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. |