Hextech Augments

Tier 1

Calculated Loss

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

Dominance

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

Item Grab Bag I

Gain 1 random completed item(s) and 1 Reforger(s).

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 75% more damage.

Built Different I

Your units with no Traits active gain 300 Health and 50% 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 200 Health and 10 Attack Damage.

Exiles I

Your units that start combat with no adajacent allies gain a 35% maximum Health shield for 8 seconds.

Featherweights I

Your 1 and 2 cost champions gain 35% Attack Speed and movement speed.

First Aid Kit

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

Makeshift Armor I

Your units with no items gain 30 Armor and Magic Resist.

Stand United I

Your units gain 2 AD and AP per Trait active across your army.

Thrill of the Hunt I

Your units heal 300 Health on kill.

Underdogs

Whenever your team has fewer units alive than your opponent, your units regenerate 12% of their missing Health each second (up to 200).

Weakspot

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

Academy Heart

Your team counts as having 1 additional Academic.

Arcanist Heart

Your team counts as having 1 additional Arcanist.

Runic Shield I

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

Assassin Heart

Your team counts as having 1 additional Assassin.

Cutthroat

Assassins Mana Reave the first unit they attack, increasing their maximum Mana by 65% until they cast.

Bodyguard Heart

Your team counts as having 1 additional Bodyguard.

Stand Behind Me

At the start of combat, Bodyguards grant 100% of their Armor bonus to non-Bodyguard allies directly behind them (does not stack).

Bruiser Heart

Your team counts as having 1 additional Bruiser.

Challenger Heart

Your team counts as having 1 additional Challenger.

En Garde

The first time an enemy is attacked by a Challenger, they are Disarmed for 3 seconds.

Chemical Overload I

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.

Clockwork Heart

Your team counts as having 1 additional Clockwork.

Enchanter Heart

Your team counts as having 1 additional Enchanter.

Ardent Censer

Allies healed or shielded by Enchanters gain 40% stacking Attack Speed for the rest of combat (maximum once every 4 seconds).

Enforcer Heart

Your team counts as having 1 additional Enforcer.

Imperial Heart

Your team counts as having 1 additional Imperial.

Dual Rule

There are now 2 Tyrants.

Innovator Heart

Your team counts as having 1 additional Innovator.

Self-Repair

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

Mercenary Heart

Your team counts as having 1 additional Mercenary.

Pirates

Mercenary units have a 50% chance to drop 1 gold when they kill an enemy.

Mutant Heart

Your team counts as having 1 additional Mutant.

Unstable Evolution

Mutants randomly gain one of the following when they reach 2 star: 600 Health, 40% Attack Speed, 40 Attack Damage, or 40 Ability Power. These bonuses stack.

Protector Heart

Your team counts as having 1 additional Protector.

Scholar Heart

Your team counts as having 1 additional Scholar.

Lifelong Learning

Scholars that survive your combat permanently gain 5 Ability Power.

Scrap Heart

Your team counts as having 1 additional Scrap.

Sniper's Nest

Snipers gain +10% damage for each round fought from the same starting hex. (Maximum +40%)

Sniper Heart

Your team counts as having 1 additional Sniper.

Duet

Summon 1 additional Socialite spotlight.

Socialite Heart

Your team counts as having 1 additional Socialite.

Syndicate Heart

Your team counts as having 1 additional Syndicate.

One For All

When your Syndicates die, they grant your other Syndicates 20 Attack Damage and Ability Power.

Payday

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

Twinshot Heart

Your team counts as having 1 additional Twinshot.

So Small

Yordles gain 35% Dodge Chance.

Tier 2

Rich Get Richer

Gain 10 gold. Your maximum interest is increased to 7.

Ancient Archives

Gain 1 Tome of Traits.

Binary Airdrop

Your champions equipped with 2 items temporarily gain a random completed item at the start of combat.

Clear Mind

If you have no champions on your bench at the end of a round, gain 3 experience points.

March of Progress

Gain 4 bonus experience points per round. You can no longer use gold to level up.

Trade Sector

Gain a free Shop refresh each round.

Sunfire Board

At the start of combat, burn all enemies for 20% of their maximum Health over 8 seconds and reduce healing received by 50%.

Metabolic Accelerator

Your Tactician moves faster and heals 2 Health at the start of each round.

Salvage Bin

Gain a random completed item. Selling champions breaks apart their full items into components (excluding Tactician's Crown).

Knife's Edge II

Your units that start combat in the front 2 rows gain 45 Attack Damage.

Cybernetic Implants II

Your champions holding an item gain 300 Health and 20 Attack Damage.

Exiles II

Your units that start combat with no adajacent allies gain a 50% maximum Health shield for 8 seconds.

Featherweights II

Your 1 and 2 cost champions gain 50% Attack Speed and movement speed.

Built Different II

Your units with no Traits active gain 450 Health and 65% Attack Speed.

Stand United II

Your units gain 3 AD and AP per Trait active across your army.

Titanic Force

Your units with more than 1400 maximum Health gain Attack Damage equal to 3% of their maximum Health.

Makeshift Armor II

Your units with no items gain 45 Armor and Magic Resist.

Celestial Blessing II

Your units heal for 20% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 450 Health.

Thrill of the Hunt II

Your units heal 600 Health on kill.

Academy Honors

Gain an Academy Emblem.

Cram Session

After casting their first Ability, Academics restore 80% of their maximum Mana.

