Description<\/strong><\/p>\n<\/td>\n<\/tr>\n\n\nAcademy Heart<\/p>\n<\/td>\n
\nYour team counts as having 1 additional Academic.<\/p>\n<\/td>\n<\/tr>\n
\n\nAll For One<\/p>\n<\/td>\n
\nWhen an ally dies, they grant the Tyrant 25% of their maximum Health.<\/p>\n<\/td>\n<\/tr>\n
\n\nArcanist Heart<\/p>\n<\/td>\n
\nYour team counts as having 1 additional Arcanist.<\/p>\n<\/td>\n<\/tr>\n
\n\nAscension<\/p>\n<\/td>\n
\nAfter 15 seconds of combat, your units deal 100% more damage.<\/p>\n<\/td>\n<\/tr>\n
\n\nAssassin Heart<\/p>\n<\/td>\n
\nYour team counts as having 1 additional Assassin.<\/p>\n<\/td>\n<\/tr>\n
\n\nBinary Airdrop<\/p>\n<\/td>\n
\nYour units equipped with 2 items temporarily gain a random completed item at the start of combat.<\/p>\n<\/td>\n<\/tr>\n
\n\nBodyguard Heart<\/p>\n<\/td>\n
\nYour team counts as having 1 additional Bodyguard.<\/p>\n<\/td>\n<\/tr>\n
\n\nBruiser Heart<\/p>\n<\/td>\n
\nYour team counts as having 1 additional Bruiser.<\/p>\n<\/td>\n<\/tr>\n
\n\nBuilt Different I<\/p>\n<\/td>\n
\nYour units with no Traits active gain 200 Health and 30% Attack Speed.<\/p>\n<\/td>\n<\/tr>\n
\n\nCalculated Loss<\/p>\n<\/td>\n
\nAfter losing your combat, gain 2 gold and a free Shop refresh.<\/p>\n<\/td>\n<\/tr>\n
\n\nCelestial Blessing I<\/p>\n<\/td>\n
\nYour units heal for 10% of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 300 Health.<\/p>\n<\/td>\n<\/tr>\n
\n\nChallenger Heart<\/p>\n<\/td>\n
\nYour team counts as having 1 additional Challenger.<\/p>\n<\/td>\n<\/tr>\n
\n\nChemical Overload I<\/p>\n<\/td>\n
\nChemtechs explode on death, dealing 50% of their maximum Health as magic damage to enemies within 2 hexes.<\/p>\n<\/td>\n<\/tr>\n
\n\nChemtech Heart<\/p>\n<\/td>\n
\nYour team counts as having 1 additional Chemtech.<\/p>\n<\/td>\n<\/tr>\n
\n\nClockwork Heart<\/p>\n<\/td>\n
\nYour team counts as having 1 additional Clockwork.<\/p>\n<\/td>\n<\/tr>\n
\n\nCutthroat<\/p>\n<\/td>\n
\nAssassins Mana Reave the first unit they attack, increasing their maximum Mana by 65% until they cast.<\/p>\n<\/td>\n<\/tr>\n
\n\nCybernetic Implants I<\/p>\n<\/td>\n
\nYour units equipped with an item gain 300 Health and 20 Attack Damage.<\/p>\n<\/td>\n<\/tr>\n
\n\nDominance<\/p>\n<\/td>\n
\nAfter winning your combat, gain 1 bonus gold for every 2 surviving units.<\/p>\n<\/td>\n<\/tr>\n
\n\nDuet<\/p>\n<\/td>\n
\nSummon 1 additional Socialite Spotlight.<\/p>\n<\/td>\n<\/tr>\n
\n\nEnchanter Heart<\/p>\n<\/td>\n
\nYour team counts as having 1 additional Enchanter.<\/p>\n<\/td>\n<\/tr>\n
\n\nEnforcer Heart<\/p>\n<\/td>\n
\nYour team counts as having 1 additional Enforcer.<\/p>\n<\/td>\n<\/tr>\n
\n\nEn Garde<\/p>\n<\/td>\n
\nThe first time an enemy is attacked by a Challenger, they are Disarmed for 4 seconds.<\/p>\n<\/td>\n<\/tr>\n
\n\nExiles I<\/p>\n<\/td>\n
\nYour units that start combat with no adjacent allies gain a 40% maximum Health shield for 8 seconds.<\/p>\n<\/td>\n<\/tr>\n
