The release of Teamfight Tactics Set 10 in November 2023 brings about significant changes to Augments, removing plus-one trait Augments while only adding a little over 40 new ones.
Augments are an evergreen mechanic within TFT that show up at Stages 2-1, 3-2, and 4-2 throughout a game through an Armory. There are three tiers—Silver, Gold, and Prismatic—with players able to reroll their Augment options at least once.
Set 10 has cut back on Augments, letting the Headliner mechanic shine by removing all plus-one trait Augments for Remix Rumble. Instead of over 100 new Augments like previous sets, there are around “40 to 45 new Augments, give or take” in Set 10, according to Mortdog. Players will see some Legends Augments from Set Nine tossed into Remix Rumble as well.Â
Every TFT Remix Rumble Augment
A first look at the TFT Set 10 Augments was provided by Mortdog through his Remix Rumble PBE Rundown. Many of the stats listed on these Augments are subject to change or have already been adjusted, but the core of the Augment will likely remain the same.
Each Augment tier has multitier Augments, which are the same Augment found in various tiers with different stats. A Spoilers of War Silver Augment, for example, has a 25 percent chance to drop loot, while the Prismatic version of the Augment has a 40 percent chance to drop loot. Not all multitier Augments, however, are in all three tiers.
All Augments removed from Set Nine heading into Set 10 were All Natural, Cybernetic Leach, Early Education, Endurance Training, Enshrouding Stillness, Hustler, Lesser Jeweled Lotus, Unburdended, and Wandering Trainer.
Here’s every TFT Set 10 Augment within Remix Rumble.
Multitier TFT Set 10 Augments
- Best Friends (Silver/Gold): Your units that start combat in pairs gain 10/15 percent attack speed and 15/20 armor.
- Buried Treasures (Silver/Gold/Prismatic): Gain a random item component at the start of the next 2/3/5 rounds (including this round).
- Cybernetic Bulk (Silver/Gold/Prismatic): Your champions holding an item gain 200/300/500 health.
- Cybernetic Leech (Silver/Prismatic): Your units holding an item gain 80/225 health and 13/25 percent Omnivamp. Removed through PBE patch before the official launch.
- Cybernetic Uplink:
- Good for Something (Silver/Gold): Your champions with no items equipped have a 30/50 percent chance to drop one gold. Augment is not in the Stage 4-2 pool and is only offered at Stage 2-1.
- Harmacist (Silver/Prismatic): Your units heal for 10/25 percent of the damage they deal, and they convert 20/30 percent of excess healing to true damage on their next attack.
- Healing Orbs (Silver/Gold): When an enemy dies, the nearest unit is healed for 300/500 health.
- Jeweled Lotus (Gold/Prismatic): Your units’ abilities can critically strike, Your units gain 15/45 percent Critical Strike Chance.
- Pumping Up (Silver/Gold/Prismatic): Your units gain eight/10/12 percent attack speed. Each round, increase this by 0.5/one/two percent.
- Social Distancing (Silver/Gold/Prismatic): Units that begin combat with no adjacent allies gain 15/18/25 percent attack damage and ability power.
- Spoils of War (Silver/Gold): When you kill an enemy unit, there’s a 25/30 percent chance to drop loot.
- Stationary Support (Silver/Gold/Prismatic): After seven player combats (only for Silver), gain one/one/one Training Dummy. They have one/one/two random Support items equipped that can’t be removed. The option to roll a Needlessly Big Gem was removed through the 13.24 B-patch.
- Twin Terror (Gold/Prismatic): If you have exactly two copies of a champion on your board, they both gain 300/400 health, 30/40 percent attack speed, and 30/40 percent Critical Strike Chance. When you upgrade to three-star, gain a two-star copy.
Silver TFT Set 10 Augments
- One, Two, Five!: Gain one random component, two gold, and one random tier-five champion.
- One, Two, Three!: Gain one tier-one unit, two tier-two units, and one tier-three unit.
- AFK: You cannot perform actions for the next three rounds. Afterward, gain 18 gold.
- Army Building: Gain a Lesser Champion Duplicator. This happens a second time after seven player combat rounds.
- Best of Friends: Units isolated in pairs gain 12 percent attack speed and 12 armor at the start of combat.
