DAK.GG
SET 6 Augments
Augment Guide
| AugmentAugment & Description | Description |
|---|---|
Ancient Archives Disabled Gain 1 Tome of Traits. | Gain 1 Tome of Traits. |
Arcanist Heart Disabled Your team counts as having 1 additional Arcanist. Gain a Swain. | Your team counts as having 1 additional Arcanist. Gain a Swain. |
Ardent Censer Disabled 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 Disabled After 15 seconds of combat, your units deal 50% more damage. | After 15 seconds of combat, your units deal 50% more damage. |
Assassin Heart Disabled Your team counts as having 1 additional Assassin. Gain a Talon. | Your team counts as having 1 additional Assassin. Gain a Talon. |
Bodyguard Heart Disabled Your team counts as having 1 additional Bodyguard. Gain a Blitzcrank. | Your team counts as having 1 additional Bodyguard. Gain a Blitzcrank. |
Bruiser Heart Disabled 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 Disabled 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 Disabled 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 Disabled 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 Disabled 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 Disabled 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 Disabled Your team counts as having 1 additional Chemtech. Gain a Zac. | Your team counts as having 1 additional Chemtech. Gain a Zac. |
Clockwork Heart Disabled Your team counts as having 1 additional Clockwork. Gain a Zilean. | Your team counts as having 1 additional Clockwork. Gain a Zilean. |
Cutthroat Disabled 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 Disabled 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 Disabled 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 Disabled Summon 1 additional Socialite spotlight. Spotlighted units gain 400 Health. | Summon 1 additional Socialite spotlight. Spotlighted units gain 400 Health. |
En Garde Disabled 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 Disabled Your team counts as having 1 additional Enchanter. Gain a Taric. | Your team counts as having 1 additional Enchanter. Gain a Taric. |
Enforcer Heart Disabled Your team counts as having 1 additional Enforcer. Gain a Vi. | Your team counts as having 1 additional Enforcer. Gain a Vi. |
Exiles I Disabled 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 Disabled 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 Disabled All healing and shielding on your units is increased by 35%. | All healing and shielding on your units is increased by 35%. |
Hyper Roll Disabled 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 Disabled Your team counts as having 1 additional Innovator. | Your team counts as having 1 additional Innovator. |
Item Grab Bag I Disabled Gain 1 random completed item(s). | Gain 1 random completed item(s). |
Knife's Edge I Disabled 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 Disabled 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 Disabled Your units with no items gain 35 Armor and Magic Resist. | Your units with no items gain 35 Armor and Magic Resist. |
Mercenary Heart Disabled Your team counts as having 1 additional Mercenary. | Your team counts as having 1 additional Mercenary. |
Mutant Heart Disabled 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 Disabled 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 Disabled 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 Disabled 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 Disabled Gain 2 Target Dummies. | Gain 2 Target Dummies. |
Pirates Disabled 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 Disabled 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 Disabled Your team counts as having 1 additional Scholar. Gain a Zyra. | Your team counts as having 1 additional Scholar. Gain a Zyra. |
Scrap Heart Disabled Your team counts as having 1 additional Scrap. Gain a Blitzcrank. | Your team counts as having 1 additional Scrap. Gain a Blitzcrank. |
Self Repair Disabled 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 Disabled Bruisers regenerate 2.5% of their maximum Health each second. | Bruisers regenerate 2.5% of their maximum Health each second. |
Sniper Heart Disabled 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 Disabled 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 Disabled Yordles gain 35% Dodge Chance. | Yordles gain 35% Dodge Chance. |
Socialite Heart Disabled Your team counts as having 1 additional Socialite. | Your team counts as having 1 additional Socialite. |
Stand Behind Me Disabled 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 Disabled 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 Disabled 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 Disabled Your units heal 400 Health on kill. | Your units heal 400 Health on kill. |
Twinshot Heart Disabled 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 Disabled 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 Disabled 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 Disabled 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. |