\n\nFeatherweights I<\/p>\n<\/td>\n
\nYour 1 and 2 cost units gain 40% movement and Attack Speed.<\/p>\n<\/td>\n<\/tr>\n
\n\nFirst Aid Kit<\/p>\n<\/td>\n
\nAll healing and shielding received by your units is increased by 35%.<\/p>\n<\/td>\n<\/tr>\n
\n\nHyper Roll<\/p>\n<\/td>\n
\nIf you have less than 10 gold at the end of a round, gain 3 gold.<\/p>\n<\/td>\n<\/tr>\n
\n\nImperial Heart<\/p>\n<\/td>\n
\nYour team counts as having 1 additional Imperial.<\/p>\n<\/td>\n<\/tr>\n
\n\nInnovator Heart<\/p>\n<\/td>\n
\nYour team counts as having 1 additional Innovator.<\/p>\n<\/td>\n<\/tr>\n
\n\nItem Grab Bag I<\/p>\n<\/td>\n
\nGain 1 random completed item and 1 Reforger.<\/p>\n<\/td>\n<\/tr>\n
\n\nKnife’s Edge I<\/p>\n<\/td>\n
\nYour units that start combat in the front 2 rows gain 30 Attack Damage.<\/p>\n<\/td>\n<\/tr>\n
\n\nLifelong Learning<\/p>\n<\/td>\n
\nScholars that survive combat permanently gain 3 Ability Power.<\/p>\n<\/td>\n<\/tr>\n
\n\nMakeshift Armor I<\/p>\n<\/td>\n
\nYour units with no items gain 30 Armor and Magic Resist.<\/p>\n<\/td>\n<\/tr>\n
\n\nMercenary Heart<\/p>\n<\/td>\n
\nYour team counts as having 1 additional Mercenary.<\/p>\n<\/td>\n<\/tr>\n
\n\nMutant Heart<\/p>\n<\/td>\n
\nYour team counts as having 1 additional Mutant.<\/p>\n<\/td>\n<\/tr>\n
\n\nOne For All<\/p>\n<\/td>\n
\nWhen your Syndicates die, they grant your other Syndicates 20 Attack Damage and Ability Power.<\/p>\n<\/td>\n<\/tr>\n
\n\nPandora’s Items<\/p>\n<\/td>\n
\nGain a random component. At the start of each turn, items on your bench are randomized (excluding Tactician’s Crown, Spatula, and consumables).<\/p>\n<\/td>\n<\/tr>\n
\n\nPhony Frontline<\/p>\n<\/td>\n
\nGain 2 Target Dummies.<\/p>\n<\/td>\n<\/tr>\n
\n\nPirates<\/p>\n<\/td>\n
\nMercenary units have a 50% chance to drop 1 gold when they kill an enemy.<\/p>\n<\/td>\n<\/tr>\n
\n\nProtector Heart<\/p>\n<\/td>\n
\nYour team counts as having 1 additional Protector.<\/p>\n<\/td>\n<\/tr>\n
\n\nScholar Heart<\/p>\n<\/td>\n
\nYour team counts as having 1 additional Scholar.<\/p>\n<\/td>\n<\/tr>\n
\n\nScoped Weapons<\/p>\n<\/td>\n
\nDouble the hex range of your ranged units, and their attacks cannot miss.<\/p>\n<\/td>\n<\/tr>\n
\n\nScrap Heart<\/p>\n<\/td>\n
\nYour team counts as having 1 additional Scrap.<\/p>\n<\/td>\n<\/tr>\n
\n\nSelf-Repair<\/p>\n<\/td>\n
\nWhen the Innovation dies, it will become untargetable and repair itself if an Innovator is still alive.<\/p>\n<\/td>\n<\/tr>\n
\n\nShrug It Off<\/p>\n<\/td>\n
\nBruisers regenerate 2% of their maximum Health each second.<\/p>\n<\/td>\n<\/tr>\n
\n\nSmoke Bomb<\/p>\n<\/td>\n
\nThe first time Assassins drop below 60% Health, they briefly enter stealth, becoming untargetable and shedding all negative effects.<\/p>\n<\/td>\n<\/tr>\n
\n\nSniper Heart<\/p>\n<\/td>\n
\nYour team counts as having 1 additional Sniper.<\/p>\n<\/td>\n<\/tr>\n
\n\nSniper’s Nest<\/p>\n<\/td>\n
