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SET 6 Augments

Augment Guide
AugmentAugment & DescriptionDescription
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.
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