TFT Set 6 Hextech Augments explained: All power-up stats & details

Hextech Augments are the TFT Set 6 special mechanic, giving players plenty of agency to play their own game. There’s over 140 to choose from — and we’ve got all the details on the new power-ups and their stats in Gizmos and Gadgets.

TFT Set 6 is here to shake up Riot’s hit autobattler yet again. With all kinds of Gizmos and Gadgets to play around with in the form of the Hextech Augments set mechanic, each game will be a unique experience.

There’s more than 140 to choose from — and 2.7 million combinations — and they can help enable any playstyle you want.

We’ve got a breakdown of all the Hextech Augments coming in TFT Set 6, including what they do and how to get them.

TFT Set 6 has introduced new Hextech Augments, making each game unique (peep the training dummies, that’s an Augment).

How do Hextech Augments work in TFT Set 6?

Hextech Augments are the ultimate player agency mechanic in Teamfight Tactics.

“Some Augments break rules while others create new ones, allowing you to reinvent your game time and time again,” Riot said in TFT Set 6’s launch.

There are three Augment armories across the game at Stage 1-4, 3-3, and 4-5. As the game goes on, the average quality of the Augments you can choose from go up. All players will receive a similar quality of Augments in each armory (but not the exact same ones).

You will be presented with a choice of three Augments at each armory. You may only select one though, so choose wisely.

You will have a choice between three Augments at Stages 1-4, 3-5, and 5-1.

Over 140 Hextech Augments have been added to TFT Set 6, with Riot intending on adding new ones in the Mid-Set update.

It seems like a daunting amount to learn, but most of them are reprints of each other. There’s Augments that give you emblems, and there’s also Augments that scale across tiers with better values. There’s a handful of unique Augments on top.

It’s not overcomplicated like Shadow Items, which Riot intentionally avoided when designing the system.

The choices are right there in your face, the descriptions are very clear. You’re given a lot of time, and the choices are always positive ⁠— there’s no trick questions. We’re very enthusiastic about Augments, especially for new players,” developer Stephen ‘Mortdog’ Mortimer said in an interview.

“This will be a very exciting to learn system, very easy to understand, and with a lot of variety. We don’t think it has any of the same risks as Shadow Items.”

Riot claimed Augments have added “adaptability” to TFT that had been missing since Fates and the Chosen mechanic.

All Hextech Augments in TFT Set 6

You can find a full list of TFT Set 6 Hextech Augments below, divided into their respective tiers.

Numbers correct as of TFT patch 11.24b.

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Tier 1 (Silver)