\nSnipers gain +8% damage per round they’ve started combat in the same hex. (Maximum +40%)<\/p>\n<\/td>\n<\/tr>\n
\n\nSocialite Heart<\/p>\n<\/td>\n
\nYour team counts as having 1 additional Socialite.<\/p>\n<\/td>\n<\/tr>\n
\n\nSo Small<\/p>\n<\/td>\n
\nYordles gain 35% Dodge Chance.<\/p>\n<\/td>\n<\/tr>\n
\n\nStand Behind Me<\/p>\n<\/td>\n
\nAt the start of combat, Bodyguards grant 100% of their Armor bonus to non-Bodyguard allies directly behind them (does not stack).<\/p>\n<\/td>\n<\/tr>\n
\n\nStand United I<\/p>\n<\/td>\n
\nYour units gain 3 Attack Damage and Ability Power per Trait active across your team.<\/p>\n<\/td>\n<\/tr>\n
\n\nSyndicate Heart<\/p>\n<\/td>\n
\nYour team counts as having 1 additional Syndicate.<\/p>\n<\/td>\n<\/tr>\n
\n\nThrill of the Hunt I<\/p>\n<\/td>\n
\nYour units heal 300 Health on kill.<\/p>\n<\/td>\n<\/tr>\n
\n\nTinker<\/p>\n<\/td>\n
\nEvery 1 combat round(s) with Scrap active, gain a Magnetic Remover or Reforger.<\/p>\n<\/td>\n<\/tr>\n
\n\nTwinshot Heart<\/p>\n<\/td>\n
\nYour team counts as having 1 additional Twinshot.<\/p>\n<\/td>\n<\/tr>\n
\n\nUnderdogs<\/p>\n<\/td>\n
\nWhenever your team has fewer units alive than your opponent, your units regenerate 15% of their missing Health every second.<\/p>\n<\/td>\n<\/tr>\n
\n\nUnstable Evolution<\/p>\n<\/td>\n
\nMutants randomly gain one of the following when they reach 2 star: 500 Health, 35% Attack Speed, 35 Attack Damage, or 35 Ability Power. These bonuses stack.<\/p>\n<\/td>\n<\/tr>\n
\n\nWeakspot<\/p>\n<\/td>\n
\nYour units’ attacks ignore 25% of the target’s Armor and reduce healing received by 50% for 10 seconds.<\/p>\n<\/td>\n<\/tr>\n
\n\nWise Spending<\/p>\n<\/td>\n
\nGain 1 experience point when you refresh your Shop.<\/p>\n<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>\n
Tier 2 Hextech Augments<\/strong><\/h3>\nTier 2 Hextech Augments can be identified by their Gold colour.<\/p>\n
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.<\/p>\n
\n
\n\n \n <\/colgroup>\n \n\n\nAugment<\/strong><\/p>\n<\/td>\n\nDescription<\/strong><\/p>\n<\/td>\n<\/tr>\n\n\nAcademy Honors<\/p>\n<\/td>\n
\nGain an Academy Emblem.<\/p>\n<\/td>\n<\/tr>\n
\n\nAncient Archives<\/p>\n<\/td>\n
\nGain 1 Tome of Traits.<\/p>\n<\/td>\n<\/tr>\n
\n\nA New Challenger<\/p>\n<\/td>\n
\nGain a Challenger Emblem.<\/p>\n<\/td>\n<\/tr>\n
\n\nArcane Sigil<\/p>\n<\/td>\n
\nGain an Arcanist Emblem.<\/p>\n<\/td>\n<\/tr>\n
\n\nArdent Censer<\/p>\n<\/td>\n
\nAllies healed or shielded by Enchanters gain 15% stacking Attack Speed for the rest of combat (maximum once every 2 seconds).<\/p>\n<\/td>\n<\/tr>\n
\n\nArmor Plating<\/p>\n<\/td>\n
\nColossus become invulnerable for 2 seconds the first time their Health drops to 60% and 30%.<\/p>\n<\/td>\n<\/tr>\n
\n\nBeef Up<\/p>\n<\/td>\n
\nGain a Bruiser Emblem.<\/p>\n<\/td>\n<\/tr>\n
\n\nBuilt Different II<\/p>\n<\/td>\n
