Hextech Augments

Silver

Calculated Loss

After losing your combat, gain 2 gold and a free Shop refresh.

Ancient Archives

Gain 1 Tome of Traits.

Dominance

After winning your player combat, gain 1 bonus gold for every 2 surviving units.

Item Grab Bag I

Gain 1 random completed item.

Phony Frontline

Gain 2 Target Dummies.

Hyper Roll

If you have less than 10 gold at the end of a round, gain 2 gold.

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).

Ascension

After 15 seconds of combat, your units deal 50% more damage.

Built Different I

Your units with no Traits active gain 300 Health and 60% Attack Speed.

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.

Knife's Edge I

Your units that start combat in the front 2 rows gain 30 Attack Damage.

Cybernetic Implants I

Your champions holding an item gain 125 Health and 10 Attack Damage.

Exiles I

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 Move Speed.

First Aid Kit

All healing and shielding on your units is increased by 35%.

Makeshift Armor I

Your units with no items gain 35 Armor and Magic Resist.

Stand United I

Your units gain 2 Attack Damage and Ability Power per Trait active across your army.

Thrill of the Hunt I

Your units heal 400 Health on kill.

Underdogs

Whenever your team has fewer units alive than your opponent, your units regenerate 9% Health each second (maximum: 150).

Weakspot I

Your units' attacks ignore 20% of the target's Armor and reduce healing received by 50% for 5 seconds.

Arcanist Heart

Your team counts as having 1 additional Arcanist. Gain a Swain.

Runic Shield I

Arcanists start combat with a shield equal to 300% of their Ability Power for 8 seconds. Gain a Swain.

Assassin Heart

Your team counts as having 1 additional Assassin. Gain a Talon.

Cutthroat

Assassins Mana Reave the first unit they attack, increasing their maximum Mana by 50% until they cast. Gain a Talon.

Bodyguard Heart

Your team counts as having 1 additional Bodyguard. Gain a Blitzcrank.

Stand Behind Me

Bodyguards' Armor bonus is increased by 25%. At the start of combat, Bodyguards grant 100% of their Armor bonus to non-Bodyguard allies directly behind them (does not stack). Gain a Blitzcrank.

Bruiser Heart

Your team counts as having 1 additional Bruiser. Gain a Sejuani.

Shrug It Off

Bruisers regenerate 2.5% of their maximum Health each second. Gain a Sejuani.

Challenger Heart

Your team counts as having 1 additional Challenger. Gain a Quinn.

En Garde

The first time an enemy is attacked by a Challenger, they are Disarmed for 2.5 seconds. Gain a Warwick.

Chemical Overload I

Chemtechs explode on death, dealing 20% of their max Health as magic damage to enemies within 2 hexes. Gain a Warwick.

Chemtech Heart

Your team counts as having 1 additional Chemtech. Gain a Warwick.

Clockwork Heart

Your team counts as having 1 additional Clockwork. Gain a Zilean.

Enchanter Heart

Your team counts as having 1 additional Enchanter. Gain a Lulu.

Ardent Censer

Allies healed or shielded by Enchanters gain 45% stacking Attack Speed for the rest of combat (maximum once every 3 seconds). Gain a Lulu.

Enforcer Heart

Your team counts as having 1 additional Enforcer. Gain a Sejuani.

Self Repair

When the Innovation dies, it will become untargetable and repair itself if an Innovator is still alive. Gain a Zilean.

Mercenary Heart

Your team counts as having 1 additional Mercenary.

Pirates

Mercenary units have a 66% chance to drop 1 gold when they kill an enemy. Gain a Quinn.

Mutant Heart

Your team counts as having 1 additional Mutant. Gain a Rek'Sai.

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. Gain a Rek'sai.

Scholar Heart

Your team counts as having 1 additional Scholar. Gain a Zyra.

Lifelong Learning

Scholars permanently gain 2 Ability Power after each combat, and an additional 3 if they survived. Gain a Syndra.

Scrap Heart

Your team counts as having 1 additional Scrap. Gain a Blitzcrank.

Sniper Heart

Your team counts as having 1 additional Sniper. Gain a Ashe.

Duet

Summon 1 additional Socialite spotlight. Spotlighted units gain 200 Health. Gain a Senna.

Socialite Heart

Your team counts as having 1 additional Socialite.

Syndicate Heart

Your team counts as having 1 additional Syndicate. Gain a Zyra.

One For All

When your Syndicates die, they grant your other Syndicates 15 Attack Damage and Ability Power. Gain an Ashe.

Payday

After winning your combat, gain 1 bonus gold for each surviving Syndicate. Gain an Ashe.

Twinshot Heart

Your team counts as having 1 additional Twinshot. Gain a Corki.

Treasure Trove I

Gain 1 blue and 1 gray loot orb(s).

Recombobulator

Champions on your board permanently transform into random champions that cost 1 more. Gain 2 Magnetic Removers.

Keepers I

At the start of combat, your units grant adjacent allies a 160 health shield for 8 seconds.

Electrocharge I

When your units receive critical strikes, they deal 60-105 (based on current Stage) magic damage to nearby enemies. (1 second cooldown).

Disintegrator I

Your units' attacks deal bonus magic damage equal to 1.5% of the target's maximum Health.

Luden's Echo I

When your units cast and deal Ability damage, the first target hit and a nearby enemy take 70-130 (based on current Stage) magic damage.

Backfoot I

Your units that start combat in the back 2 rows gain 20% Attack Speed.

Phalanx I

Your units that start combat in the back 2 rows gain 25 Armor and Magic Resist.

Battlemage I

Your units that start combat in the front 2 rows gain 25 Ability Power.

Meditation I

Your units without items equipped restore 5 Mana per second.

Cybernetic Uplink I

Your champions holding an item gain 125 Health and restore 2 Mana per second.

Cybernetic Shell I

Your champions holding an item gain 125 Health and 25 Armor.

Second Wind I

After 10 seconds of combat, your units heal 50% of their missing Health.

Double Trouble I

If you have exactly 2 copies of a champion on your board, they both gain 25 Attack Damage, Ability Power, Armor, and Magic Resist. When you 3-star, gain a 2-star copy.

Tri Force I

Your 3-cost units gain 133 Health, 13 starting Mana, and 13% Attack Speed.

Blue Battery I

After casting their Ability, your units restore 10 Mana.

True Justice

Your Enforcers deal true damage to enemies below 80% Health. Gain a Sejuani.

Debonair Heart

Your team counts as having 1 additional Debonair. Gain a Talon.

Stored Power

Your Hextech champions permanently gain 1 Ability Power each time they are hit by your Hexcore's pulses. Gain a Swain.

Hexnova

The first time a Hextech champion drops below 60% Health, they increase nearby enemies' maximum Mana by 50% until they cast. Gain a Nocturne.

Overpower

After every 2 attacks, Strikers gain 75% Critical Strike Chance on their next attack. Gain a Rek'sai.

Striker Heart

Your team counts as having 1 additional Striker. Gain a Rek'sai.

Challenger Unity

The Challenger trait grants its bonuses to all of your Champions. This does not increase your number of Challengers. Gain a Quinn.

Four Score

Gain 3 random 4-cost champions.

Tiny Titans

Your Tactician heals 35 Health, grows larger, and has 135 maximum Health.