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SET 6 Augments

Augment Guide
AugmentAugment & DescriptionDescription
Ancient Archives
Gain 1 Tome of Traits.
Gain 1 Tome of Traits.
Arcanist Heart
Your team counts as having 1 additional Arcanist. Gain a Swain.
Your team counts as having 1 additional Arcanist. Gain a Swain.
Ardent Censer
Allies healed or shielded by Enchanters gain 50% stacking Attack Speed for the rest of combat (maximum once every 4 seconds).
Allies healed or shielded by Enchanters gain 50% stacking Attack Speed for the rest of combat (maximum once every 4 seconds).
Ascension
After 15 seconds of combat, your units deal 50% more damage.
After 15 seconds of combat, your units deal 50% more damage.
Assassin Heart
Your team counts as having 1 additional Assassin. Gain a Talon.
Your team counts as having 1 additional Assassin. Gain a Talon.
Bodyguard Heart
Your team counts as having 1 additional Bodyguard. Gain a Blitzcrank.
Your team counts as having 1 additional Bodyguard. Gain a Blitzcrank.
Bruiser Heart
Your team counts as having 1 additional Bruiser. Gain a Trundle.
Your team counts as having 1 additional Bruiser. Gain a Trundle.
Built Different I
Your units with no Traits active gain 300 Health and 50% Attack Speed.
Your units with no Traits active gain 300 Health and 50% Attack Speed.
Calculated Loss
After losing your combat, gain 2 gold and a free Shop refresh.
After losing your combat, gain 2 gold and a free Shop refresh.
Celestial Blessing I
Your units heal for 12% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 300 Health.
Your units heal for 12% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 300 Health.
Challenger Heart
Your team counts as having 1 additional Challenger. Gain a Quinn.
Your team counts as having 1 additional Challenger. Gain a Quinn.
Chemical Overload I
Chemtechs explode on death, dealing 20% of their max Health as magic damage to enemies within 2 hexes.
Chemtechs explode on death, dealing 20% of their max Health as magic damage to enemies within 2 hexes.
Chemtech Heart
Your team counts as having 1 additional Chemtech. Gain a Zac.
Your team counts as having 1 additional Chemtech. Gain a Zac.
Clockwork Heart
Your team counts as having 1 additional Clockwork. Gain a Zilean.
Your team counts as having 1 additional Clockwork. Gain a Zilean.
Cutthroat
Assassins Mana Reave the first unit they attack, increasing their maximum Mana by 65% until they cast.
Assassins Mana Reave the first unit they attack, increasing their maximum Mana by 65% until they cast.
Cybernetic Implants I
Your champions holding an item gain 150 Health and 10 Attack Damage.
Your champions holding an item gain 150 Health and 10 Attack Damage.
Dominance
After winning your player combat, gain 1 bonus gold for every 2 surviving units.
After winning your player combat, gain 1 bonus gold for every 2 surviving units.
Duet
Summon 1 additional Socialite spotlight. Spotlighted units gain 400 Health.
Summon 1 additional Socialite spotlight. Spotlighted units gain 400 Health.
En Garde
The first time an enemy is attacked by a Challenger, they are Disarmed for 3 seconds.
The first time an enemy is attacked by a Challenger, they are Disarmed for 3 seconds.
Enchanter Heart
Your team counts as having 1 additional Enchanter. Gain a Taric.
Your team counts as having 1 additional Enchanter. Gain a Taric.
Enforcer Heart
Your team counts as having 1 additional Enforcer. Gain a Vi.
Your team counts as having 1 additional Enforcer. Gain a Vi.
Exiles I
Your units that start combat with no adajacent allies gain a 30% maximum Health shield for 8 seconds.
Your units that start combat with no adajacent allies gain a 30% maximum Health shield for 8 seconds.
Featherweights I
Your 1 and 2 cost champions gain 25% Attack Speed and movement speed.
Your 1 and 2 cost champions gain 25% Attack Speed and movement speed.
First Aid Kit
All healing and shielding on your units is increased by 35%.
All healing and shielding on your units is increased by 35%.
Hyper Roll
If you have less than 10 gold at the end of a round, gain 2 gold.
If you have less than 10 gold at the end of a round, gain 2 gold.
Innovator Heart
Your team counts as having 1 additional Innovator.
Your team counts as having 1 additional Innovator.
