What are Hextech Augments in TFT? Set 6 mechanic details

Andrew Amos
TFT Set 6 Hextech Augments keyart

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 Phony Frontline augment
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.

TFT Set 6 Hextech Augment armory
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.”

TFT Fates header art
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.

Tier 1 (Silver)

Name Description
Academy Heart Your team counts as having 1 additional Academic.
Arcanist Heart Your team counts as having 1 additional Arcanist.
Ascension After 15 seconds of combat, your units deal 65% more damage.
Assassin Heart Your team counts as having 1 additional Assassin. Gain a Talon.
Ardent Censer Allies healed or shielded by Enchanters gain 40% stacking Attack Speed for the rest of combat (maximum once every 2 seconds).
Bodyguard Heart Your team counts as having 1 additional Bodyguard. Gain a Leona.
Bruiser Heart Your team counts as having 1 additional Bruiser. Gain a Trundle.
Built Different I Your units with no Traits active gain 300 Health and 50% Attack Speed.
Calculated Loss After losing your combat, gain 2 gold and a free Shop refresh.
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.
Challenger Heart Your team counts as having 1 additional Challenger. Gain a Warwick.
Chemical Overload I Chemtechs explode on death, dealing 30% 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. Gain a Zilean.
Cutthroat Assassins Mana Reave the first unit they attack, increasing their maximum Mana by 65% until they cast.
Cybernetic Implants I Your units equipped with an item gain 200 Health and 20 Attack Damage.
Dominance After winning your combat, gain 1 bonus gold for every 2 surviving units.
Dual Rule There are now 2 Tyrants.
Duet Summon 1 additional Socialite Spotlight. Give an additional 500 Health to Spotlighted champions.
Enchanter Heart Your team counts as having 1 additional Enchanter. Gain a Taric.
Enforcer Heart Your team counts as having 1 additional Enforcer. Gain a Vi.
En Garde The first time an enemy is attacked by a Challenger, they are Disarmed for 3 seconds.
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 30% movement and Attack Speed.
First Aid Kit All healing and shielding received by your units is increased by 35%.
Hyper Roll If you have less than 10 gold at the end of a round, gain 3 gold.
Imperial Heart Your team counts as having 1 additional Imperial. Gain a Swain.
Innovator Heart Your team counts as having 1 additional Innovator.
Item Grab Bag I Gain 1 random completed item.
Knife’s Edge I Your units that start combat in the front 2 rows gain 25 Attack Damage.
Lifelong Learning Scholars that survive combat permanently gain 5 Ability Power.
Makeshift Armor I Your units with no items gain 30 Armor and Magic Resist.
Mercenary Heart Your team counts as having 1 additional Mercenary.
Mutant Heart Your team counts as having 1 additional Mutant. Gain a Kog’Maw.
One For All When your Syndicates die, they grant your other Syndicates 20 Attack Damage and Ability Power.
Pandora’s Items Gain a random component. At the start of each turn, items on your bench are randomized (excluding Tactician’s Crown, Spatula, and consumables).
Phony Frontline Gain 2 Training Dummies.
Pirates Mercenary units have a 50% chance to drop 1 gold when they kill an enemy.
Protector Heart Your team counts as having 1 additional Protector. Gain a Blitzcrank.
Runic Shield I Arcanists start combat with a shield equal to 300% of their Ability Power, lasting for 8 seconds.
Scholar Heart Your team counts as having 1 additional Scholar. Gain a Lissandra.
Scoped Weapons Double the hex range of your ranged units, and their attacks cannot miss.
Scrap Heart Your team counts as having 1 additional Scrap. Gain an Ekko.
Self-Repair When the Innovation dies, it will become untargetable and repair itself if an Innovator is still alive.
Sniper Heart Your team counts as having 1 additional Sniper. Gain a Tristana.
Sniper’s Nest Snipers gain +8% damage per round they’ve started combat in the same hex. (Maximum +40%)
Socialite Heart Your team counts as having 1 additional Socialite.
So Small Yordles gain 35% Dodge Chance.
Stand Behind Me At the start of combat, Bodyguards grant 75% of their Armor bonus to non-Bodyguard allies directly behind them (does not stack).
Stand United I Your units gain 3 Attack Damage and Ability Power per Trait active across your team.
Syndicate Heart Your team counts as having 1 additional Syndicate. Gain a Zyra.
Thrill of the Hunt I Your units heal 300 Health on kill.
Tinker Every 1 combat round(s) with Scrap active, gain a Magnetic Remover or Reforger.
Twinshot Heart Your team counts as having 1 additional Twinshot. Gain a Graves.
Underdogs Whenever 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 Evolution Mutants 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.
Weakspot Your units’ attacks ignore 20% of the target’s Armor and reduce healing received by 50% for 10 seconds.

