DAK.GG
SET 8 Augments
Augment Guide
AugmentAugment & Description | Description |
---|---|
![]() A.D.M.I.N. Heart Your team counts as having 1 additional A.D.M.I.N. Gain a Camille. | Your team counts as having 1 additional A.D.M.I.N. Gain a Camille. |
![]() AFK You cannot perform actions for the next 3 rounds. Afterwards, gain 18 gold. | You cannot perform actions for the next 3 rounds. Afterwards, gain 18 gold. |
![]() Aegis Heart Your team counts as having 1 additional Aegis. Gain a Vi. | Your team counts as having 1 additional Aegis. Gain a Vi. |
![]() Anima Squad Heart Your team counts as having 1 additional Anima Squad. Gain a Jinx. | Your team counts as having 1 additional Anima Squad. Gain a Jinx. |
![]() Band of Thieves I Gain 1 Thief's Gloves. | Gain 1 Thief's Gloves. |
![]() Battlemage I Your units that start combat in the front 2 rows gain 15 Armor and 15 Ability Power. | Your units that start combat in the front 2 rows gain 15 Armor and 15 Ability Power. |
![]() Big Friend I Your units that start combat next to a unit with over 1600 Health take 9% less damage for the rest of combat. | Your units that start combat next to a unit with over 1600 Health take 9% less damage for the rest of combat. |
![]() Brawler Heart Your team counts as having 1 additional Brawler. Gain a Vi. | Your team counts as having 1 additional Brawler. Gain a Vi. |
![]() Celestial Blessing I Your units heal for 10% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 200 Health. | Your units heal for 10% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 200 Health. |
![]() Consistency Gain double win and loss streak gold. | Gain double win and loss streak gold. |
![]() Cybernetic Implants I Your champions holding an item gain 80 Health and 10% Attack Damage. | Your champions holding an item gain 80 Health and 10% Attack Damage. |
![]() Cybernetic Shell I Your champions holding an item gain 80 Health and 30 Armor. | Your champions holding an item gain 80 Health and 30 Armor. |
![]() Cybernetic Uplink I Your champions holding an item gain 80 Health and restore 2 Mana per second. | Your champions holding an item gain 80 Health and restore 2 Mana per second. |
![]() Defender Heart Your team counts as having 1 additional Defender. Gain a Rell. | Your team counts as having 1 additional Defender. Gain a Rell. |
![]() Duelist Heart Your team counts as having 1 additional Duelist. Gain a Fiora. | Your team counts as having 1 additional Duelist. Gain a Fiora. |
![]() Electrocharge I When your units receive critical strikes, they deal 30-90 (based on current Stage) magic damage to nearby enemies. (1 second cooldown). | When your units receive critical strikes, they deal 30-90 (based on current Stage) magic damage to nearby enemies. (1 second cooldown). |
![]() Exiles I Your units that start combat with no adajacent allies gain a 25% maximum Health shield for 10 seconds. | Your units that start combat with no adajacent allies gain a 25% maximum Health shield for 10 seconds. |
![]() Featherweights I Your 1 and 2 cost champions gain 20% Attack Speed and Move Speed. | Your 1 and 2 cost champions gain 20% Attack Speed and Move Speed. |
![]() First Aid Kit All healing and shielding on your units is increased by 25%. | All healing and shielding on your units is increased by 25%. |
![]() Future Sight I Know who you will fight next. Gain a Zephyr. | Know who you will fight next. Gain a Zephyr. |
![]() Gadgeteen Heart Your team counts as having 1 additional Gadgeteen. Gain an Poppy. | Your team counts as having 1 additional Gadgeteen. Gain an Poppy. |
![]() Hacker Heart Your team counts as having 1 additional Hacker. Gain 2 gold. | Your team counts as having 1 additional Hacker. Gain 2 gold. |
![]() Heart Heart Your team counts as having 1 additional Heart. Gain a Lee Sin. | Your team counts as having 1 additional Heart. Gain a Lee Sin. |
![]() Item Grab Bag I Gain 1 random completed item. | Gain 1 random completed item. |
![]() Knife's Edge I Your units that start combat in the front 2 rows gain 15 Attack Damage. | Your units that start combat in the front 2 rows gain 15 Attack Damage. |
![]() Lategame Specialist Gain 40 gold when you reach Level 9. | Gain 40 gold when you reach Level 9. |
![]() Luden's Echo I When your units cast and deal Ability damage, the first target hit and a nearby enemy take 35-80 (based on current Stage) magic damage. | When your units cast and deal Ability damage, the first target hit and a nearby enemy take 35-80 (based on current Stage) magic damage. |
![]() Makeshift Armor I Your units with no items gain 30 Armor and Magic Resist. | Your units with no items gain 30 Armor and Magic Resist. |
![]() Mascot Heart Your team counts as having 1 additional Mascot. Gain a Yuumi. | Your team counts as having 1 additional Mascot. Gain a Yuumi. |
![]() Ox Force Heart Your team counts as having 1 additional Ox Force. Gain a Fiora. | Your team counts as having 1 additional Ox Force. Gain a Fiora. |
![]() Pandora's Bench Gain 2 gold. At the start of every turn, Champions on the 3 rightmost bench slots transform into random champions of the same cost. | Gain 2 gold. At the start of every turn, Champions on the 3 rightmost bench slots transform into random champions of the same cost. |
![]() 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). |
![]() Preparation I Champions on your bench permanently gain 25 Health, 3% Attack Damage and 3 Ability Power every round. Champions start with I stack of this effect, and can stack up to 4 times. | Champions on your bench permanently gain 25 Health, 3% Attack Damage and 3 Ability Power every round. Champions start with I stack of this effect, and can stack up to 4 times. |
![]() Recombobulator Champions on your board permanently transform into random champions 1 Tier higher. Gain 2 Magnetic Removers. | Champions on your board permanently transform into random champions 1 Tier higher. Gain 2 Magnetic Removers. |
![]() Recon Heart Your team counts as having 1 additional Recon. Gain an Ezreal. | Your team counts as having 1 additional Recon. Gain an Ezreal. |
![]() Renegade Heart Your team counts as having 1 additional Renegade. Gain a Camille. | Your team counts as having 1 additional Renegade. Gain a Camille. |
![]() Second Wind I After 10 seconds of combat, your units heal 40% of their missing Health. | After 10 seconds of combat, your units heal 40% of their missing Health. |
![]() Spellslinger Heart Your team counts as having 1 additional Spellslinger. Gain an Annie. | Your team counts as having 1 additional Spellslinger. Gain an Annie. |
![]() Stand United I Your units gain 1.5% Attack Damage and 1.5 Ability Power per Trait active across your army. | Your units gain 1.5% Attack Damage and 1.5 Ability Power per Trait active across your army. |
![]() Star Guardian Heart Your team counts as having 1 additional Star Guardian. Gain a Yuumi. | Your team counts as having 1 additional Star Guardian. Gain a Yuumi. |
![]() Sureshot Heart Your team counts as having 1 additional Sureshot. Gain a Sivir. | Your team counts as having 1 additional Sureshot. Gain a Sivir. |
![]() Thrill of the Hunt I Your units heal 350 Health on kill. | Your units heal 350 Health on kill. |
![]() Tiny Titans Your Tactician heals 30 Health, grows larger, and has 130 maximum Health. | Your Tactician heals 30 Health, grows larger, and has 130 maximum Health. |
![]() Tri Force I Your Tier 3 champions gain 75 Health, 10 starting Mana, and 10% Attack Speed. | Your Tier 3 champions gain 75 Health, 10 starting Mana, and 10% Attack Speed. |