\nYour units with no Traits active gain 300 Health and 45% Attack Speed.<\/p>\n<\/td>\n<\/tr>\n
\n\nBulwark<\/p>\n<\/td>\n
\nGain a Protector Emblem.<\/p>\n<\/td>\n<\/tr>\n
\n\nCelestial Blessing II<\/p>\n<\/td>\n
\nYour units heal for 15% of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 450 Health.<\/p>\n<\/td>\n<\/tr>\n
\n\nChemical Overload II<\/p>\n<\/td>\n
\nChemtechs explode on death, dealing 75% of their maximum Health as magic damage to enemies within 2 hexes.<\/p>\n<\/td>\n<\/tr>\n
\n\nClear Mind<\/p>\n<\/td>\n
\nIf you have no units on your bench at the end of a round, gain 4 experience points.<\/p>\n<\/td>\n<\/tr>\n
\n\nCybernetic Implants II<\/p>\n<\/td>\n
\nYour units equipped with an item gain 450 Health and 30 Attack Damage.<\/p>\n<\/td>\n<\/tr>\n
\n\nDeadeye<\/p>\n<\/td>\n
\nGain a Sniper Emblem.<\/p>\n<\/td>\n<\/tr>\n
\n\nDual Rule<\/p>\n<\/td>\n
\nThere are now 2 Tyrants.<\/p>\n<\/td>\n<\/tr>\n
\n\nElement X<\/p>\n<\/td>\n
\nGain a Chemtech Emblem.<\/p>\n<\/td>\n<\/tr>\n
\n\nExiles II<\/p>\n<\/td>\n
\nYour units that start combat with no adjacent allies gain a 60% maximum Health shield for 8 seconds.<\/p>\n<\/td>\n<\/tr>\n
\n\nExperiment 13-37<\/p>\n<\/td>\n
\nGain a Mutant Emblem.<\/p>\n<\/td>\n<\/tr>\n
\n\nFeatherweights II<\/p>\n<\/td>\n
\nYour 1 and 2 cost units gain 60% movement and Attack Speed.<\/p>\n<\/td>\n<\/tr>\n
\n\nGold Reserves<\/p>\n<\/td>\n
\nMercenaries deal 1% more damage per 1 gold you have. (Maximum +60%)<\/p>\n<\/td>\n<\/tr>\n
\n\nHidden Blade<\/p>\n<\/td>\n
\nGain an Assassin Emblem.<\/p>\n<\/td>\n<\/tr>\n
\n\nHigh End Shopping<\/p>\n<\/td>\n
\nChampions appear in your Shop as if you were 1 level higher.<\/p>\n<\/td>\n<\/tr>\n
\n\nHigh Roller<\/p>\n<\/td>\n
\nGain 2 Loaded Dice.<\/p>\n<\/td>\n<\/tr>\n
\n\nHired Gun<\/p>\n<\/td>\n
\nGain a Mercenary Emblem.<\/p>\n<\/td>\n<\/tr>\n
\n\nImperial Banner<\/p>\n<\/td>\n
\nGain an Imperial Emblem.<\/p>\n<\/td>\n<\/tr>\n
\n\nInstant Injection<\/p>\n<\/td>\n
\nChemtechs now additionally trigger their bonuses at the start of combat.<\/p>\n<\/td>\n<\/tr>\n
\n\nKnife’s Edge II<\/p>\n<\/td>\n
\nYour units that start combat in the first 2 rows gain 45 Attack Damage.<\/p>\n<\/td>\n<\/tr>\n
\n\nMakeshift Armor II<\/p>\n<\/td>\n
\nYour units with no items gain 45 Armor and Magic Resist.<\/p>\n<\/td>\n<\/tr>\n
\n\nMarch of Progress<\/p>\n<\/td>\n
\nGain 4 bonus experience points per round. You can no longer use gold to gain experience points.<\/p>\n<\/td>\n<\/tr>\n
\n\nMetabolic Accelerator<\/p>\n<\/td>\n
\nYour Tactician moves faster and heals 2 Health at the start of each round.<\/p>\n<\/td>\n<\/tr>\n
\n\nMetal Detector<\/p>\n<\/td>\n
\nGain a Scrap Emblem.<\/p>\n<\/td>\n<\/tr>\n
\n\nRich Get Richer<\/p>\n<\/td>\n
\nGain 10 gold. Your maximum interest is increased to 7.<\/p>\n<\/td>\n<\/tr>\n
\n\nRunic Shield II<\/p>\n<\/td>\n
\nArcanists start combat with a shield equal to 600% of their Ability Power.<\/p>\n<\/td>\n<\/tr>\n
