Augments

S-Tier Silver Augments

S-Tier Gold Augments

S-Tier Prismatic Augments

Dynamo Crown

Gain a Dynamo Emblem, a Spear of Shojin, and a Jhin.

Endless Hordes

Gain +3 maximum team size, but your units can only hold 1 item and their total health is reduced by 20%. Gain 8 gold.

Endless Hordes +

Gain +3 maximum team size, but your units can only hold 1 item and their total health is reduced by 20%. Gain 18 gold.

Epoch

Now, and at the start of every stage, gain 4 XP and 2 free rerolls.

Epoch+

Now, and at the start of every stage, gain 8 XP and 3 free rerolls.

Executioner Circlet

Gain an Executioner Emblem and a Rengar.

Executioner Crest

Gain an Executioner emblem.

Executioner Crown

Gain an Executioner Emblem, a Guardbreaker, and a Graves.

Exotech Circlet

Gain an Exotech Emblem and a Mordekaiser.

Exotech Crest

Gain an Exotech emblem.

Exotech Crown

Gain an Exotech Emblem, a Guinsoo's Rageblade, and a Naafiri.

Expected Unexpectedness

Now and at the start of the next 2 stages, roll 3 dice. Gain various rewards based on their total.

Eye For An Eye

For every 15 ally champions that die, gain a random component (max 4). Deaths Remaining:

Eye For An Eye+

Gain a random component. For every 16 ally champions that die, gain another component (max 3). Deaths Remaining:

Final Ascension

Your team gains 15% Damage Amp. After 15 seconds, this increases to 50% Damage Amp.

Final Polish

Gain a Support Anvil and a completed item anvil.

Final Reserves

The first time you would be eliminated, you instead remain alive. After this happens, gain 70 XP and set your gold to 90. Excess gold is converted to XP.

Find Your Center

Your champion that starts combat in the center of the front row gains 15% Damage Amp and 15% max Health.

Firesale

Each round, steal a random 3-cost or lower champion from the shop. Gain 1 gold.

Flatline

Marksmen execute enemies under 12% Health. Every time a Marksman executes, all Marksman gain 4% Attack Speed. Gain a Jhin and a Kindred.

Flexible

Gain 1 random emblem. At the start of every Stage, gain a random emblem. Your team gains 20 Health for each emblem they are holding.

Flurry of Blows

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

Forward Thinking

Lose all your gold. After 5 player combats, gain back the original amount and another 70 gold. Incoming Gold:

Freestyling

Clear all painted hexes. When Street Demons start combat on a non-tagged hex, tag it. After all hexes are tagged, gain 25 gold. Gain 3 Street Demons.

Future Sight II

You can see who you will fight next. Gain 2 Training Dummies, each equipped with a Zephyr or Shroud of Stillness.

Gargantuan Resolve

Gain a Titan's Resolve and another after 2 player combats. Your Titan's Resolves can continue stacking to 50 instead of 25. The total resist bonus is increased by 50%.

Glass Cannon I

Units that start combat in the back row begin combat at 90% health but gain 15% Damage Amp.

Glass Cannon II

Units that start combat in the back row begin combat at 90% health but gain 18% Damage Amp.

Going Long

You no longer gain interest. Gain 15 gold now. Round start: gain 4 XP. Interest is extra gold you gain per 10g saved.

Gold For Dummies

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

Golden Fleece

Each Golden Ox drops 1 gold after fighting 2 rounds. Your max interest is 7. Gain a Graves, an Alistar, and 1 gold.

Golden Fleece+

Each Golden Ox drops 1 gold after fighting 2 rounds. Your max interest is 7. Gain a Graves, an Alistar, and 4 gold.

Golden Ox Circlet

Gain a Golden Ox Emblem and a Jarvan.

Golden Ox Crest

Gain a Golden Ox emblem.

Golden Ox Crown

Gain a Golden Ox Emblem, a Nashor's Tooth, and a Graves.

Golemify

Lose all champions on your board and bench. Gain a Golem with 70% of their combined Health and 60% of their combined Attack Damage. The Golem gains 1000 Health per stage.

Good For Something I

Champions that aren't holding items have a 50% chance 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 5% Attack Damage and 5 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 115% of their original health, and deal 5% less damage.

Hard Commit

Gain a random emblem. Now and at the start of each stage, gain a 1-star champion of that trait with a cost equal to the Stage (max 5).

Healing Orbs I

When an enemy dies, the nearest ally is healed for 200.

Healing Orbs II

When an enemy dies, the nearest ally is healed for 400.

Health is Wealth I

Your team gains 10% Omnivamp. Get a bonus of 8 gold when your team first accumulates 10000 total champion healing. Total Healing:

Health is Wealth II

Your team gains 15% Omnivamp. Get a bonus of 15 gold when your team first accumulates 10000 total champion healing. Total Healing:

Hedge Fund

Gain 25 gold. Your max interest is increased to 10. Interest is extra gold you gain per 10g saved.

Heroic Grab Bag

Gain 2 Lesser Champion Duplicators. Gain 7 gold. This item allows you to copy a 3-cost or less champion.

Heroic Grab Bag+

Gain 2 Lesser Champion Duplicators. Gain 9 gold. This item allows you to copy a 3-cost or less champion.

Heroic Grab Bag++

Gain 2 Lesser Champion Duplicators. Gain 13 gold. This item allows you to copy a 3-cost or less champion.

High End Shopping II

Champions appear in your Shop as if you were 1 level higher. Gain 6 gold.