- Blood Money: Gain one gold per three health your Tactician loses.
- Branching Out: Gain a random Emblem and Reforger.
- Bronze Ticket: Every five shop refreshes gains the player a free refresh.
- Bulwark: Your champions that start combat in the back two rows gain 100 health.
- Caretaker’s Ally: Each time you Level up, gain the same random tier-two champion.
- Component Buffet: Whenever you would get a random component, instead gain a Component Anvil. Gain a random component.
- Consistency: Gain double win and loss streak gold—Disabled in Patch 14.1
- Contagion: At combat start—Infect the highest health enemy, causing them to take 20 percent more damage. Every five seconds or on death, the infection spreads to two nearby enemies.
- Cutting Corners: Leveling up costs three XP less.
- Healing Orbs: When an enemy dies, the nearest allied unit is healed for 300.
- Help is on the Way: After eight player combat rounds, open a Support Armory.
- Inconsistency: If your streak is less than three, gain two gold.
- Indomitable Will: When your units score a takedown, they shed all negative effects and become immune to crowd control for 10 seconds.
- Item Grab Bag: Gain one random completed item.
- Iron Assets: Gain a Component Anvil and four gold.
- Keepers: At the start of combat, your units grant adjacent allies a 150-health shield for eight seconds.
- Late Game Specialist: When you reach level nine, gain 30 gold.
- Latent Forge: Gain an Ornn item Anvil after eight player combat rounds.
- Long Distance Pals: At the start of combat, your two furthest champions share 22 percent of their armor, magic, resistance, attack speed, and ability power.
- Missed Connections: Gain a copy of each tier-one champion.
- On a Roll: Whenever you Star up a champion, gain a free shop refresh up to three times per turn. Gain three gold.
- Pandora’s Bench: Gain two gold. At the start of every round, champions on the three rightmost bench slots transform into random champions of the same cost (at the same tier).
- Pandora’s Items One: Gain one random component. At round start, items on your bench are randomized (excluding Tactician’s Crown, Spatula, and Consumables.
- Partial Ascension: After 15 seconds of combat, your units deal 30 percent more damage.
- Parting Gifts: When a champion dies, the nearest ally with open slots receives a temporary copy of an item they were holding and a 10 percent maximum health shield.
- Reach the Summit: When you reach Level nine, gain 50 XP and 10 gold.
- Recombobulator: Champions on your board permanently transform into random champions one tier higher. Gain two Magnetic Removers.
- Risky Moves: Your Tactician loses 20 health, but after seven combat player rounds, gains 30 gold.
- Rolling for Days: Gain nine free shop refreshes. These shop refreshes carry over between rounds.
- Silver Spoon: Gain 10 XP.
- Silver Ticket: Every four shop refreshes, gain a free refresh.
- Silver Veil: Your units are immune to the first crowd control effect they receive each combat and gain five percent attack speed.
- Splash Zone: Your champions that start combat in the front two rows gain 20 mana.
- Sunfire Torch: Your units’ attacks burn their targets for five percent of their maximum health over five seconds and reduce their targets’ healing received by 50 percent.
- Stationary Support One: After eight player combat rounds, gain one Training Dummy and one permanently attached Support item
- Sticks and Stones: Your champions without items Shred and Sunder enemies for three seconds. Physical damage applies Shred, and magic damage applies Sunder.
- Stimpack: After your Tactician loses 50 health, gain four item components.
- Switching Gears: Whenever you break your win or loss streak, gain two gold.
- Teaming Up One: Gain one random component and two random tier-three champions.
- Tiny Titans: Your Tactician heals 30 health, grows larger, and gains 30 maximum health.
- Unified Resistance: If you have three or more units in the same row at the start of combat, they gain 15 armor and magic resistance.
- Vampirism: Your units gain 20 health. Gain an additional four health and one percent Omnivamp per two missing Tactician health.
- What Doesn’t Kill You: After losing your combat round, gain two gold. Every five losses, gain a random component.
- Young and Wild and Free: You can always move freely on Carousel rounds. Gain three gold.
Gold TFT Set 10 Augments
- A Cut Above: Gain a Deathblade. Champions holding a Deathblade have a 20 percent chance to drop one gold on kill.