Tier 2 (Gold)

Name Description
Academy Crest Gain an Academy Emblem.
All For One When an ally dies, they grant the Tyrant 33% of their maximum Health.
Ancient Archives Gain 1 Tome of Traits.
Arcanist Crest Gain an Arcanist Emblem. Gain a Twisted Fate.
Armor Plating Colossus become invulnerable for 2 seconds the first time their Health drops to 60% and 30%.
Assassin Crest Gain an Assassin Emblem. Gain an Ekko.
Bodyguard Crest Gain a Bodyguard Emblem. Gain a Leona.
Bruiser Crest Gain a Bruiser Emblem. Gain a Trundle.
Binary Airdrop Your units equipped with 2 items temporarily gain a random completed item at the start of combat.
Built Different II Your units with no Traits active gain 400 Health and 60% Attack Speed.
Broken Stopwatch 8 seconds into combat, all enemies and non-Clockwork units are frozen in time for 4 seconds.
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.
Challenger Crest Gain a Challenger Emblem. Gain a Warwick.
Chemical Overload II Chemtechs explode on death, dealing 45% of their maximum Health as magic damage to enemies within 2 hexes.
Chemtech Crest Gain a Chemtech Emblem. Gain a Zac.
Clear Mind If you have no units on your bench at the end of a round, gain 3 experience points.
Clockwork Crest Gain a Clockwork Emblem.
Cram Session After casting their first Ability, Academics restore 90% of their maximum Mana.
Cybernetic Implants II Your units equipped with an item gain 300 Health and 30 Attack Damage.
Exiles II Your units that start combat with no adjacent allies gain a 60% maximum Health shield for 8 seconds.
Featherweights II Your 1 and 2 cost units gain 40% movement and Attack Speed.
Gold Reserves Mercenaries deal 2% more damage per 1 gold you have. (Maximum +60%)
High Roller Gain 2 Loaded Dice.
Imperial Crest Gain an Imperial Emblem. Gain a Talon.
Instant Injection Chemtechs now additionally trigger their bonuses at the start of combat.
Junkyard Gain a random component every 3 combat rounds with the Scrap Trait active.
Knife’s Edge II Your units that start combat in the first 2 rows gain 40 Attack Damage.
Makeshift Armor II Your units with no items gain 45 Armor and Magic Resist.
Mercenary Crest Gain a Mercenary Emblem.
Metabolic Accelerator Your Tactician moves faster and heals 2 Health at the start of each round.
Mutant Crest Gain a Mutant Emblem. Gain a Kog’Maw.
Payday After winning your combat, gain 1 bonus gold for each surviving Syndicate.
Protector Crest Gain a Protector Emblem.
Rich Get Richer Gain 10 gold. Your maximum interest is increased to 7.
Runic Shield II Arcanists start combat with a shield equal to 450% of their Ability Power, lasting for 8 seconds.
Salvage Bin Gain a random completed item. Selling champions breaks apart their full items into components (excluding Force of Nature).
Scholar Crest Gain a Scholar Emblem. Gain a Heimerdinger.
Scrap Crest Gain a Scrap Emblem. Gain an Ekko.
Sharpshooter Twinshot’s ranged attacks and abilities can bounce once, dealing 45% less damage.
Shrug It Off Bruisers regenerate 2.5% of their maximum Health each second.
Smoke Bomb The first time Assassins drop below 60% Health, they briefly enter stealth, becoming untargetable and shedding all negative effects.
Sniper Crest Gain a Sniper Emblem. Gain a Tristana.
Spell Blade After casting their Ability, Arcanists’ next attack deals bonus magic damage equal to 200% of their Ability Power.
Stand United II Your units gain 4 Attack Damage and Ability Power per Trait active across your team.
Sunfire Board At the start of combat, burn all enemies for 20% of their maximum HP over 8 seconds and reduce healing received by 50%.
Syndicate Crest Gain a Syndicate Emblem. Gain a Zyra.
Thrill of the Hunt II Your units heal 500 Health on kill.
Titanic Force Your units with more than 1400 maximum Health gain Attack Damage equal to 3% of their maximum Health.
Trade Sector Gain a free Shop refresh each round.
Wise Spending Gain 2 experience points when you refresh your Shop.