\n\nSafety Vest<\/p>\n<\/td>\n
\nGain a Bodyguard Emblem.<\/p>\n<\/td>\n<\/tr>\n
\n\nSalvage Bin<\/p>\n<\/td>\n
\nGain a random completed item. Selling champions breaks apart their full items into components (excluding Force of Nature).<\/p>\n<\/td>\n<\/tr>\n
\n\nShady Business<\/p>\n<\/td>\n
\nGain a Syndicate Emblem.<\/p>\n<\/td>\n<\/tr>\n
\n\nShare the Spotlight<\/p>\n<\/td>\n
\nAllies adjacent to a spotlight at the start of combat gain 50% of its bonuses.<\/p>\n<\/td>\n<\/tr>\n
\n\nSharpshooter<\/p>\n<\/td>\n
\nTwinshot’s ranged attacks and abilities can bounce once, dealing 20% less damage.<\/p>\n<\/td>\n<\/tr>\n
\n\nSpell Blade<\/p>\n<\/td>\n
\nArcanists’ attacks deal bonus magic damage equal to 30% Ability Power on hit.<\/p>\n<\/td>\n<\/tr>\n
\n\nStand United II<\/p>\n<\/td>\n
\nYour units gain 4 Attack Damage and Ability Power per Trait active across your team.<\/p>\n<\/td>\n<\/tr>\n
\n\nSunfire Board<\/p>\n<\/td>\n
\nAt the start of combat, burn all enemies for 40% of their maximum HP over 16 seconds and reduce healing received by 50%.<\/p>\n<\/td>\n<\/tr>\n
\n\nThrill of the Hunt II<\/p>\n<\/td>\n
\nYour units heal 450 Health on kill.<\/p>\n<\/td>\n<\/tr>\n
\n\nTick Tock<\/p>\n<\/td>\n
\nGain a Clockwork Emblem.<\/p>\n<\/td>\n<\/tr>\n
\n\nTitanic Force<\/p>\n<\/td>\n
\nYour units with more than 1200 maximum Health gain Attack Damage equal to 4% of their maximum Health.<\/p>\n<\/td>\n<\/tr>\n
\n\nTrade Sector<\/p>\n<\/td>\n
\nGain a free Shop refresh each round.<\/p>\n<\/td>\n<\/tr>\n
\n\nValedictorian<\/p>\n<\/td>\n
\nGain a Scholar Emblem.<\/p>\n<\/td>\n<\/tr>\n
\n\nWoodland Charm<\/p>\n<\/td>\n
\nAt the start of combat, your highest Health Champion creates a 1500 Health copy of themself (excluding items).<\/p>\n<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>\n
Tier 3 Hextech Augments<\/strong><\/h3>\nTier 3 Hextech Augments can be identified by their Prismatic colour.<\/p>\n
Finding these during any game will be harder than you think since these give you incredible advantages for your comp and great bonuses.<\/p>\n
\n
\n\n \n <\/colgroup>\n \n\n\nAugment<\/strong><\/p>\n<\/td>\n\nDescription<\/strong><\/p>\n<\/td>\n<\/tr>\n\n\nAcademy Soul<\/p>\n<\/td>\n
\nYour team counts as having 2 additional Academics.<\/p>\n<\/td>\n<\/tr>\n
\n\nArcanist Soul<\/p>\n<\/td>\n
\nYour team counts as having 2 additional Arcanists.<\/p>\n<\/td>\n<\/tr>\n
\n\nAssassin Soul<\/p>\n<\/td>\n
\nYour team counts as having 2 additional Assassins.<\/p>\n<\/td>\n<\/tr>\n
\n\nBand of Thieves<\/p>\n<\/td>\n
\nGain 2 Thief’s Gloves.<\/p>\n<\/td>\n<\/tr>\n
\n\nBodyguard Soul<\/p>\n<\/td>\n
\nYour team counts as having 2 additional Bodyguards.<\/p>\n<\/td>\n<\/tr>\n
\n\nBroken Stopwatch<\/p>\n<\/td>\n
\n8 seconds into combat, all enemies and non-Clockwork units are frozen in time for 4 seconds.<\/p>\n<\/td>\n<\/tr>\n
\n\nBruiser Soul<\/p>\n<\/td>\n