- Balanced Budget: At the start of the next four rounds, gain seven gold.
- Big Gains: Your team gains 80 bonus health and permanently gains 10 health every two takedowns.
- Bigger Shot: Every third basic attack from a Big Shot explodes, dealing 75 percent attack damage to nearby enemies.
- Blank Slate: Immediately sell all champions on your team and bench for double their worth of gold. Your next four shop refreshes are free.
- Blinged Out: Your True Damage units gain 80 health and eight percent attack speed for each item they have equipped.
- Bounty Hunters: Your Dreadsteed moves faster. Your Country units have a 25 percent chance to gain one gold on kill and your Dreadsteed’s chances are doubled. Gain a Katarina.
- Capricious Forge: Gain a Blacksmith’s Gloves, which equips two temporary Ornn Artifacts each round.
- Caretaker’s Favor: Gain a component Anvil when you reach levels five, six, seven, and eight.
- Clear Mind: If you have no champions on your bench at the end of a round, gain three XP.
- Cluttered Mind: If your bench is full at the end of a round, gain three XP.
- Cold Steel: Enemies your Edgelord units dash through become Mana-Reaved, Chilled, and Wounded for four seconds. Gain a Yasuo and a Kayle.
- Combat Caster: When one of your intis casts their spell, they gain a health shield (75 to 225) based on Stage for three seconds.
- Crash Test Dummies: At the start of combat, your Target Dummies launch themselves towards the largest clump of enemies, stunning units near them for 1.25 seconds. Gain two Target Dummies. Augment is not offered at Stage 2-1.
- Crown Guarded: Gain a Crownguard. Your units with a Crownguard have the start of combat effect at 75 percent stronger.
- Do it for the Fans: Your Headliner champion’s damage heals your Superfan units for 15 percent of the damage dealt. Gain a Gnar.
- Double the Funk: Your Disco ball(s) affect allies up to two Hexes away and pulse every 2.5 seconds. Gain a Nami and a Gragas.
- Emotional Connection: Your non-Emo units gain 60 percent of the Emo bonus when an enemy dies. Gain an Annie and a Vex.
- Escort Quest: Gain a Training Dummy. Each round, if it survives combat, gain three gold.
- Expose Weakness: Damage from Executioner units’ attacks and spells Shred and Sunder enemies by 30 percent for three seconds. Gain a Twitch.
- Extended Play: Whenever you Star up a Punk unit, gain a special bonus. Gain a Jinx and a Vi.
- Two-star: Your next shop refresh costs one less
- Three-star: Gain an item component
- Frequent Flier: After you refresh your shop eight times, your refreshes cost one for the rest of the game.
- Fully Adapted: Gain an Adaptive Helm. Champions holding Adaptive Helm gain all effects regardless of position.
- Gargantuan Resolve: Gain a Titan’s Resolve. Your Titan’s Resolve can continue stacking to 35, instead of 25.
- Gifts from the Fallen: Your units gain three percent attack damage, three magic resistance, three armor, and three ability power. When one of your units dies, all your units gain these stats again.
- Give me your Energy!: Crowd Diver units gain three armor, three magic resistance, three ability power, and three attack speed for each adjacent enemy. Gain an Evelynn and a Katarina.
- Golden Ticket: Each time your shop is refreshed, you have a 30 percent chance to gain a free shop refresh.
- Heart Collector (Heartthrobs): Keep 20 percent of the Heartsteel Hearts you convert into rewards. Your Heartsteel champions gain 200 health. Gain a K’Sante and an Aphelios.
- Heavy Hitters: Your units with at least 1,600 maximum health gain attack damage and ability power equal to two percent of their maximum health.
- Heroic Grab Bag: Gain two Lesser Champion Duplicators and four gold
- Heroic Presence: Enemies that attack a Guardian’s Shield take magic damage equal to seven percent of the shielded unit’s maximum health (up to once per second). Gain a Pantheon.
- Idealism: Gain a Hand of Justice. Champions holding a Hand of Justice deal 12 percent increased damage.
- Indomitable Will: When your units score a takedown, they shed all negative effects and become immune to CC for six seconds.
