In League of Legends’ long-awaited Arena mode, players get a chance to flex their skills alongside one of their favorite duos as they battle three other teams across multiple deathmatch-style battle rounds to become the last squad standing. And to shake things up even more, they’ll have Augments to change the way they play.
Here are all of the Augments you can play around with in this League Arena.
Every Augment in League‘s Arena mode
There are many different ways to arm yourself before the fight, even beyond the normal items you can find in the store during the game mode’s preparation and buying phase. Teamfight Tactics‘ Augments system has made its way to League for the first time, giving summoners a whole new arsenal of wacky and wild powers that will completely change how a champion plays.
Each Augment, like in TFT, will be in a different category based on how strong they are in comparison to each other. The categories range from Silver and Gold to Prismatic as the most impactful of the bunch and can be destructive, hilarious, and everything in between.
I’ve already spotted a few incredible wombo combos in the works, along with broken champion pairings, and a perfect concoction of Augments that could go viral with one single clip, so let’s get to experimenting.
All Silver Augments
All Gold Augments
Name | Effect |
All For You | Your heals and shields on allied champions are increased in effectiveness by 40 percent. |
Angel of Retribution | Quest: Heal allied champions for 2,500 in total, or mitigate 2,500 damage for them. Reward: Upon completing the quest, gain 100 percent bonus attack speed and empower your basic attacks to deal bonus magic damage equal to 300 percent of your heal and shield power. |
Apex Inventor | Grants 300 item haste, which is equivalent to 75 percent cooldown reduction for items. |
Banner of Command | Replace Flee with Banner of Command, which grants your ally 25 percent bonus health, attack damage, ability power, and attack speed for 10 seconds. |
Big Brain | At the start of each combat round, gain a shield that absorbs damage equal to 300 percent AP. |
Blood Brother | Gain Darius’ Hemorrhage. Passive: Damaging basic attacks and abilities apply a stack of Hemorrhage to enemies for five seconds, refreshing on subsequent applications and stacking up to five times. Hemorrhage: For each stack, the target is dealt 13-30 (based on level) (+ 30 percent bonus AD) total physical damage over the duration, up to a maximum of 65 − 150 (based on level) (+ 150 percent bonus AD) total physical damage over the duration. |
Bread and Butter | Your champion’s first basic ability (Q) gains 150 ability haste. |
Bread And Cheese | Your champion’s third basic ability (E) gains 150 ability haste. |
Bread And Jam | Your champion’s second basic ability (W) gains 150 ability haste. |
Cannon Fodder | You enter combat launching from a cannon. |
Celestial Body | Gain 1,250 health, but reduce your damage output by 10 percent. |
Combo Master | Gain the Electrocute and Phase Rush Keystone Runes. |
Critical Healing | Your heals and shields now have a chance equal to 100 percent critical strike chance to increase in effectiveness by 50 percent. Additionally, gain 20 percent critical strike chance. |
Dark Blessing | Your heals and shields apply two Curse stacks to the nearest enemy champion within 450 units, lasting five seconds (1.5-second cooldown). This effect stacks infinitely and refreshes with each application. Curse: For each stack inflicted on targets, you gain a permanent one bonus health, and affected enemies are dealt one true damage every second. |
Dawnbringer’s Resolve | Upon dropping below 50 percent health, heal for 30 percent max health over three seconds. |
Deathtouch | Basic attacks against enemy champions apply a Curse stack for five seconds, stacking infinitely and refreshing with each application. Curse: For each stack inflicted on targets, you gain a permanent one bonus health, and affected enemies are dealt one true damage every second. |
Defensive Maneuvers | Gain the Defensive Maneuvers Summoner Spell, which casts both Summoner Barrier and Heal on you and your teammate. |
Demon’s Dance | Gain the Fleet Footwork and Grasp of the Undying Keystone Runes. |
Die Another Day | Gain the Die Another Day Summoner Spell, which creates a zone where no unit can die for four seconds. |
Dive Bomber | Your team’s first death each round explodes, dealing massive damage. |
Ethereal Weapon | Your Abilities apply on-hit effects at 100 percent effectiveness on a one-second cooldown per target. |
