DAK.GG
SET 6 Augments
Augment Guide
AugmentAugment & Description | Description |
---|---|
![]() 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. |