Augments

S-Tier Silver Augments

S-Tier Gold Augments

S-Tier Prismatic Augments

Flexible

Gain 1 random emblem. At the start of every stage, gain a random emblem. For each emblem equipped, your team gains 40 health.

Flurry of Blows

Gain a Zeke's Herald. Champions buffed by Zeke's also gain 45% Critical Strike Chance.

Forbidden Magic

Every 3 takedowns by Black Rose champions or Sion grant Sion permanent 1.50% Attack Damage and 10 Max Health. Gain 3 Black Rose champions.

Forward Thinking

Lose all your gold. After 6 player combats, gain back the original amount and another 80 gold.

Fractured Crystals

When an Automata champion fires their blast, they fire a second blast at the closest enemy dealing 50% of the original damage. Gain an Amumu and Nocturne.

Ghost of Friends Past

Whenever an allied champion dies, your team permanently gains 6 health, 1% Attack Damage, or 1 Ability Power, based on the dying champion's role.

Glass Cannon I

Units that start combat in the back row begin combat at 90% health but gain 12% Damage Amp.

Glass Cannon II

Units that start combat in the back row begin combat at 90% health but gain 20% Damage Amp.

Glorious Evolution

Gain an Adaptive Helm. After you upgrade 9 champions, gain a Viktor and a Jeweled Gauntlet.

Gloves Off

Gain a Vander. Your strongest Vander gains a brand new Ability that no longer grants resistances, but deals 165% increased damage and punches the target backwards, dealing 65% of the original damage to all enemies hit.

Going Long

You no longer gain interest. Round start: gain 4 XP and 15 gold.

Gold For Dummies

Gain a Training Dummy. Every 10 seconds, all Training Dummies grant 1 gold.

Golemify

Lose all champions on your board and bench. Gain a Golem with 90% of their combined Health and 60% of their combined Attack Damage.

Good For Something I

Champions that aren't holding items have a 50% to drop 1 gold on death.

Greater Moonlight

Combat start: 1 random 1-cost champion is upgraded to 4-star for that round and gains 15% Attack Damage and 15 Ability Power.

Hall of Mirrors

Combat start: All champions in your front row become clones of the champion in the center of the row. Clones have 100% of their original health, and deal 40% less damage.

Hard Commit

Gain a random Emblem. Now and after each carousel round, gain a 1-star unit of that trait with a cost equal to the Stage (max 5).

Health is Wealth I

Your team gains 10% Omnivamp. Get a bonus of 10 gold when your team first accumulates 10000 total healing.

Health is Wealth II

Your team gains 15% Omnivamp. Get a bonus of 20 gold when your team first accumulates 10000 total healing.

Heavily Smash

Every 4 seconds, Bruisers deal 7% bonus max Health bonus physical damage on their next attack. Gain a Steb and a Trundle.

Hedge Fund

You have no interest cap. Gain 25 gold.

Help Is On The Way

After 8 player combats, choose 1 of 4 Support items.

Heroic Grab Bag

Gain 2 Lesser Champion Duplicators and 9 gold.

High Voltage

Gain an Ionic Spark. Your Sparks range is increased by +3 hex, and they deal 25% more damage.

I'm the Carry Now

Get a sentinel with tailored offensive items that upgrade as the game progresses.

Immovable Object

Gain a Randuins Omen. Its range is increased by 1 hex and its effect is increased by 60%.

Inspiring Epitaph

When a unit dies, the nearest ally gains a 20% max Health Shield and 10% stacking Attack Speed.

Invested+

Gain 26 gold. At the start of every round, gain 3 reroll for every 10 gold above 50 gold (max 80 gold).

Invested++

Gain 45 gold. At the start of every round, gain 3 reroll for every 10 gold above 50 gold (max 80 gold).

Investment Strategy I

Your champions gain 7 permanent max health per interest you earn.

Investment Strategy II

Gain 5 gold. Your champions gain 9 permanent max health per interest you earn. Your max interest is increased to 7.