- Infusion: Your team restores 15 mana every five seconds.
- Insert Coin: Your 8-bit units execute enemies below 10 percent health. Executions have an eight percent chance to drop one gold, increased by two percent for each 8-bit High Score achieved. Gain a Corki and a Garen.
- Inspiring Epitaph: When a unit dies, the nearest ally gains a 25 percent maximum health shield and 10 percent stacking attack speed.
- Keepers Two: At the start of combat, your units grant adjacent allies a 240-health shield for eight seconds.
- Know Your Enemy: Your units deal 12 percent increased damage. If you and your opponent have any of the same traits activated, they deal 20 percent increased damage instead.
- Last Stand: The first time you would be eliminated or reduced to one health, instead remain alive. After this effect triggers, your units permanently gain 180 health, 18 armor and magic resistance, and 18 percent Omnivamp.
- Learning to Spell: Your team gains 10 bonus ability power and permanently gains one AP every two takedowns.
- Little Buddies: Your four and five-cost champions gain 75 health and nine percent attack speed for every one- and two-cost champion on your board.
- Live for Danger: Edgelord units deal 40 percent of their damage in a one Hex area around their target. Gain a Yasuo and a Kayle.
- Long Distance Pals: At combat start—Your two furthest units form a bond, sharing 25 percent of their armor, magic resistance, attack damage, and ability power with one other.
- Low Interest Rates: Your maximum interest is capped at three gold, but you gain two gold at the start of every player combat.
- Lucky Streak: Gain a Gambler’s Blade and a Magnetic Remover.
- Magic Wand: Gain a Rod, and your units gain 20 percent ability power.
- Mana Burn: Gain a Shroud of Stillness. All enemies take two percent of their maximum health as true damage each second until the first they cast their ability.
- Martyr: Whenever one of your units dies, all allies heal for 15 percent maximum health.
- Mesmerizing Performance: At “X” seconds, all enemies and non-K/DA units are stunned and forced to dance for “X” seconds. Your K/DA champions gain bonus AP. Gain a Lillia and a Kai’Sa.
- Metabolic Accelerator: Your Tactician moves faster and heals two health after a PvP round.
- Metalheads: Pentakill units are immune to crowd control and heal four percent of their health on takedown. Gain a Kayle and a Gnar.
- Not Today: Gain an Edge of Night. Allies holding an Edge of Night gain 35 percent attack speed.
- Party Starters: Crowd Diver units gain 10 percent attack speed and leap at 50 percent health instead of on death. Gain two Crowd Diver units.
- Patient Study: After player combat rounds, gain two XP if you won, or three XP if you lost.
- Pandora’s Items Two: Gain one random completed item. At round start, items on your bench are randomized (excluding Tactician’s Crown, Spatula, and Consumables.
- Portable Forge: Open an Armory and choose one of two unique Artifacts crafted by Ornn.
- Portable Forge Plus: Open an Armory and choose one of three unique Artifacts.
- Portable Forge Plus Plus: Open an Armory and choose one of four unique Artifacts.
- Raise the Tempo: When your Spellweave units cast their second spell each combat, immediately cast that spell again at 50 percent effectiveness.
- Ramping Rythm: Rapidfire can now stack up to 30 times. Starting stacks at four. Gain a Jinx and a Senna.
- Remember your Roots: Allies that share a trait with your Headline unit gain 200 health and 20 percent attack speed.
- Return on Investment: After you have refreshed your shop 20 times, gain a Tacticians Crown.
- Reach the Summit: Gain 50 XP when you reach Level nine.
- Rich Get Richer: Gain 10 gold. Your maximum interest is increased to seven.
- Rich Get Richer Plus: Gain 20 gold. Your maximum interest is increased to seven.
- Salvage Bin: Gain a random completed item now and a component after seven player combat rounds. Selling champions breaks apart their full items into components (excluding Tactician’s Crown).
- Salvage Bin Plus: Gain a random completed item now and a component after four player combat rounds. Selling champions breaks apart their full items into components (excluding Tactician’s Crown).
- Sample Synthesis: The EDM sampled champion gains five mana every two seconds. When the unit casts, they gain 20 percent attack damage and ability power for the rest of combat. Gain a Jinx and a Lux.
