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Every Hextech Augment featured in TFT: Neon Nights

TFT: Gizmos and Gadgets’ Neon Nights will feature more Hextech Augments, bringing new ways of changing the battle.
Every Hextech Augment featured in TFT: Neon Nights

Loaded with dozens of changes and updates, TFT: Gizmos and Gadgets’ mid-set update is set to introduce 20 more champions and three new traits, in addition to a new batch of Little Legends and Arenas. However, Neon Nights will also come with even more Hextech Augments, making the mechanic introduced during TFT’s Set 6 break its own paradigms, with crazier and more explosive playstyles coming into the plate.

How does Hextech Augments work?

If you didn’t play that much in this set, here is a reminder about the Hextech Augments.

Following the same rule as with the mechanics from previous sets, the Hextech Augments will be at your disposal in three different series upon reaching rounds 1-3, 3-5 and 5-1.

Teamfight Tactics Gizmos and Gadgets Hexcore
The Hexcore will help you handle the power of the Hextech Augments. (Picture: Riot Games / GINX Esports)

These Augments will show up to you through the Hexcore, an artefact that will be present on the battlefield at all times, presenting you with three random options that give you certain improvements for your current composition.

All of these choices will be mostly based on the comp you are currently running, so try to pick your best choice and build a powerful team no one can stop.

All Hextech Augments divided by tiers

Now that we’ve explained everything around this new mechanic, let’s see all of the Hextech Augments introduced as part of the Gizmos and Gadgets set.

Teamfight Tactics Gizmos and Gadgets
There are around 140 Hextech Augments available to choose from. (Picture: Riot Games / GINX Esports)

Tier 1 Hextech Augments

Tier 1 Hextech Augments can be identified by their silver colour.

These are the most common and also the ones which give the lowest bonuses. These will appear almost at the start of the game, and you can even get two of these if luck is not on your side.

Augment name

Description

Treasure Trove I

Gain 1 blue and 1 gray loot orb.

Three's Company

Gain 3 random 3-cost champions.

Recombobulator

Champions on your board permanently transform into random champions that cost 1 more. Gain 3 Magnetic Removers.

Keepers I

At the start of combat, your units grant adjacent allies a 125 health shield for 8 seconds.

Electrocharge I

When your units receive a critical strike, they deal 100 magic damage to nearby enemies.

Disintegrator I

Your units' attacks deal bonus magic damage equal to 2% of the target's maximum Health.

Arcane Nullifier I

Your units' Abilities ignore 20% of the target's Magic Resist and reduce healing received by 50% for 8 seconds.

Luden's Echo I

When your units cast and deal Ability damage, the first target hit and a nearby enemy take 150 bonus magic damage.

Backfoot I

Your units that start combat in the back 2 rows gain 20% Attack Speed.

Phalanx I

Your units that start combat in the back 2 rows gain 25 Armor and Magic Resist.

Battlemage I

Your units that start combat in the front 2 rows gain 30 Ability Power.

Meditation I

Your units without items equipped restore 3 Mana per second.

Cybernetic Uplink I

Your champions holding an item gain 150 Health and restore 2 Mana per second.

Cybernetic Shell I

Your champions holding an item gain 150 Health and 30 Armor.

Blue Battery I

After casting their Ability, your units restore 10 Mana.

Archangel's Embrace I

Upon casting their Ability, your units gain Ability Power equal to 20% of their maximum Mana.

Second Wind I

After 10 seconds of combat, your units heal 50% of their missing Health.

Double Trouble I

If you have exactly 2 copies of a champion on your board, they both gain 30 Attack Damage, Ability Power, Armor, and Magic Resist. When you upgrade to 3-star, gain a 2-star copy.

Tri Force I

Your 3-cost champions gain 233 Health, 13 starting Mana, and 23% Attack Speed.

Swift Justice

Your Enforcers permanently gain 2% Attack Speed after each combat, and an additional 2% if they survived. Gain a Sejuani.

Irresistible Charm

Debonair champions take 25% less damage. Gain a Leona.

Debonair Heart

Your team counts as having 1 additional Debonair. Gain a Talon.

Stored Power

Your Hextech champions permanently gain 1 Ability Power each time they are hit by your Hexcore's pulses. Gain a Swain.

Hexnova

The first time a Hextech champion drops below 60% Health, they increase nearby enemies' maximum Mana by 50% until they cast. Gain a Nocturne.

Hextech Heart

Your team counts as having 1 additional Hextech. Gain a Sejuani.

Concussive Blows

Striker's critical strikes stun their target for 1.5 second(s). Each target can only be stunned once every 5 seconds. Gain a Rek'sai.

Overpower

After every 2 attacks, Strikers gain 75% Critical Strike Chance on their next attack. Gain a Rek'sai.

Striker Heart

Your team counts as having 1 additional Striker. Gain a Rek'sai.

Free...Healthcare?

All units benefit from the Chemtech trait as though they were Chemtech units. This does not affect the number of Chemtech units. Gain a Warwick

Study the Blade

All units benefit from the Challenger trait as though they were Challengers. This does not affect the number of Challengers. Gain a Quinn

Hextech Armory

All units benefit from the Hextech trait as though they were Hextech units. This does not affect the number of Hextech units. Gain a Sejuani.

Tier 2 Hextech Augments

Tier 2 Hextech Augments can be identified by their Gold colour.

These will be somewhat common to find, meaning that at every game you will find one of these at least from your three random picks.

Augment name

Description

Treasure Trove II

Gain 2 blue and 1 gray loot orbs.

Golden Gifts I

Gain 1 golden loot orb.

True Twos

Gain 2 random 2-star 2-cost champions.

