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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.
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