Item Grab Bag I
Gain 1 random completed item(s).
Gain 1 random completed item(s).
Knife's Edge I
Your units that start combat in the front 2 rows gain 25 Attack Damage.
Your units that start combat in the front 2 rows gain 25 Attack Damage.
Lifelong Learning
Scholars permanently gain 2 Ability Power after each combat, and an additional 2 if they survived.
Scholars permanently gain 2 Ability Power after each combat, and an additional 2 if they survived.
Makeshift Armor I
Your units with no items gain 35 Armor and Magic Resist.
Your units with no items gain 35 Armor and Magic Resist.
Mercenary Heart
Your team counts as having 1 additional Mercenary.
Your team counts as having 1 additional Mercenary.
Mutant Heart
Your team counts as having 1 additional Mutant. Gain a Kog'Maw.
Your team counts as having 1 additional Mutant. Gain a Kog'Maw.
One For All
When your Syndicates die, they grant your other Syndicates 20 Attack Damage and Ability Power.
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 round, items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables).
Gain a random component. At the start of each round, items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables).
Payday
After winning your combat, gain 1 bonus gold for each surviving Syndicate.
After winning your combat, gain 1 bonus gold for each surviving Syndicate.
Phony Frontline
Gain 2 Target Dummies.
Gain 2 Target Dummies.
Pirates
Mercenary units have a 50% chance to drop 1 gold when they kill an enemy.
Mercenary units have a 50% chance to drop 1 gold when they kill an enemy.
Runic Shield I
Arcanists start combat with a shield equal to 300% of their Ability Power for 8 seconds.
Arcanists start combat with a shield equal to 300% of their Ability Power for 8 seconds.
Scholar Heart
Your team counts as having 1 additional Scholar. Gain a Zyra.
Your team counts as having 1 additional Scholar. Gain a Zyra.
Scrap Heart
Your team counts as having 1 additional Scrap. Gain a Blitzcrank.
Your team counts as having 1 additional Scrap. Gain a Blitzcrank.
Self Repair
When the Innovation dies, it will become untargetable and repair itself if an Innovator is still alive.
When the Innovation dies, it will become untargetable and repair itself if an Innovator is still alive.
Shrug It Off
Bruisers regenerate 2.5% of their maximum Health each second.
Bruisers regenerate 2.5% of their maximum Health each second.
Sniper Heart
Your team counts as having 1 additional Sniper. Gain a Tristana.
Your team counts as having 1 additional Sniper. Gain a Tristana.
Sniper's Nest
Snipers gain +10% damage for each round fought from the same starting hex. (Maximum +40%)
Snipers gain +10% damage for each round fought from the same starting hex. (Maximum +40%)
So Small
Yordles gain 35% Dodge Chance.
Yordles gain 35% Dodge Chance.
Socialite Heart
Your team counts as having 1 additional Socialite.
Your team counts as having 1 additional Socialite.
Stand Behind Me
Increases the Bodyguard Armor bonus by 25%. At the start of combat, Bodyguards grant 100% of their Armor bonus to non-Bodyguard allies directly behind them (does not stack).
Increases the Bodyguard Armor bonus by 25%. At the start of combat, Bodyguards grant 100% of their Armor bonus to non-Bodyguard allies directly behind them (does not stack).
Stand United I
Your units gain 2 Attack Damage and Ability Power per Trait active across your army.
Your units gain 2 Attack Damage and Ability Power per Trait active across your army.
Syndicate Heart
Your team counts as having 1 additional Syndicate. Gain a Zyra.
Your team counts as having 1 additional Syndicate. Gain a Zyra.
Thrill of the Hunt I
Your units heal 400 Health on kill.
Your units heal 400 Health on kill.
Twinshot Heart
Your team counts as having 1 additional Twinshot. Gain a Kog'Maw.
Your team counts as having 1 additional Twinshot. Gain a Kog'Maw.
Underdogs
Whenever your team has fewer units alive than your opponent, your units regenerate 9% of their missing Health each second (maximum: 150).
Whenever your team has fewer units alive than your opponent, your units regenerate 9% of their missing Health each second (maximum: 150).
Unstable Evolution
Mutants randomly gain one of the following when they reach 2 star: 500 Health, 30% Attack Speed, 30 Attack Damage, or 30 Ability Power. These bonuses stack.