Iron Assets

Gain a Component Anvil and 2 Gold.

Item Collector I

Your units gain 10 Health. Your team gains 2 Health and 1 AD/AP for each craftable, non-duplicate item equipped (up to 10).

Item Collector II

Your units gain 20 Health. Your team gains 5 Health and 2 AD/AP for each craftable, non-duplicate item equipped (up to 10).

Item Grab Bag I

Gain 1 random completed item.

Kingslayer

After winning player combat, gain 1 gold. If they had more health than you, gain 5 Gold instead. Gain 4 gold now.

Lategame Specialist

Gain 33 gold when you reach Level 9. (Can no longer be offered with Level Up! and vice versa)

Latent Forge

Gain an Ornn Item Anvil after 7 player combats.

Law Enforcement

Enforcer champions gain 10% Attack Damage. Every 6 Wanted enemy deaths grant 6 gold. Gain a Steb and Maddie.

Level Up!

When you buy XP, gain an additional 2. Gain 12 immediately.

Lineup

Your team gains 2.50 Armor and Magic Resist for each unit that starts combat in the front two rows.

Little Buddies

Your 4-cost and 5-cost champions gain 65 Health and 9% Attack Speed for every 1-cost and 2-cost champion on your board.

Living Forge

Gain a random Ornn item now and after every 8 player combats.

Long Distance Pals

At the start of combat, your two furthest champions share 22% of their Armor, Magic Resist, Attack Damage, and Ability Power with each other.

Loot Explosion

Ambusher kills have a chance to drop loot, scaling with Critical Strike Chance. The value of the loot given can also critically strike, granting even more loot. Gain a Camille and a Powder.

Lucky Gloves

Thief's Gloves will always give your champions ideal items. Gain 2 Sparring Gloves.

Lucky Gloves+

Thief's Gloves will always give your champions ideal items. Gain 3 Sparring Gloves.

Lunch Money

Every 8 damage you deal to enemy tacticians gives you 2 gold.

Mace's Will

Gain a Sparring Gloves. Your team gains 8% Attack Speed and 20% Critical Strike Chance.

Mad Chemist

Gain a Singed. Your strongest Singed cannot attack but constantly runs, leaving a poison trail dealing magic damage over time. His Ability will always target himself and instead grants 20% Omnivamp and Move Speed.

Malicious Monetization

Gain 6 gold. For the next 3 rounds, enemy champions drop 2 gold when killed.

Manaflow I

Your units that start combat in the back row gain 2 additional Mana per attack.

Manaflow II

Your units that start combat in the back row gain 4 additional Mana per attack.

Max Cap

Your max level is 7. Gain 1 Tactician's Shield which increases your team size by +1, and 60 gold.

Mentorship I

If an ally starts combat next to a higher-cost ally, they gain 12% Attack Speed and 150 Health.

Mentorship II

If an ally starts combat next to a higher-cost ally, they gain 18% Attack Speed and 220 Health.

Missed Connections

Gain a copy of each Tier One champion.

Moonlight

Combat start: 1 random 1-cost champions are upgraded to 3-star for that round and gain 35% Attack Damage and 35 Ability Power.

NO SCOUT NO PIVOT

Units can no longer be benched or sold after fighting in a player combat. After each player combat, units that fought gain 20 Health, 1.50% Attack Damage, and 1.50% Ability Power.

Noble Sacrifice

When your first ally dies each combat, grant your team 15 + 15% of that ally's Armor and Magic Resistance.

Not Today

Gain an Edge of Night. Allies holding Edge of Night gain 35% Attack Speed.

Noxian Guillotine

Conquerors execute enemies below 12% Health. When they do, they gain 5 Armor and Magic Resist for the rest of combat. Gain a Darius and Draven.

One Buff, Two Buff

Gain a Red Buff, a Blue Buff, and a Champion Duplicator.

One For All I

Your team gains 2% max Health and 1.50% Damage Amp for each unique one-cost champion on your board. Gain 2 one-costs.