NameDescription
Academy HeartYour team counts as having 1 additional Academic.
Arcanist HeartYour team counts as having 1 additional Arcanist.
AscensionAfter 15 seconds of combat, your units deal 65% more damage.
Assassin HeartYour team counts as having 1 additional Assassin. Gain a Talon.
Ardent CenserAllies healed or shielded by Enchanters gain 40% stacking Attack Speed for the rest of combat (maximum once every 2 seconds).
Bodyguard HeartYour team counts as having 1 additional Bodyguard. Gain a Leona.
Bruiser HeartYour team counts as having 1 additional Bruiser. Gain a Trundle.
Built Different IYour units with no Traits active gain 300 Health and 50% Attack Speed.
Calculated LossAfter losing your combat, gain 2 gold and a free Shop refresh.
Celestial Blessing IYour units heal for 10% of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 300 Health.
Challenger HeartYour team counts as having 1 additional Challenger. Gain a Warwick.
Chemical Overload IChemtechs explode on death, dealing 30% of their maximum Health as magic damage to enemies within 2 hexes.
Chemtech HeartYour team counts as having 1 additional Chemtech.
Clockwork HeartYour team counts as having 1 additional Clockwork. Gain a Zilean.
CutthroatAssassins Mana Reave the first unit they attack, increasing their maximum Mana by 65% until they cast.
Cybernetic Implants IYour units equipped with an item gain 200 Health and 20 Attack Damage.
DominanceAfter winning your combat, gain 1 bonus gold for every 2 surviving units.
Dual RuleThere are now 2 Tyrants.
DuetSummon 1 additional Socialite Spotlight. Give an additional 500 Health to Spotlighted champions.
Enchanter HeartYour team counts as having 1 additional Enchanter. Gain a Taric.
Enforcer HeartYour team counts as having 1 additional Enforcer. Gain a Vi.
En GardeThe first time an enemy is attacked by a Challenger, they are Disarmed for 3 seconds.
Exiles IYour units that start combat with no adjacent allies gain a 40% maximum Health shield for 8 seconds.
Featherweights IYour 1 and 2 cost units gain 30% movement and Attack Speed.
First Aid KitAll healing and shielding received by your units is increased by 35%.
Hyper RollIf you have less than 10 gold at the end of a round, gain 3 gold.
Imperial HeartYour team counts as having 1 additional Imperial. Gain a Swain.
Innovator HeartYour team counts as having 1 additional Innovator.
Item Grab Bag IGain 1 random completed item.
Knife’s Edge IYour units that start combat in the front 2 rows gain 25 Attack Damage.
Lifelong LearningScholars that survive combat permanently gain 5 Ability Power.
Makeshift Armor IYour units with no items gain 30 Armor and Magic Resist.
Mercenary HeartYour team counts as having 1 additional Mercenary.
Mutant HeartYour team counts as having 1 additional Mutant. Gain a Kog’Maw.
One For AllWhen your Syndicates die, they grant your other Syndicates 20 Attack Damage and Ability Power.
Pandora’s ItemsGain a random component. At the start of each turn, items on your bench are randomized (excluding Tactician’s Crown, Spatula, and consumables).
Phony FrontlineGain 2 Training Dummies.
PiratesMercenary units have a 50% chance to drop 1 gold when they kill an enemy.
Protector HeartYour team counts as having 1 additional Protector. Gain a Blitzcrank.
Runic Shield IArcanists start combat with a shield equal to 300% of their Ability Power, lasting for 8 seconds.
Scholar HeartYour team counts as having 1 additional Scholar. Gain a Lissandra.
Scoped WeaponsDouble the hex range of your ranged units, and their attacks cannot miss.
Scrap HeartYour team counts as having 1 additional Scrap. Gain an Ekko.
Self-RepairWhen the Innovation dies, it will become untargetable and repair itself if an Innovator is still alive.
Sniper HeartYour team counts as having 1 additional Sniper. Gain a Tristana.
Sniper’s NestSnipers gain +8% damage per round they’ve started combat in the same hex. (Maximum +40%)
Socialite HeartYour team counts as having 1 additional Socialite.
So SmallYordles gain 35% Dodge Chance.
Stand Behind MeAt the start of combat, Bodyguards grant 75% of their Armor bonus to non-Bodyguard allies directly behind them (does not stack).
Stand United IYour units gain 3 Attack Damage and Ability Power per Trait active across your team.
Syndicate HeartYour team counts as having 1 additional Syndicate. Gain a Zyra.
Thrill of the Hunt IYour units heal 300 Health on kill.
TinkerEvery 1 combat round(s) with Scrap active, gain a Magnetic Remover or Reforger.
Twinshot HeartYour team counts as having 1 additional Twinshot. Gain a Graves.
UnderdogsWhenever your team has fewer units alive than your opponent, your units regenerate 10% of their missing Health every second, capped at 150 Health per second.
Unstable EvolutionMutants 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.
WeakspotYour units’ attacks ignore 20% of the target’s Armor and reduce healing received by 50% for 10 seconds.