Mutants randomly gain one of the following when they reach 2 star: 500 Health, 30% Attack Speed, 30 Attack Damage, or 30 Ability Power. These bonuses stack.
Weakspot
Your units' attacks ignore 20% of the target's Armor and reduce healing received by 50% for 5 seconds.
Your units' attacks ignore 20% of the target's Armor and reduce healing received by 50% for 5 seconds.
Arcane Crest
Gain an Arcanist Emblem and a Swain.
Gain an Arcanist Emblem and a Swain.
Armor Plating
Colossus become invulnerable for 2 seconds when their Health drops to 60% and 30%.
Colossus become invulnerable for 2 seconds when their Health drops to 60% and 30%.
Assassin Crest
Gain an Assassin Emblem and a Talon.
Gain an Assassin Emblem and a Talon.
Binary Airdrop
Your champions equipped with 2 items temporarily gain a random completed item at the start of combat.
Your champions equipped with 2 items temporarily gain a random completed item at the start of combat.
Bodyguard Crest
Gain a Bodyguard Emblem and a Darius.
Gain a Bodyguard Emblem and a Darius.
Broken Stopwatch
5 seconds into combat, all enemies and non-Clockwork units are frozen in time for 4 seconds.
5 seconds into combat, all enemies and non-Clockwork units are frozen in time for 4 seconds.
Bruiser Crest
Gain a Bruiser Emblem and a Trundle.
Gain a Bruiser Emblem and a Trundle.
Built Different II
Your units with no Traits active gain 400 Health and 60% Attack Speed.
Your units with no Traits active gain 400 Health and 60% Attack Speed.
Celestial Blessing II
Your units heal for 20% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 450 Health.
Your units heal for 20% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 450 Health.
Challenger Crest
Gain a Challenger Emblem and a Quinn.
Gain a Challenger Emblem and a Quinn.
Chemical Overload II
Chemtechs explode on death, dealing 30% of their max Health as magic damage to enemies within 2 hexes.
Chemtechs explode on death, dealing 30% of their max Health as magic damage to enemies within 2 hexes.
Chemtech Crest
Gain a Chemtech Emblem and a Warwick.
Gain a Chemtech Emblem and a Warwick.
Clear Mind
If you have no champions on your bench at the end of a round, gain 3 experience points.
If you have no champions on your bench at the end of a round, gain 3 experience points.
Clockwork Crest
Gain a Clockwork Emblem and a Zilean.
Gain a Clockwork Emblem and a Zilean.
Cybernetic Implants II
Your champions holding an item gain 250 Health and 20 Attack Damage.
Your champions holding an item gain 250 Health and 20 Attack Damage.
Exiles II
Your units that start combat with no adajacent allies gain a 45% maximum Health shield for 8 seconds.
Your units that start combat with no adajacent allies gain a 45% maximum Health shield for 8 seconds.
Featherweights II
Your 1 and 2 cost champions gain 35% Attack Speed and movement speed.
Your 1 and 2 cost champions gain 35% Attack Speed and movement speed.
Gold Reserves
Mercenaries deal 1% more damage per 1 gold you have. (Maximum +60%)
Mercenaries deal 1% more damage per 1 gold you have. (Maximum +60%)
Instant Injection
Chemtechs now additionally trigger their bonuses at the start of combat.
Chemtechs now additionally trigger their bonuses at the start of combat.
Junkyard
Gain a random component every 3 combat rounds with the Scrap Trait active.
Gain a random component every 3 combat rounds with the Scrap Trait active.
Knife's Edge II
Your units that start combat in the front 2 rows gain 35 Attack Damage.
Your units that start combat in the front 2 rows gain 35 Attack Damage.
Makeshift Armor II
Your units with no items gain 55 Armor and Magic Resist.
Your units with no items gain 55 Armor and Magic Resist.
Mercenary Crest
Gain a Mercenary Emblem and 3 gold.
Gain a Mercenary Emblem and 3 gold.
Metabolic Accelerator
Your Tactician moves faster and heals 2 Health at the end of each PVP round.
Your Tactician moves faster and heals 2 Health at the end of each PVP round.
Mutant Crest
Gain a Mutant Emblem and a Kassadin.
Gain a Mutant Emblem and a Kassadin.