- Scapegoat: Gain a Training Dummy and two gold. If it is the first to die each player combat, gain one gold.
- Scrappy Inventions: At the start of combat, up to five components on your champions turn into completed items for the rest of combat. At the start of the next two Stages, gain a component.
- Share the Spotlight: Your units that start combat in a lighted Hex gain a 30 percent maximum health shield for 10 seconds. Gain a Kai’Sa and a Lillia.
- Shock Treatment: Gain a Statikk Shiv. The item’s chain lightning effect does 40 to 125 percent increased bonus damage.
- Sleight of Hand: Gain a Thief’s Gloves. Champions holding a Thief’s Gloves gain 30 percent attack speed.
- Stars are Born: The first tier-one and tier-two champions you buy are upgraded to two-star. Gain five gold.
- Submit to the Pit: Mosher units gain five armor, five magic resistance, five attack damage, five percent attack power, and five percent attack speed for each adjacent enemy. Gain a Gnar and a Jax.
- Support Cache: Open an Armory and choose one of four unique Support choices.
- Teaming Up Two: Gain one random support item and two random tier-four champions.
- That’s Jazz, Baby: At the beginning of combat, your Jazz champions gain permanent bonuses based on the number of traits you have active. Gain a Bard.
- Three traits: 20 maximum health
- Five traits: Plus two percent attack speed
- Seven traits: Plus two percent attack damage and ability power
- The Drop: After your first sampled cast, sampled casts happen 30 percent more frequently for the rest of combat. Gain a Jax and a Lux.
- The ol’ Razzle Dazzle: Your Dazzler unit’s effects deal 100 percent more damage and last two seconds longer. Gain a Nami and a Bard.
- Three’s a Crowd: Your units gain 111 health for each unique tier-three unit you field.
- Three’s Company: Gain four random but unique tier-three champions.
- Tons of Stats: Your team gains 44 health, four percent attack damage, four ability power, four armor, four magic resistance, four percent attack speed, and four mana.
- Too Big to Fail: Bruiser units deal 40 percent of their maximum health in magic damage to enemies within a one Hex radius on death. After 15 seconds of combat, this radius is doubled. Gain two Bruiser units.
- Trade Sector: Gain a free shop refresh each round. Gain two gold.
- Two Healthy: Your units gain 111 health for each unique tier-two unit you field.
- Twin Terror One: When you field exactly two copies of a champion, they both gain 200 maximum health and 20 percent attack speed plus Critical Strike Chance. When you three-star, gain a two-star copy.
- Vampirism Two: Your units gain 70 health. Gain an additional 20 health and one percent Omnivamp per five missing Tactician health.
- What Doesn’t Kill You: Gain two gold after losing a player combat. Gain a random component after every four losses.
- You Have My Bow: Gain a Bow. Your units gain 20 percent attack speed.
- You Have My Sword: Gain a Sword. Your units gain 20 percent attack damage.
Prismatic TFT Set 10 Augments
- Binary Airdrop: Your champions equipped with two items temporarily gain a random completed item at the start of combat. Gain one random item component.
- Birthday Present: Gain a two-star champion every time you Level up. The champion’s tier is your Level minus four (minimum tier-one).
- Blinding Speed: Gain a Rapid Firecannon, a Gunsoo’s Rageblade, and a Magnetic Remover.
- Caretaker’s Chosen: As you Level, gain more powerful items.
- Level four: Gain a component Anvil
- Level six: Gain a completed item Anvil
- Level seven: Open a Radiant item Armory
- Cursed Crown: Gain plus-two maximum team size, but take 100 percent increased player damage.
- Cruel Pact: Buying XP costs five health instead of gold. Heal two health before each combat round.
- Determined Investors: The first time you have 40 gold at the end of combat, gain two Diamond Hands and two item components.
- Endless Hordes: Gain plus-three maximum team size, but your units can only hold one item, and their total health is reduced by 20 percent. Gain six gold.
- Final Ascension: Your units deal 15 percent more damage. After 15 seconds, this effect triples.
- Final Reserves: The first time you would be eliminated or reduced to one health, instead remain alive. After this effect triggers, at the beginning of your next planning phase, gain 70 XP and 50 gold.
