DAK.GG
SET 6 Augments
Augment Guide
AugmentAugment & Description | Description |
---|---|
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). |