Portable Forge
Open an Armory and choose 1 of 3 unique Artifacts crafted by Ornn.
Open an Armory and choose 1 of 3 unique Artifacts crafted by Ornn.
Rich Get Richer
Gain 10 gold. Your maximum interest is increased to 7.
Gain 10 gold. Your maximum interest is increased to 7.
Runic Shield II
Arcanists start combat with a shield equal to 450% of their Ability Power for 8 seconds.
Arcanists start combat with a shield equal to 450% of their Ability Power for 8 seconds.
Salvage Bin
Gain a random completed item. Selling champions breaks apart their full items into components (excluding Tactician's Crown).
Gain a random completed item. Selling champions breaks apart their full items into components (excluding Tactician's Crown).
Scholar Crest
Gain a Scholar Emblem and a Heimerdinger.
Gain a Scholar Emblem and a Heimerdinger.
Scrap Crest
Gain a Scrap Emblem and a Blitzcrank.
Gain a Scrap Emblem and a Blitzcrank.
Share the Spotlight
Allies adjacent to a spotlight at the start of combat gain 100% of its bonuses.
Allies adjacent to a spotlight at the start of combat gain 100% of its bonuses.
Sharpshooter
Twinshot's ranged attacks and Abilities can bounce once, dealing 45% less damage.
Twinshot's ranged attacks and Abilities can bounce once, dealing 45% less damage.
Smoke Bomb
The first time Assassins drops to 60% health, they briefly enter stealth, becoming untargetable and shedding all negative effects. Any excess damage is reduced by 80%.
The first time Assassins drops to 60% health, they briefly enter stealth, becoming untargetable and shedding all negative effects. Any excess damage is reduced by 80%.
Sniper Crest
Gain a Sniper Emblem and a Tristana.
Gain a Sniper Emblem and a Tristana.
Spell Blade
After casting their Ability, Arcanists' next attack deals bonus magic damage equal to 225% of their Ability Power. Spell Blade's damage is considered Ability damage.
After casting their Ability, Arcanists' next attack deals bonus magic damage equal to 225% of their Ability Power. Spell Blade's damage is considered Ability damage.
Stand United II
Your units gain 3 Attack Damage and Ability Power per Trait active across your army.
Your units gain 3 Attack Damage and Ability Power per Trait active across your army.
Sunfire Board
At the start of combat, burn all enemies for 20% of their maximum Health over 10 seconds and reduce healing received by 50%.
At the start of combat, burn all enemies for 20% of their maximum Health over 10 seconds and reduce healing received by 50%.
Syndicate Crest
Gain a Syndicate Emblem and a Zyra.
Gain a Syndicate Emblem and a Zyra.
Thrill of the Hunt II
Your units heal 700 Health on kill.
Your units heal 700 Health on kill.
Titanic Force
Your units with more than 1400 maximum Health gain Attack Damage equal to 3% of their maximum Health.
Your units with more than 1400 maximum Health gain Attack Damage equal to 3% of their maximum Health.
Trade Sector
Gain a free Shop refresh each round.
Gain a free Shop refresh each round.
Arcanist Crown
Gain 2 Arcanist Emblems.
Gain 2 Arcanist Emblems.
Assassin Crown
Gain 2 Assassin Emblems.
Gain 2 Assassin Emblems.
Band of Thieves
Gain 2 Thief's Gloves.
Gain 2 Thief's Gloves.
Bodyguard Crown
Gain 2 Bodyguard Emblems.
Gain 2 Bodyguard Emblems.
Bruiser Crown
Gain 2 Bruiser Emblems.
Gain 2 Bruiser Emblems.
Built Different III
Your units with no Traits active gain 500 Health and 70% Attack Speed.
Your units with no Traits active gain 500 Health and 70% Attack Speed.
Celestial Blessing III
Your units heal for 25% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 600 Health.
Your units heal for 25% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 600 Health.
Challenger Crown
Gain 2 Challenger Emblems.
Gain 2 Challenger Emblems.
Chemical Overload III
Chemtechs explode on death, dealing 40% of their max Health as magic damage to enemies within 2 hexes.
Chemtechs explode on death, dealing 40% of their max Health as magic damage to enemies within 2 hexes.
Chemtech Crown
Gain 2 Chemtech Emblems.
Gain 2 Chemtech Emblems.
