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All of the TFT Set 6 Augments

TFT Set 6 Augments

TFT announced that it was adding a brand new mechanic for the latest set, Gizmos and Gadgets in the form of TFT Set 6 Augments. As of now, there are well over one-hundred different TFT Set 6 Augments and players will be needing a cheat sheet of sorts to keep track of it all. Here is an updating list of TFT Set 6 Augments.

For more information about TFT Set 6 Gizmos and Gadgets, please use the links below.

TFT Set 6 PBE Release Date

TFT Set 6 Release Date

TFT Set 6 Champions

TFT Set 6 Champion Abilities

 

For the augments, if a player is looking for a specific one, it is suggested that they control+f to find what they are looking for. Otherwise, these are in the order that they were given to the press.


Tier 1 Augments

These are the first-tier TFT Set 6 Augments. They are subject to change as the game is still on the PBE. As changes are made, this will update.

Calculated Loss

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

Dominance

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

Hyper Roll

If you have less than 10 gold at the end of a round, gain 3 gold.

Wise Spending

Gain 1 experience point when you refresh your Shop.

Binary Airdrop

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

Item Grab Bag I

Gain 1 random completed item and 1 Reforger.

Phony Frontline

Gain 2 Target Dummies.

Pandora’s Items

Gain a random component. At the start of each turn, items on your bench are randomized (excluding Force of Nature, Spatula, and consumables).

Ascension

After 15 seconds of combat, your units deal 100% more damage.

Built Different I

Your units with no Traits active gain 200 Health and 30% Attack Speed.

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 300 Health.

Knife’s Edge I

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

Cybernetic Implants I

Your units equipped with an item gain 300 Health and 20 Attack Damage.

Exiles I

Your units that start combat with no adjacent allies gain a 40% maximum Health shield for 8 seconds.

Featherweights I

Your 1 and 2 cost units gain 40% movement and Attack Speed.

First Aid Kit

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

Makeshift Armor I

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

Scoped Weapons

Double the hex range of your ranged units, and their attacks cannot miss.

Stand United I

Your units gain 3 Attack Damage and Ability Power per Trait active across your team.

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 15% of their missing Health every second.

Weakspot

Your units’ attacks ignore 25% of the target’s Armor and reduce healing received by 50% for 10 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 400% of their Ability Power.

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.

Smoke Bomb

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

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.

Shrug It Off

Bruisers regenerate 2% of their maximum Health each second.

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 4 seconds.

Chemical Overload I

Chemtechs explode on death, dealing 50% of their maximum 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.

Enforcer Heart

Your team counts as having 1 additional Enforcer.

Imperial Heart

Your team counts as having 1 additional Imperial.

All For One

When an ally dies, they grant the Tyrant 25% of their maximum Health.

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: 500 Health, 35% Attack Speed, 35 Attack Damage, or 35 Ability Power. These bonuses stack.

Protector Heart

Your team counts as having 1 additional Protector.

Lifelong Learning

Scholars that survive combat permanently gain 3 Ability Power.

Scholar Heart

Your team counts as having 1 additional Scholar.

Scrap Heart

Your team counts as having 1 additional Scrap.

Tinker

Every 1 combat round(s) with Scrap active, gain a Magnetic Remover or Reforger.

Sniper’s Nest

Snipers gain +8% damage per round they’ve started combat in the same 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.

Twinshot Heart

Your team counts as having 1 additional Twinshot.

So Small

Yordles gain 35% Dodge Chance.


Tier 2 Augments

These are the second-tier TFT Set 6 Augments. They are subject to change as the game is still on the PBE. As changes are made, this will update.

Rich Get Richer

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

High Roller

Gain 2 Loaded Dice.

Ancient Archives

Gain 1 Tome of Traits.

Clear Mind

If you have no units on your bench at the end of a round, gain 4 experience points.

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).

March of Progress

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

Trade Sector

Gain a free Shop refresh each round.

Sunfire Board

At the start of combat, burn all enemies for 40% of their maximum HP over 16 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 Force of Nature).

Knife’s Edge II

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

Cybernetic Implants II

Your units equipped with an item gain 450 Health and 30 Attack Damage.

Exiles II

Your units that start combat with no adajacent allies gain a 60% maximum Health shield for 8 seconds.

Featherweights II

Your 1 and 2 cost units gain 60% movement and Attack Speed.

Built Different II

Your units with no Traits active gain 300 Health and 45% Attack Speed.

Stand United II

Your units gain 4 Attack Damage and Ability Power per Trait active across your team.

Titanic Force

Your units with more than 1200 maximum Health gain Attack Damage equal to 4% 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 15% 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 450 Health on kill.

Academy Honors

Gain an Academy Emblem.

Arcane Sigil

Gain an Arcanist Emblem.

Runic Shield II

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

Spell Blade

Arcanists’ attacks deal bonus magic damage equal to 30% Ability Power on hit.

Hidden Blade

Gain an Assassin Emblem.

Safety Vest

Gain a Bodyguard Emblem.

Beef Up

Gain a Bruiser Emblem.

A New Challenger

Gain a Challenger Emblem.

Element X

Gain a Chemtech Emblem.

Chemical Overload II

Chemtechs explode on death, dealing 75% of their maximum 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 the first time their Health drops to 60% and 30%.

Ardent Censer

Allies healed or shielded by Enchanters gain 15% stacking Attack Speed for the rest of combat (maximum once every 2 seconds).

Imperial Banner

Gain an Imperial Emblem.

Dual Rule

There are now 2 Tyrants.

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.

Deadeye

Gain a Sniper Emblem.

Share the Spotlight

Allies adjacent to a spotlight at the start of combat gain 50% of its bonuses.

Shady Business

Gain a Syndicate Emblem.

Sharpshooter

Twinshot’s ranged attacks and abilities can bounce once, dealing 20% less damage.


Tier 3 Augments

These are the third-tier TFT Set 6 Augments. They are subject to change as the game is still on the PBE. As changes are made, this will update.

Windfall

Gain gold based on the number of Augments you currently have.

0 = 20g
1 = 25g
2 = 30g

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 team size.

Golden Ticket

Each time your Shop is refreshed, you have a 35% chance to gain a free refresh.

Level Up!

When you buy experience points, gain an additional 4 experience points. You can now reach level 10.

Exiles III

Your units that start combat with no adajacent allies gain a 80% maximum Health shield for 8 seconds.

Featherweights III

Your 1 and 2 cost units gain 80% 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 600 Health and 40 Attack Damage

Built Different III

Your units with no Traits active gain 400 Health and 60% 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 20% 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 600 Health on kill.

Academy Soul

Your team counts as having 2 additional Academics.

Cram Session

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

Runic Shield III

Arcanists start combat with a shield equal to 800% Ability Power.

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 100% of their maximum 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

8 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.

Junkyard

Every 3 combat rounds with the Scrap Trait active, gain a random component.

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.

Payday

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

Twinshot Soul

Your team counts as having 2 additional Twinshots.


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