 | Gizmos & Gadgets

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