\nYour team counts as having 2 additional Bruisers.<\/p>\n<\/td>\n<\/tr>\n
\n\nBuilt Different III<\/p>\n<\/td>\n
\nYour units with no Traits active gain 400 Health and 60% Attack Speed.<\/p>\n<\/td>\n<\/tr>\n
\n\nCelestial Blessing III<\/p>\n<\/td>\n
\nYour units heal for 20% of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 600 Health.<\/p>\n<\/td>\n<\/tr>\n
\n\nChallenger Soul<\/p>\n<\/td>\n
\nYour team counts as having 2 additional Challengers.<\/p>\n<\/td>\n<\/tr>\n
\n\nChemical Overload III<\/p>\n<\/td>\n
\nChemtechs explode on death, dealing 100% of their maximum Health as magic damage to enemies within 2 hexes.<\/p>\n<\/td>\n<\/tr>\n
\n\nChemtech Soul<\/p>\n<\/td>\n
\nYour team counts as having 2 additional Chemtechs.<\/p>\n<\/td>\n<\/tr>\n
\n\nClockwork Soul<\/p>\n<\/td>\n
\nYour team counts as having 2 additional Clockworks.<\/p>\n<\/td>\n<\/tr>\n
\n\nCram Session<\/p>\n<\/td>\n
\nAfter casting their first Ability, Academics restore 80% of their maximum Mana.<\/p>\n<\/td>\n<\/tr>\n
\n\nCybernetic Implants III<\/p>\n<\/td>\n
\nYour units equipped with an item gain 600 Health and 40 Attack Damage<\/p>\n<\/td>\n<\/tr>\n
\n\nEnchanter Soul<\/p>\n<\/td>\n
\nYour team counts as having 2 additional Enchanters.<\/p>\n<\/td>\n<\/tr>\n
\n\nEnforcer Soul<\/p>\n<\/td>\n
\nYour team counts as having 2 additional Enforcers.<\/p>\n<\/td>\n<\/tr>\n
\n\nExiles III<\/p>\n<\/td>\n
\nYour units that start combat with no adjacent allies gain an 80% maximum Health shield for 8 seconds.<\/p>\n<\/td>\n<\/tr>\n
\n\nFeatherweights III<\/p>\n<\/td>\n
\nYour 1 and 2 cost units gain 80% movement and Attack Speed.<\/p>\n<\/td>\n<\/tr>\n
\n\nGolden Ticket<\/p>\n<\/td>\n
\nEach time your Shop is refreshed, you have a 35% chance to gain a free refresh.<\/p>\n<\/td>\n<\/tr>\n
\n\nImperial Soul<\/p>\n<\/td>\n
\nYour team counts as having 2 additional Imperials.<\/p>\n<\/td>\n<\/tr>\n
\n\nInnovator Soul<\/p>\n<\/td>\n
\nYour team counts as having 2 additional Innovators.<\/p>\n<\/td>\n<\/tr>\n
\n\nItem Grab Bag II<\/p>\n<\/td>\n
\nGain 2 random completed items and 2 Reforgers.<\/p>\n<\/td>\n<\/tr>\n
\n\nJunkyard<\/p>\n<\/td>\n
\nEvery 3 combat rounds with the Scrap Trait active, gain a random component.<\/p>\n<\/td>\n<\/tr>\n
\n\nKnife’s Edge III<\/p>\n<\/td>\n
\nYour units that start combat in the first 2 rows gain 60 Attack Damage.<\/p>\n<\/td>\n<\/tr>\n
\n\nLevel Up!<\/p>\n<\/td>\n
\nWhen you buy experience points, gain an additional 4 experience points. You can now reach level 10.<\/p>\n<\/td>\n<\/tr>\n
\n\nMakeshift Armor III<\/p>\n<\/td>\n
\nYour units with no items gain 60 Armor and Magic Resist.<\/p>\n<\/td>\n<\/tr>\n
\n\nMercenary Soul<\/p>\n<\/td>\n
\nYour team counts as having 2 additional Mercenaries.<\/p>\n<\/td>\n<\/tr>\n
\n\nMutant Soul<\/p>\n<\/td>\n
\nYour team counts as having 2 additional Mutants.<\/p>\n<\/td>\n<\/tr>\n
\n\nNew Recruit<\/p>\n<\/td>\n