Extendo-Arm | Automatically fire a Blitzcrank hook every 12 seconds at a nearby enemy champion. |
Firebrand | Basic attacks apply a burn for five seconds that deals bonus magic damage per second equal to 0.6 percent of the target’s maximum health over the duration. This burn stacks infinitely and refreshes with each application. |
From Beginning to End | Gain the Dark Harvest and First Strike keystone runes. |
Holy Fire | Your heals and shields cause you to fire a missile to the nearest enemy champion within 650 units over 0.32 seconds, applying a burn upon arrival that deals magic damage equal to one percent of the target’s maximum health every second over five seconds. |
It’s Critical | Gain 40 percent Crit Chance. |
It’s Killing Time | Apply Zed’s Death Mark when casting your ultimate to all enemy champions on an eight-second cooldown. The mark stores 30 percent of all pre-mitigation damage dealt to the affected target, detonating after five seconds to deal physical damage equal to the damage stored against them. |
Keystone Conjurer | Gain the Summon Aery and Arcane Comet Keystone Runes. |
Lightning Strikes | Gain Attack Damage scaling with your Attack Speed. |
Magic Missile | Dealing damage to an enemy with an active ability within 700 units fires three missiles at them that each deal true damage equal to 0.7 percent of the target’s maximum health, increased to up to 2.1 percent based on distance traveled on a two-second cooldown. |
Marksmage | Basic attacks deal bonus physical damage equal to 100 percent AP. |
Minionmancer | Your pets deal 60 percent increased damage as well as gain 60 percent bonus health and size. |
Mythical | You can buy any number of Mythic Items. |
OK Boomerang | Every seven seconds, automatically fire a boomerang at a nearby enemy. |
Oathsworn | Replaces Flee with Kalista’s Fate’s Call. Fate’s Call: Retrieve your ally and hold them for four seconds, pulling them to yourself over 1 second and cleansing them from all crowd control, as well as rendering them invulnerable and untargetable for the duration. |
Outlaw’s Grit | Your Movement Abilities grant you 15 Armor and Magic Resist, stacking up to five times. |
Parasitic Relationship | You heal for 15 percent of the damage dealt by your ally. |
Perseverance | Gain hugely increased Health Regen, which is further increased while low on Health. |
Phenomenal Evil | Permanently gain two Ability Power when you hit enemies with Abilities. |
Quest: Steel Your Heart | Quest: Obtain Heartsteel and accumulate over 400 bonus health from Colossal Consumption. Reward: Increase the bonus health gained from Colossal Consumption by 200 percent and gain bonus health regeneration equal to 10 percent of the bonus health gained from Colossal Consumption. |
Quest: Urf’s Champion | Quest: Score 10 champion takedowns. Reward: Receive The Golden Spatula. |
Rabble Rousing | Using an Ability heals you for two percent max Health. |
Recursion | Gain 45 Ability Haste. |
Restless Restoration | You constantly heal based on your max Health while moving, increased by distance traveled. |
Restart | Your basic abilities’ cooldowns are refreshed every 10 seconds. |
Restless Restoration | Heal for 0.2-1.2 (based on level) (+ 0.02 percent of maximum health) per 10 units traveled. |
Scopier Weapons | Gain 200 Attack Range, reduced to 100 for ranged characters. |
Searing Dawn | Your Abilities mark enemies, causing them to take extra damage from your ally’s next effect. |
Shrink Ray | Your Attacks reduce an enemy’s damage by 15 percent for three seconds. |
Soul Siphon | Gain 20 percent crit chance and 20 percent lifesteal on critical strikes. |
The Brutalizer | Gain 25 Attack Damage, 10 Ability Haste, and 10 Lethality. |
Thread the Needle | Gain 25 percent Armor Penetration and Magic Penetration. |
Twice Thrice | Basic attacks grant a stack, up to two times. At two stacks, your next basic attack consumes all stacks to apply on-hit effects again at 150 percent effectiveness. |
Unholy Grail | Damaging enemies with abilities stores 30 percent of the damage, your next heal or shield on an ally heals them for the stored amount. |
Vanish | Gain the Vanish Summoner Spell, turning you Invisible. |
Vengeance | Gain massively increased damage and Omnivamp while your partner is dead. |
Willing Sacrifice | When your ally drops below 30 percent Health, trade some of your health for a Shield on your ally. |
With Haste | Gain Move Speed equal to double your Ability Haste. |