One For All II

Your team gains 3% max Health and 2% Damage Amp for each unique one-cost champion on your board. Gain 3 one-costs

One, Two, Five!

Gain 1 random component, 2 Gold, and 1 random Tier 5 champion(s).

Ones Twos Three

Gain 2 1-cost champion, 2 2-cost champions, and 1 3-cost champion.

Over Encumbered

For the next stage, you only get 1 bench slot(s). After, get 3 item components.

Overheal

Every third attack deals an additional 125% damage and heals 50% of the damage. Excess healing is converted to a shield up to 300 Health.

Paint the Town Blue

When the first 4 Rebels die each combat, summon a copy of themselves that is one-star lower with 400 less Health. Gain an Akali and an Irelia.

Pair of Fours

If your team has exactly 2 four-cost champions, they each gain 404 Health and 24.40% Attack Speed. Gain a random 4-cost.

Pandora's Bench

Gain 2 gold. At the start of every round, champions on the 3 rightmost bench slots transform into random champions of the same cost.

Pandora's Items

Round start: items on your bench are randomized (except Tactician's Crown and Spatula).

Pandora's Items II

Gain 2 random item components. At the start of each round, items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables).

Pandora's Items III

Gain a random Radiant item. At the start of each round, items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables).

Patience is a Virtue

If you didn't purchase a champion last turn, gain 1 free reroll. Repeats each round.

Patient Study

After player combat, gain 2 XP if you won or 3 XP if you lost.

Phreaky Friday

Gain an Infinity Force. After 5 player combats, gain another.

Phreaky Friday +

Gain an Infinity Force. After 3 player combats, gain another.

Piercing Lotus I

Your team gains 5% Critical Strike chance, and their Abilities can critically strike. Critical strikes 20% Shred and Sunder the target for 3 seconds.

Piercing Lotus II

Your team gains 20% Critical Strike chance, and their Abilities can critically strike. Critical strikes 20% Shred and Sunder the target for 3 seconds.

Pilfer

At the start of each round, gain a 1* copy of the first unit you killed last round.

Pit Fighter Crest

Gain a Pit Fighter Emblem and an Urgot.

Pit Fighter Crown

Gain a Pit Fighter Emblem, a Sterak's Gage, and a Gangplank.

Placebo

Your team gains 2% attack speed. Gain 10 gold.

Placebo+

Your team gains 1% attack speed. Gain 15 gold.

Portable Forge

Open an Armory and choose 1 of 4 unique Artifacts crafted by Ornn.

Power Up

Your next augment is one tier higher.

Powered Shields

While Shielded, your units gain 12% Durability. The first time allies fall below 50% Health, they gain 125-275 Shield (based on Stage) for 3 seconds.

Prismatic Pipeline

The next non-player combat round will drop an additional Prismatic Orb full of amazing loot. All Gold and Prismatic orbs contain even more loot!

Prismatic Ticket

Each time your Shop is rerolled, you have a 45% chance to gain a free reroll.

Prizefighter

Gain 2 components now. Every 4 wins gives you an item component.

Pumping Up I

Your units gain 8% Attack Speed. Each round, increase this by 0.5%.

Pumping Up II

Your units gain 10% Attack Speed. Each round, increase this by 1%.

Pumping Up III

Your units gain 12% Attack Speed. Each round, increase this by 2%.

Pyromaniac

Gain a Red Buff. Your Burns deal 50% increased damage.

Quality Over Quantity

Units holding exactly 1 item upgrade that item to Radiant. Gain 2 Magnetic Removers. Thief's Gloves counts as multiple items.

Quickstriker Crest

Gain a Quickstriker Emblem and an Akali.

Quickstriker Crown

Gain a Quickstriker Emblem, a Guinsoo's Rageblade, and a Nocturne.

Radiant Refactor

Gain a Masterwork Upgrade and 1 component anvil. Masterwork Upgrade upgrades an item to Radiant!