\nGain +1 team size.<\/p>\n<\/td>\n<\/tr>\n
\n\nPayday<\/p>\n<\/td>\n
\nAfter winning your combat, gain 1 bonus gold for each surviving Syndicate.<\/p>\n<\/td>\n<\/tr>\n
\n\nPortable Forge<\/p>\n<\/td>\n
\nOpen an Armory and choose 1 of 3 unique Artifacts crafted by Ornn.<\/p>\n<\/td>\n<\/tr>\n
\n\nProtector Soul<\/p>\n<\/td>\n
\nYour team counts as having 2 additional Protectors.<\/p>\n<\/td>\n<\/tr>\n
\n\nRunic Shield III<\/p>\n<\/td>\n
\nArcanists start combat with a shield equal to 800% Ability Power.<\/p>\n<\/td>\n<\/tr>\n
\n\nScholar Soul<\/p>\n<\/td>\n
\nYour team counts as having 2 additional Scholars.<\/p>\n<\/td>\n<\/tr>\n
\n\nScrap Soul<\/p>\n<\/td>\n
\nYour team counts as having 2 additional Scraps.<\/p>\n<\/td>\n<\/tr>\n
\n\nSniper Soul<\/p>\n<\/td>\n
\nYour team counts as having 2 additional Snipers.<\/p>\n<\/td>\n<\/tr>\n
\n\nSocialite Soul<\/p>\n<\/td>\n
\nYour team counts as having 2 additional Socialites.<\/p>\n<\/td>\n<\/tr>\n
\n\nStand United III<\/p>\n<\/td>\n
\nYour units gain 6 Attack Damage and Ability Power per Trait active across your team.<\/p>\n<\/td>\n<\/tr>\n
\n\nSyndicate Soul<\/p>\n<\/td>\n
\nYour team counts as having 2 additional Syndicates.<\/p>\n<\/td>\n<\/tr>\n
\n\nThrill of the Hunt III<\/p>\n<\/td>\n
\nYour units heal 600 Health on kill.<\/p>\n<\/td>\n<\/tr>\n
\n\nTwinshot Soul<\/p>\n<\/td>\n
\nYour team counts as having 2 additional Twinshots.<\/p>\n<\/td>\n<\/tr>\n
\n\nWindfall<\/p>\n<\/td>\n
\nGain gold based on the number of Augments you currently have. 0 = 20g, 1 = 25g, 2 = 30g.<\/p>\n<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>\n
And these are all Hextech Augments featured in TFT: Gizmos and Gadgets.<\/p>\n
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.<\/p>\n
The new era of Teamfight Tactics will arrive with the launch of Gizmos and Gadgets in patch 11.22 on 3rd November 2021.<\/p>\n
\nRead more: Rank demotions are being removed in TFT Gizmos and Gadgets, plus changes to 5-cost units<\/a><\/strong><\/li>\n<\/ul>\n <\/p>\n
Don’t forget to check out <\/em>our Teamfight Tactics dedicated section for more news, guides, updates, and esports coverage<\/em><\/a>.<\/em><\/p>\nFeatured image courtesy of Riot Games.<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"Loaded with dozens of changes and updates, TFT: Gizmos and Gadgets is set to introduce 58 champions and 28 traits, in addition to a new…<\/p>\n","protected":false},"author":10177,"featured_media":23342,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"inline_featured_image":false,"_lmt_disableupdate":"","_lmt_disable":"","footnotes":""},"tags":[],"class_list":["post-23341","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-tft","genre-auto-battler","content_type-news"],"acf":[],"yoast_head":"\n
Every Hextech Augment featured in TFT: Gizmos and Gadgets - GINX TV<\/title>\n \n \n \n \n \n \n \n \n \n \n \n \n\t \n\t \n\t \n \n \n \n \n\t \n\t \n\t \n