Tier 2 (Gold)

NameDescription
Academy CrestGain an Academy Emblem.
All For OneWhen an ally dies, they grant the Tyrant 33% of their maximum Health.
Ancient ArchivesGain 1 Tome of Traits.
Arcanist CrestGain an Arcanist Emblem. Gain a Twisted Fate.
Armor PlatingColossus become invulnerable for 2 seconds the first time their Health drops to 60% and 30%.
Assassin CrestGain an Assassin Emblem. Gain an Ekko.
Bodyguard CrestGain a Bodyguard Emblem. Gain a Leona.
Bruiser CrestGain a Bruiser Emblem. Gain a Trundle.
Binary AirdropYour units equipped with 2 items temporarily gain a random completed item at the start of combat.
Built Different IIYour units with no Traits active gain 400 Health and 60% Attack Speed.
Broken Stopwatch8 seconds into combat, all enemies and non-Clockwork units are frozen in time for 4 seconds.
Celestial Blessing IIYour units heal for 15% of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 450 Health.
Challenger CrestGain a Challenger Emblem. Gain a Warwick.
Chemical Overload IIChemtechs explode on death, dealing 45% of their maximum Health as magic damage to enemies within 2 hexes.
Chemtech CrestGain a Chemtech Emblem. Gain a Zac.
Clear MindIf you have no units on your bench at the end of a round, gain 3 experience points.
Clockwork CrestGain a Clockwork Emblem.
Cram SessionAfter casting their first Ability, Academics restore 90% of their maximum Mana.
Cybernetic Implants IIYour units equipped with an item gain 300 Health and 30 Attack Damage.
Exiles IIYour units that start combat with no adjacent allies gain a 60% maximum Health shield for 8 seconds.
Featherweights IIYour 1 and 2 cost units gain 40% movement and Attack Speed.
Gold ReservesMercenaries deal 2% more damage per 1 gold you have. (Maximum +60%)
High RollerGain 2 Loaded Dice.
Imperial CrestGain an Imperial Emblem. Gain a Talon.
Instant InjectionChemtechs now additionally trigger their bonuses at the start of combat.
JunkyardGain a random component every 3 combat rounds with the Scrap Trait active.
Knife’s Edge IIYour units that start combat in the first 2 rows gain 40 Attack Damage.
Makeshift Armor IIYour units with no items gain 45 Armor and Magic Resist.
Mercenary CrestGain a Mercenary Emblem.
Metabolic AcceleratorYour Tactician moves faster and heals 2 Health at the start of each round.
Mutant CrestGain a Mutant Emblem. Gain a Kog’Maw.
PaydayAfter winning your combat, gain 1 bonus gold for each surviving Syndicate.
Protector CrestGain a Protector Emblem.
Rich Get RicherGain 10 gold. Your maximum interest is increased to 7.
Runic Shield IIArcanists start combat with a shield equal to 450% of their Ability Power, lasting for 8 seconds.
Salvage BinGain a random completed item. Selling champions breaks apart their full items into components (excluding Force of Nature).
Scholar CrestGain a Scholar Emblem. Gain a Heimerdinger.
Scrap CrestGain a Scrap Emblem. Gain an Ekko.
SharpshooterTwinshot’s ranged attacks and abilities can bounce once, dealing 45% less damage.
Shrug It OffBruisers regenerate 2.5% of their maximum Health each second.
Smoke BombThe first time Assassins drop below 60% Health, they briefly enter stealth, becoming untargetable and shedding all negative effects.
Sniper CrestGain a Sniper Emblem. Gain a Tristana.
Spell BladeAfter casting their Ability, Arcanists’ next attack deals bonus magic damage equal to 200% of their Ability Power.
Stand United IIYour units gain 4 Attack Damage and Ability Power per Trait active across your team.
Sunfire BoardAt the start of combat, burn all enemies for 20% of their maximum HP over 8 seconds and reduce healing received by 50%.
Syndicate CrestGain a Syndicate Emblem. Gain a Zyra.
Thrill of the Hunt IIYour units heal 500 Health on kill.
Titanic ForceYour units with more than 1400 maximum Health gain Attack Damage equal to 3% of their maximum Health.
Trade SectorGain a free Shop refresh each round.
Wise SpendingGain 2 experience points when you refresh your Shop.