- Gifts from Above: At the start of combat, your champion with the least items equips a temporary completed item.
- Going Long: You no longer gain interest. At the start of your turn, gain four XP and eight gold.
- Hedge Fund: Gain 20 gold. Your maximum interest is increased to 10.
- Hedge Fund Plus: Gain 30 gold. Your maximum interest is increased to 10.
- Hedge Fund Plus Plus: Gain 40 gold. Your maximum interest is increased to 10.
- Hologram: Your Headliner champion is cloned. You cannot equip items on the clone.
- Impenetrable Bulwark: Gain a Bramble Vest, a Dragon’s Claw, and a Magnetic Remover.
- Infernal Contract: Your maximum Level is seven. Gain 90 gold.
- Level Up!: When you buy XP, gain and additional two. Gain eight immediately.
- Living Forge: Gain an Ornn item Anvil now and after every 10-player combat rounds.
- Lucky Gloves: Thief’s Gloves will always give your champions ideal items. Gain two Sparring Gloves.
- Lucky Gloves Plus: Thief’s Gloves will always give your champions ideal items. Gain three Sparring Gloves.
- March of Progress: Gain three XP now, and bonus XP equal to your Level at the start of every player combat round. You can no longer use gold to level up.
- New Recruit: You gain plus-one team size and a Champion Duplicator.
- Overwhelming Force: Gain a Deathblade, an Infinity Edge, and a Magnetic Remover.
- Pandora’s Items Three: Gain one random Radiant item. At round start, items on your bench are randomized (excluding Tactician’s Crown, Spatula, and Consumables.
- Phreaky Friday: Gain an Infinity Force. After five player combat rounds, gain another.
- Phreaky Friday Plus: Gain an Infinity Force. After three player combat rounds, gain another.
- Prismatic Ticket: Each time your shop is refreshed, you have a 50 percent chance to gain a free shop refresh.
- Radiant Relics: Open an Armory and choose one of five unique Radiant items. Gain a Magnetic Remover.
- Roll the Dice: Gain a Rascal’s Gloves, which equips two random Radiant items every round.
- Shopping Spree: Gain one gold per round. When you level up, gain a number of free shop refreshes equal to your Level, which carries over between rounds.
- Spectral Supplies: At the start of combat, distribute four temporary items to the champions with the fewest items.
- Starter Kit: Gain a tier-four champion and a two-star tier-one champion that shares a trait with them. In the next two Stages, gain the tier-four champion again.
- Tactician’s Tools: Gain two Spatulas and one component Anvil.
- Talent Search: All of your units gain their unique Headliner Effect. Health is 100 and attack speed is 10 percent.
- Tiniest Titan: Your Tactician is small and speedy. After each PvP round, heal two health and gain two gold per round.
- Tiniest Titan Plus: Your Tactician is small and speedy. After each PvP round, heal two health and gain two gold. Gain eight gold now.
- The Golden Egg: Gain a massive golden egg that hatches in 11 turns. Victorious player combat rounds accelerate the hatch timer by an additional turn.
- Twin Terror Two: When you field exactly two copies of a champion, they both gain 400 maximum health and 40 percent attack speed plus Critical Strike Chance. When you three-star, gain a two-star copy.
- Unleashed Arcana: Gain a Jeweled Gauntlet, a Rabadon’s Deathcap, and a Magnetic Remover.
- Wellness Trust: At round start—Gain three gold. If you have at least 40 gold, your Tactician heals two health.
- What the Forge: All completed items you own or receive are transformed into random Ornn Artifacts (excluding Tactician’s Crown and Emblems). Units gain 120 health per equipped Artifact.
Update Nov. 13 11:45am CT: All TFT Set 10 Augments, abilities, and stats were updated following the Nov. 13 PBE patch.
Update Nov. 20 1pm CT: All TFT Set 10 Augments were updated for Patch 13.23 and the launch of Remix Rumble.
Update Dec. 14 9am CT: All TFT Set 10 Augments stats were adjusted following Patch 13.24 and 13.24 B-patch.
Update Jan. 9, 9am CT: All TFT Set 10 Augments adjusted following Patch 14.1.