Tier 3 (Prismatic)

Name Description
Academy Crown Gain 2 Academy Emblems.
Arcanist Crown Gain 2 Arcanist Emblems.
Assassin Crown Gain 2 Assassin Emblems.
Band of Thieves Gain 2 Thief’s Gloves.
Bodyguard Crown Gain 2 Bodyguard Emblems.
Bruiser Crown Gain 2 Bruiser Emblems.
Built Different III Your units with no Traits active gain 500 Health and 70% Attack Speed.
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.
Challenger Crown Gain 2 Challenger Emblems.
Chemical Overload III Chemtechs explode on death, dealing 100% of their maximum Health as magic damage to enemies within 2 hexes.
Chemtech Crown Gain 2 Chemtech Emblems.
Clockwork Soul Your team counts as having 2 additional Clockworks. Gain 8 gold.
Cybernetic Implants III Your units equipped with an item gain 400 Health and 40 Attack Damage
Enchanter Soul Your team counts as having 2 additional Enchanters. Gain 8 gold.
Enforcer Soul Your team counts as having 2 additional Enforcers. Gain 8 gold.
Exiles III Your units that start combat with no adjacent allies gain an 80% maximum Health shield for 8 seconds.
Featherweights III Your 1 and 2 cost units gain 60% movement and Attack Speed.
Golden Ticket Each time your Shop is refreshed, you have a 40% chance to gain a free refresh.
High End Shopping Champions appear in your Shop as if you were 1 level higher.
Imperial Crown Gain 2 Imperial Emblems.
Innovator Soul Your team counts as having 2 additional Innovators.
Item Grab Bag II Gain 2 random completed items.
Knife’s Edge III Your 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 III Your units with no items gain 60 Armor and Magic Resist.
March of Progress Gain 5 bonus experience points per round. You can no longer use gold to gain experience points.
Mercenary Soul Your team counts as having 2 additional Mercenaries.
Mutant Crown Gain 2 Mutant Emblems.
New Recruit Gain +1 team size.
Portable Forge Open an Armory and choose 1 of 3 unique Artifacts crafted by Ornn.
Protector Crown Gain 2 Protector Emblems.
Runic Shield III Arcanists start combat with a shield equal to 600% Ability Power, lasting for 8 seconds.
Scholar Soul Your team counts as having 2 additional Scholars. Gain 8 gold.
Scrap Soul Your team counts as having 2 additional Scraps. Gain 8 gold.
Share the Spotlight Allies adjacent to a spotlight at the start of combat gain 100% of its bonuses.
Sniper Crown Gain 2 Sniper Emblems.
Socialite Soul Your team counts as having 2 additional Socialites.
Stand United III Your units gain 5 Attack Damage and Ability Power per Trait active across your team.
Syndicate Crown Gain 2 Syndicate Emblems.
Thrill of the Hunt III Your units heal 750 Health on kill.
Twinshot Soul Your team counts as having 2 additional Twinshots.
Windfall Gain gold based on the number of Augments you currently have. 0 = 15g, 1 = 30g, 2 = 45g.
Woodland Charm At 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.

About The Author

Hailing from Perth, Andrew was formerly Dexerto's Australian Managing Editor. They love telling stories across all games and esports, but they have a soft spot for League of Legends and Rainbow Six. Oh, and they're also fascinated by the rise of VTubers.