Tier 3 (Prismatic)

NameDescription
Academy CrownGain 2 Academy Emblems.
Arcanist CrownGain 2 Arcanist Emblems.
Assassin CrownGain 2 Assassin Emblems.
Band of ThievesGain 2 Thief’s Gloves.
Bodyguard CrownGain 2 Bodyguard Emblems.
Bruiser CrownGain 2 Bruiser Emblems.
Built Different IIIYour units with no Traits active gain 500 Health and 70% Attack Speed.
Celestial Blessing IIIYour units heal for 20% of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 600 Health.
Challenger CrownGain 2 Challenger Emblems.
Chemical Overload IIIChemtechs explode on death, dealing 100% of their maximum Health as magic damage to enemies within 2 hexes.
Chemtech CrownGain 2 Chemtech Emblems.
Clockwork SoulYour team counts as having 2 additional Clockworks. Gain 8 gold.
Cybernetic Implants IIIYour units equipped with an item gain 400 Health and 40 Attack Damage
Enchanter SoulYour team counts as having 2 additional Enchanters. Gain 8 gold.
Enforcer SoulYour team counts as having 2 additional Enforcers. Gain 8 gold.
Exiles IIIYour units that start combat with no adjacent allies gain an 80% maximum Health shield for 8 seconds.
Featherweights IIIYour 1 and 2 cost units gain 60% movement and Attack Speed.
Golden TicketEach time your Shop is refreshed, you have a 40% chance to gain a free refresh.
High End ShoppingChampions appear in your Shop as if you were 1 level higher.
Imperial CrownGain 2 Imperial Emblems.
Innovator SoulYour team counts as having 2 additional Innovators.
Item Grab Bag IIGain 2 random completed items.
Knife’s Edge IIIYour units that start combat in the first 2 rows gain 55 Attack Damage.
Level Up!When you buy experience points, gain an additional 4 experience points. You can now reach level 10.
Makeshift Armor IIIYour units with no items gain 60 Armor and Magic Resist.
March of ProgressGain 5 bonus experience points per round. You can no longer use gold to gain experience points.
Mercenary SoulYour team counts as having 2 additional Mercenaries.
Mutant CrownGain 2 Mutant Emblems.
New RecruitGain +1 team size.
Portable ForgeOpen an Armory and choose 1 of 3 unique Artifacts crafted by Ornn.
Protector CrownGain 2 Protector Emblems.
Runic Shield IIIArcanists start combat with a shield equal to 600% Ability Power, lasting for 8 seconds.
Scholar SoulYour team counts as having 2 additional Scholars. Gain 8 gold.
Scrap SoulYour team counts as having 2 additional Scraps. Gain 8 gold.
Share the SpotlightAllies adjacent to a spotlight at the start of combat gain 100% of its bonuses.
Sniper CrownGain 2 Sniper Emblems.
Socialite SoulYour team counts as having 2 additional Socialites.
Stand United IIIYour units gain 5 Attack Damage and Ability Power per Trait active across your team.
Syndicate CrownGain 2 Syndicate Emblems.
Thrill of the Hunt IIIYour units heal 750 Health on kill.
Twinshot SoulYour team counts as having 2 additional Twinshots.
WindfallGain gold based on the number of Augments you currently have. 0 = 15g, 1 = 30g, 2 = 45g.
Woodland CharmAt the start of combat, your highest Health Champion creates a 1500 Health copy of themself (excluding items).

What else is new in TFT Set 6?

Of course, it wouldn’t be a new TFT set without a new roster of champions and traits. 59 new champions and 28 new traits have been added as a part of the Gizmos and Gadgets expansion in TFT Set 6.

There’s also a new Labs game mode named Double-Up. It’s the first co-op TFT experience, with players pairing up to face off in a 2v2v2v2 format.

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