Clockwork Soul
Your team counts as having 2 additional Clockworks. Gain 8 gold.
Your team counts as having 2 additional Clockworks. Gain 8 gold.
Cybernetic Implants III
Your champions holding an item gain 350 Health and 30 Attack Damage.
Your champions holding an item gain 350 Health and 30 Attack Damage.
Enchanter Soul
Your team counts as having 2 additional Enchanters. Gain 8 gold.
Your team counts as having 2 additional Enchanters. Gain 8 gold.
Enforcer Soul
Your team counts as having 2 additional Enforcers. Gain 8 gold.
Your team counts as having 2 additional Enforcers. Gain 8 gold.
Exiles III
Your units that start combat with no adajacent allies gain a 70% maximum Health shield for 8 seconds.
Your units that start combat with no adajacent allies gain a 70% maximum Health shield for 8 seconds.
Featherweights III
Your 1 and 2 cost units gain 55% Attack Speed and movement speed.
Your 1 and 2 cost units gain 55% Attack Speed and movement speed.
Golden Ticket
Each time your Shop is refreshed, you have a 40% chance to gain a free refresh.
Each time your Shop is refreshed, you have a 40% chance to gain a free refresh.
High End Shopping
Champions appear in your Shop as if you were 1 level higher.
Champions appear in your Shop as if you were 1 level higher.
High Roller
Gain 3 Loaded Dice and 8 gold.
Gain 3 Loaded Dice and 8 gold.
Innovator Soul
Your team counts as having 2 additional Innovators.
Your team counts as having 2 additional Innovators.
Item Grab Bag II
Gain 2 random completed item(s) and a Reforger.
Gain 2 random completed item(s) and a Reforger.
Knife's Edge III
Your units that start combat in the first 2 rows gain 50 Attack Damage.
Your units that start combat in the first 2 rows gain 50 Attack Damage.
Level Up!
When you buy experience points, gain an additional 3. You can now reach level 10.
When you buy experience points, gain an additional 3. You can now reach level 10.
Makeshift Armor III
Your units with no items gain 75 Armor and Magic Resist.
Your units with no items gain 75 Armor and Magic Resist.
March of Progress
Gain 5 bonus experience points per round. You can no longer use gold to level up.
Gain 5 bonus experience points per round. You can no longer use gold to level up.
Mercenary Soul
Your team counts as having 2 additional Mercenaries.
Your team counts as having 2 additional Mercenaries.
Mutant Crown
Gain 2 Mutant Emblems.
Gain 2 Mutant Emblems.
New Recruit
Gain +1 maximum team size.
Gain +1 maximum team size.
Runic Shield III
Arcanists start combat with a shield equal to 600% of their Ability Power for 8 seconds.
Arcanists start combat with a shield equal to 600% of their Ability Power for 8 seconds.
Scholar Soul
Your team counts as having 2 additional Scholars. Gain 8 gold.
Your team counts as having 2 additional Scholars. Gain 8 gold.
Scrap Soul
Your team counts as having 2 additional Scraps. Gain 8 gold.
Your team counts as having 2 additional Scraps. Gain 8 gold.
Sniper Crown
Gain 2 Sniper Emblems.
Gain 2 Sniper Emblems.
Socialite Soul
Your team counts as having 2 additional Socialites.
Your team counts as having 2 additional Socialites.
Stand United III
Your units gain 5 Attack Damage and Ability Power per Trait active across your army.
Your units gain 5 Attack Damage and Ability Power per Trait active across your army.
Syndicate Crown
Gain 2 Syndicate Emblems.
Gain 2 Syndicate Emblems.
Twinshot Soul
Your team counts as having 2 additional Twinshots. Gain 8 gold.
Your team counts as having 2 additional Twinshots. Gain 8 gold.
Windfall
Gain gold based on the number of augments you have now. 0 = 18g, 1 = 30g, 2 = 45g
Gain gold based on the number of augments you have now. 0 = 18g, 1 = 30g, 2 = 45g
Wise Spending
Gain 4 gold.Gain 2 experience points when you refresh your Shop.
Gain 4 gold.Gain 2 experience points when you refresh your Shop.
Woodland Charm
At the start of combat, your highest Health Champion creates a 1600 Health copy of themself (excluding items).
At the start of combat, your highest Health Champion creates a 1600 Health copy of themself (excluding items).
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