High Voltage

Gain an Ionic Spark. Your Ionic Sparks have +3 hex radius and do 25% more damage.

Hostile Takeover

Cypher gains 75% of its combat bonus now. Gain 200% Intel from kills, but only 30% from losses. Gain a Draven.

Hunter Killer Missile

Every 6 Boombot rockets, fire an HK Missile at the current target that deals 350% of the original rocket's damage. Gain a Kog'Maw and a Skarner.

Hustler

You earn no interest, but gain 3 gold at the start of every player combat round. Gain 3 gold now. Interest is extra gold you gain per 10g saved.

I'm the Carry Now

Get a Golem with tailored offensive items. It gets stronger at the start of each Stage.

Immovable Object

Gain a Randuin's Omen. Its range is increased by 1 hex and its effect is increased by 33%.

Inspiring Epitaph

When a unit dies, the nearest ally gains a 20% max Health Shield and 8% stacking Attack Speed.

Invested+

Gain 26 gold. At the start of each round, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).

Invested++

Gain 45 gold. At the start of each round, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).

Investment Strategy I

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

Investment Strategy II

Your champions gain 8 permanent max health per interest you earn. Your max interest is increased to 7. Gain 3 gold.

Iron Assets

Gain a component anvil and 4 gold.

Item Collector I

For each unique item they are holding, your team gains 1 Attack Damage and 1 Ability Power.

Item Collector II

Your team gains 20 Health. For each unique item they are holding, your team gains bonus 5 Health, 1.5 Attack Damage, and 1.5 Ability Power.

Item Grab Bag I

Gain 1 random completed item.

Keep Your Friends Close

Syndicate Kingpins gain 10% Attack Speed and 120 Health for each adjacent ally in their row. The allies gain 175 Health. Gain a Twisted Fate and a Darius.

Kingslayer

After winning player combat, gain 1 gold. If they had more health than you, gain 6 Gold instead. Gain 1 gold.

Last Stand

The first time you would be eliminated, you escape death and your team permanently gains 200 Health, 10 Armor and Magic Resist, and 10% Omnivamp.

Lategame Specialist

When you reach Level 9, gain 33 gold.

Latent Forge

After 8 player combats, gain an Artifact anvil. The anvil offers 4 choices. Artifacts are more powerful items with a unique effect.

Lethal Rerouting

Slayers above 50% Health gain 20% Attack Damage. While under 50%, they gain 15% Omnivamp. Gain a Vayne and a Shaco.

Level Up!

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

Lifelong Learning

Your units gain 1.5% health every round. If they survive combat, they gain an additional 2.5 Ability Power and 2.5% Attack Damage.

Lineup

Your team gains 2 Armor and Magic Resist for each unit that starts combat in the front two rows.

Liquidate

When you trade Cypher Intel, your board and bench is sold for 300% value and you gain 4 Reforgers. Gain a Draven.

Little Buddies

Your 4-cost and 5-cost champions gain 55 Health and 6% Attack Speed for every 1-cost and 2-cost champion on your board.

Living Forge

Gain an Artifact anvil now and after every 10 player combats. Artifacts are more powerful items with a unique effect.

Long Distance Pals

Combat start: Your 2 units furthest from each other form a bond, sharing 22% of their Armor, Magic Resist, Attack Damage, and Ability Power with each other.

Lucky Gloves

Thief's Gloves will always give your champions ideal items. Gain 2 Sparring Gloves. In 7 rounds, get another Sparring Gloves.

Lucky Gloves+

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

Luden's Echo III

Every 60 Mana spent, your units next instance of Ability damage deals an additional 100-250 (based on current Stage) magic damage to the target and a nearby enemy.

Lunch Money

Every 8 damage you deal to enemy tacticians gives you 2 gold. Total Payouts: Gold

Mace's Will

Gain a Sparring Gloves. Your team gains 6% Attack Speed and 20% Critical Strike Chance.

Malicious Monetization

Gain 2 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 3 additional Mana per attack.

Marksman Circlet

Gain a Marskman Emblem and a Jinx.

Marksman Crest

Gain a Marksman emblem.

Marksman Crown

Gain a Marksman Emblem, an Infinity Edge, and a Jhin.

Max Cap

Your max level is 7. Gain 1 Tactician's Shield which increases your team size by +1, and 40 gold.

Memory Bank

Gain a Jhin and Morgana. Dynamos gain 4% Damage Amp. After they spend 7000 Mana, gain a Zhonya's Paradox and an Aurora.

Mentorship I

If an ally starts combat next to a higher-cost ally, it gains 10% Attack Speed and 100 Health.

Mentorship II

If an ally starts combat next to a higher-cost ally, it gains 16% Attack Speed and 220 Health.

Missed Connections

Gain a copy of each 1-cost champion.

Moonlight

Combat start: 1 random 1-cost champion is upgraded to 3-star for that round and gains 45% Attack Damage and 45 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 12 Health, 1.5% Attack Damage, and 1.5% Ability Power.

New High Score

Cyberbosses increase their score when they deal damage. When they reach the next high score, they gain 1.5% Attack Speed and bonus loot. Gain a Veigar and a Poppy.

Noble Sacrifice

When your first ally dies each combat, grant your team 25 + 10% of that ally's Armor and Magic Resistance.

Not Today

Gain an Edge of Night. Champions holding this item gain 35% Attack Speed.

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% Damage Amp for each unique one-cost champion on your board. Gain 2 one-costs.