Four Score

Gain 3 random 4-cost champions.

Component Grab Bag

Gain 3 random item components.

Future Sight I

Know who you will fight next. Gain a Zephyr.

Jeweled Lotus

Magic and true damage from your units' Abilities can critically strike.

Keepers II

At the start of combat, your units grant adjacent allies a 175 Health shield for 8 seconds.

Arcane Nullifier II

Your units' Abilities ignore 40% of the target's Magic Resist and reduce healing received by 50% for 8 seconds.

Electrocharge II

When your units receive a critical strike, they deal 150 magic damage to nearby enemies.

Disintegrator II

Your units' attacks deal bonus magic damage equal to 3% of the target's maximum Health.

Luden's Echo II

When your units cast and deal Ability damage, the first target hit and a nearby enemy take 225 bonus magic damage.

Woodland Trinket

At the start of combat, your highest Attack Speed champion creates two 400 Health copies of themself (excluding items).

Verdant Veil

Your units are immune to crowd control effects for the first 10 seconds of combat.

Weakspot II

Your units' attacks ignore 40% of the target's Armor and reduce healing received by 50% for 5 seconds.

Backfoot II

Your units that start combat in the back 2 rows gain 30% Attack Speed.

Phalanx II

Your units that start combat in the back 2 rows gain 35 Armor and Magic Resist.

Battlemage II

Your units that start combat in the front 2 rows gain 45 Ability Power.

Meditation II

Your units without items equipped restore 5 Mana per second.

Cybernetic Uplink II

Your champions holding an item gain 250 Health and restore 3 Mana per second.

Cybernetic Shell II

Your champions holding an item gain 250 Health and 45 Armor.

Second Wind II

After 10 seconds of combat, your units heal 75% of their missing Health.

Archangel's Embrace II

Upon casting their Ability, your units gain Ability Power equal to 30% of their maximum Mana.

Double Trouble II

If you have exactly 2 copies of a champion on your board, they both gain 45 Attack Damage, Ability Power, Armor, and Magic Resist. When you upgrade to 3-star, gain a 2-star copy.

Tri Force II

Your 3-cost champions gain 333 Health, 23 Mana, and 33% Attack Speed.

Thieving Rascals

Free Yordles from the portal have 35% chance to arrive holding an item component. Gain a Lulu.

Debonair Crest

Gain a Debonair Emblem and a Syndra.

Very VIP

When an ally dies, they grant the Debonair VIP 40% of their maximum Health for the rest of combat. Gain a Syndra.

Hextech Crest

Gain a Hextech Emblem and a Nocturne.

Striker Crest

Gain a Striker Emblem and a Rek'sai.

Tier 3 Hextech Augments

Tier 3 Hextech Augments can be identified by their Prismatic colour.

Finding these during any game will be harder than you think since these give you incredible advantages for your comp and great bonuses.

Augment

Description

Golden Gifts II

Gain 2 golden loot orbs.

Treasure Trove III

Gain 3 blue loot and 2 gray loot orbs.

High Five

Gain 3 random 5-cost champions.

Radiant Relics

Open an Armory and choose 1 of 4 unique Radiant items.

The Golden Egg

Gain a massive golden egg that hatches in 5 turns.

Future Sight II

Know who you fight next. Gain a Radiant Zephyr.

Electrocharge III

Whenever your units receive a critical strike, they deal 200 magic damage to nearby enemies.

Arcane Nullifier III

Your units' Abilities ignore 60% of the target's Magic Resist and reduce healing received by 50% for 8 seconds.

Luden's Echo III

When your units cast and deal Ability damage, the first target hit and a nearby enemy take 300 bonus magic damage.

Disintegrator III

Your units' attacks deal bonus magic damage equal to 4% of the target's maximum Health.

Tiny Titans

Your Tactician heals 35 Health, grows larger, and has 135 maximum Health.

Weakspot III

Your units' attacks ignore 60% of the target's Armor and reduce healing received by 50% for 5 seconds.

Backfoot III

Your units that start combat in the back 2 rows gain 40% Attack Speed.

Phalanx III

Your units that start combat in the back 2 rows gain 50 Armor and Magic Resist.

Battlemage III

Your units that start combat in the front 2 rows gain 60 Ability Power.

Meditation III

Your units without items equipped restore 7 Mana per second.

Cybernetic Uplink III

Your units holding an item gain 350 Health and restore 4 Mana per second.

Cybernetic Shell III

Your units holding an item gain 350 Health and 60 Armor.

Blue Battery II

After casting their Ability, your units restore 20 Mana.

Second Wind III

After 10 seconds of combat, your units heal 100% of their missing Health.

Archangel's Embrace III

After casting their Ability, your units gain Ability Power equal to 40% of their maximum Mana.

Double Trouble III

If you have exactly 2 copies of a champion on your board, they both gain 60 Attack Damage, Ability Power, Armor, and Magic Resist. When you upgrade to 3-star, gain a 2-star copy.

Tri Force III

Your 3-cost champions gain 433 Health, 33 Mana, and 43% Attack Speed.

Debonair Crown

Gain 2 Debonair Emblems.

Hextech Crown

Gain 2 Hextech Emblems.

Striker Crown

Gain 2 Striker Emblems.

And these are all Hextech Augments featured in TFT: Gizmos and Gadgets’ Neon Nights.

While at first learning all these can be quite overwhelming, much of them will be very easy to implement and understand, as it focuses on creating more different options around the metagame for this set.

The new mid-set update of Teamfight Tactics will arrive with League’s patch 11.22 on 16th February. You can also try it through its PBE server starting 1st February.

 

Featured image courtesy of Riot Games.