Arcane Sigil

Gain an Arcanist Emblem.

Runic Shield II

Arcanists start combat with a shield equal to 450% of their Ability Power for 8 seconds.

Spell Blade

Arcanists' attacks deal bonus magic damage equal to 50% of their Ability Power on hit.

Hidden Blade

Gain an Assassin Emblem.

Smoke Bomb

The first time Assassins drop below 60% Health, they briefly enter stealth, becoming untargetable and shedding all negative effects.

Safety Vest

Gain a Bodyguard Emblem.

Beef Up

Gain a Bruiser Emblem.

Shrug It Off

Bruisers regenerate 2.5% of their maximum Health each second.

A New Challenger

Gain a Challenger Emblem.

Element X

Gain a Chemtech Emblem.

Chemical Overload II

Chemtechs explode on death, dealing 30% of their max Health as magic damage to enemies within 2 hexes.

Instant Injection

Chemtechs now additionally trigger their bonuses at the start of combat.

Tick Tock

Gain a Clockwork Emblem.

Armor Plating

Colossus become invulnerable for 2 seconds when their Health drops to 60% and 30%.

Imperial Banner

Gain an Imperial Emblem.

All For One

When an ally dies, they grant the Tyrant 40% of their maximum Health.

Hired Gun

Gain a Mercenary Emblem.

Gold Reserves

Mercenaries deal 1% more damage per 1 gold you have. (Maximum +60%)

Experiment 13-37

Gain a Mutant Emblem.

Bulwark

Gain a Protector Emblem.

Valedictorian

Gain a Scholar Emblem.

Metal Detector

Gain a Scrap Emblem.

Junkyard

Gain a random component every 3 combat rounds with the Scrap Trait active.

Deadeye

Gain a Sniper Emblem.

Shady Business

Gain a Syndicate Emblem.

Sharpshooter

Twinshot's ranged attacks and Abilities can bounce once, dealing 40% less damage.

Share the Spotlight

Allies adjacent to a spotlight at the start of combat gain 100% of its bonuses.

Tier 3

Windfall

Gain gold based on the number of augments you have now. 0 = 20g, 1 = 25g, 2 = 30g

Wise Spending

Gain 2 experience points when you refresh your Shop.

High Roller

Gain 3 Loaded Dice.

Portable Forge

Open an Armory and choose 1 of 3 unique Artifacts crafted by Ornn.

Item Grab Bag II

Gain 2 random completed items and 2 Reforgers.

Band of Thieves

Gain 2 Thief's Gloves.

New Recruit

Gain +1 maximum team size.

Golden Ticket

Each time your Shop is refreshed, you have a 40% chance to gain a free refresh.

Level Up!

When you buy experience points, gain an additional 3. You can now reach level 10.

High End Shopping

Champions appear in your Shop as if you were 1 level higher.

Woodland Charm

At the start of combat, your highest Health Champion creates a 1500 Health copy of themself (excluding items).

Exiles III

Your units that start combat with no adajacent allies gain a 70% maximum Health shield for 8 seconds.

Featherweights III

Your 1 and 2 cost units gain 70% movement and Attack Speed.

Knife's Edge III

Your units that start combat in the first 2 rows gain 60 Attack Damage.

Cybernetic Implants III

Your units equipped with an item gain 400 Health and 30 Attack Damage

Built Different III

Your units with no Traits active gain 600 Health and 80% Attack Speed.

Stand United III

Your units gain 6 Attack Damage and Ability Power per Trait active across your team.

Makeshift Armor III

Your units with no items gain 60 Armor and Magic Resist.

Celestial Blessing III

Your units heal for 25% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 600 Health.

Thrill of the Hunt III

Your units heal 900 Health on kill.

Academy Soul

Your team counts as having 2 additional Academics.

Runic Shield III

Arcanists start combat with a shield equal to 600% of their Ability Power for 8 seconds.

Arcanist Soul

Your team counts as having 2 additional Arcanists.

Assassin Soul

Your team counts as having 2 additional Assassins.

Bodyguard Soul

Your team counts as having 2 additional Bodyguards.

Bruiser Soul

Your team counts as having 2 additional Bruisers.

Challenger Soul

Your team counts as having 2 additional Challengers.

Chemical Overload III

Chemtechs explode on death, dealing 40% of their max Health as magic damage to enemies within 2 hexes.

Chemtech Soul

Your team counts as having 2 additional Chemtechs.

Clockwork Soul

Your team counts as having 2 additional Clockworks.

Broken Stopwatch

6 seconds into combat, all enemies and non-Clockwork units are frozen in time for 4 seconds.

Enchanter Soul

Your team counts as having 2 additional Enchanters.

Enforcer Soul

Your team counts as having 2 additional Enforcers.

Imperial Soul

Your team counts as having 2 additional Imperials.

Innovator Soul

Your team counts as having 2 additional Innovators.

Mercenary Soul

Your team counts as having 2 additional Mercenaries.

Mutant Soul

Your team counts as having 2 additional Mutants.

Protector Soul

Your team counts as having 2 additional Protectors.

Scholar Soul

Your team counts as having 2 additional Scholars.

Scrap Soul

Your team counts as having 2 additional Scraps.

Sniper Soul

Your team counts as having 2 additional Snipers.

Socialite Soul

Your team counts as having 2 additional Socialites.

Syndicate Soul

Your team counts as having 2 additional Syndicates.

Twinshot Soul

Your team counts as having 2 additional Twinshots.