Every Teamfight Tactics set showcases a feature mechanic—and Set Six Gizmos and Gadgets/Set 6.5 Neon Nights is no different. The set brings a new mechanic called Hextech Augments to the fray.
Augments in Teamfight Tactics are permanent bonuses that are added to the player’s hexcore.
Augment Choices
Throughout the game, the player is offered three choices of augments. During each choice the player must select one out of three augments. Each augment has a rarity (silver, gold, or prismatic).
Over 140 possible TFT Set 6.5 Hextech Augments can show up in an Armory, with over 80 more getting added in Set 6.5 Neon Nights. Each player receives options that are equal in power and come from the same tier but are different from each other. A total of three tiers of Hextech Augments exist in Set 6.5: Silver, Gold, and Prismatic.
Some options have multiple versions across tiers, while others are unique. Hextech Augments mean to shift the focus off of TFT items, opening the door for flexible gameplay while also possibly doubling down on early-game decisions.
Options are offered to players a total of three times throughout a game via a Hextech Augment Armory. These Armories will appear at Stages 1-3, 3-5, and 5-1. Hyper Roll Hextech Augments will appear at Stages 3-1, 5-2, and 7-2. The total chance of a Prismatic game in TFT Set 6.5 was increased from 31 to 33 percent.
Here’s a table of how often silver, gold, and prismatic options will appear:
Percentage | First Hextech Armory | Second Hextech Armory | Third Hextech Armory |
30 percent | Silver | Silver | Gold |
Nine percent | Silver | Silver | Prismatic |
15 percent | Silver | Silver | Gold |
10 percent | Gold | Silver | Gold |
Four percent | Gold | Gold | Prismatic |
Four percent | Gold | Silver | Prismatic |
Two percent | Prismatic | Silver | Gold |
One percent | Prismatic | Prismatic | Prismatic |
Four percent | Silver | Prismatic | Silver |
Two percent | Prismatic | Gold | Gold |
Four percent | Silver | Gold | Prismatic |
Four percent | Gold | Gold | Gold |
One percent | Prismatic | Silver | Prismatic |
TBA | Silver | Prismatic | Prismatic |
TBA | Gold | Prismatic | Gold |
Players can see what Hextech Augments opponents have received, along with their own, via stationary Hextechs on the board. Right-clicking on the symbols above each Hextech will reveal the Hextech Augments. Prior to the Nov. 3 Set Six launch, Augments Scoped Weapons and Tinker were removed from the list of possible Hextech Augments.
Following Patch 11.24, Innovator Heart was no longer offered as a first Hextech Augment choice, and Innovator Soul was removed as a third Augment option. Silver-tier effects that granted an emblem were renamed to Crests, with a number of them also granting a champion from that trait. And some Prismatic-tier Soul effects were changed to Crown.
From being able to level up to 10 to free Shop refreshes each round, here’s every possible TFT Set 6.5 Hextech Augment and its effect, divided up into the three possible tiers.
Also read: Best Innovators Augments in Teamfight Tactics
Set 6.5 TFT Hextech Augments in Multiple Tiers
Each of the multiple-tier Set Six Hextech Augments appears in the Silver, Gold, and Prismatic tier unless otherwise specified.
- Arcane Nullifier: Your unit’s abilities ignore 25/35/50 percent of the target’s magic resistance and reduce healing received by 50 percent for eight seconds.
- Backfoot: Your units that start combat in the back two rows gain 20/30/45 percent attack speed.
- Battlemage: Your units that start combat in the front two rows gain 30/45//60 ability power.
- Blue Battery (Silver/Prismatic): After casting their ability, your units restore 10/20 mana.
- Built Different: Your units with no traits active gain 300/400/500 health and 50/60/70 percent attack speed.
- Celestial Blessing: Your units heal for 12/15/20 percent of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 300/450/600 health.
- Chemical Overload (Silver/Gold): Chemtech unites explode on death, dealing 20/30 percent of their maximum health as magic damage to enemies within two Hexes.
- Cybernetic Implants: Your units equipped with an item gain 150/250/450 health and 10/20/30 attack damage.
- Cybernetic Shell: Your champions holding an item gain 150/250/350 health and 30/45/60 armor.
- Cybernetic Uplink: Your champions holding an item gain 150/250/350 health and restore 2/3/4 mana per second.
- Disintegrator: Your unit’s attacks deal bonus magic damage equal to 2/3/4 percent of the target’s maximum health.
- Double Trouble: If you have exactly two copies of a champion on your board, they both gain 40/50/65 attack damage, ability power, armor, and magic resistance. When you upgrade to a three-star, gain a two-star copy.
- Electocharge: When your units receive a critical strike, they deal 90/135/180 magic damage to nearby enemies. Electocharge has a one second cooldown.
- Exiles: Your units that start combat with no adjacent allies gain a 30/45/70 percent maximum health shield for eight seconds.
- Featherweights: Your one and two-cost units gain 30/40/60 percent movement and attack speed.
- Future Sight (Gold/Prismatic): Know who you will fight next. Gain a Zephyr/Radiant Zephyr.
- Golden Gifts (Gold/Prismatic): Gain 1/2 loot orbs. Golden Gifts can only appear as a second Augment choice in a game.
- Item Grab Bag (Silver and Prismatic): Gain one random completed item in Silver-tier. Gain two random completed items and a Reforger in Prismatic-tier.
- Knife’s Edge: Your units that start combat in the front two rows gain 30/40/55 attack damage.
- Keepers (Silver/Gold): At the start of combat, your units grant adjacent allies a 125/175 health shield for eight seconds.
- Luden’s Echo: When your units cast and deal ability damage, the first target hit, and a nearby enemy take 125/200/275 bonus magic damage.
- Makeshift Armor: Your units with no items gain 35/55/80 armor and magic resistance.
- Mediation: Your units without items equipped restore 5/7/10 mana per second.
- Phalanx: Your units that start combat in the back two rows gain 25/35/50 armor and magic resistance.
- Runic Shield (Silver/Gold): Arcanist units start combat with a shield equal to 300/450 percent of their ability power. Gain a Swain with Runic Shield one. Gain a Vex with Runic Shield two.
- Stand United: Your units gain 2/3/5 attack damage and ability power per trait active across your team.
- Second Wind: After 10 seconds of combat, your units heal 50/75/100 percent of their missing health.
- Thrill of the Hunt (Silver/Gold): Your units heal 400/700 health on kill.
- Treasure Trove: Gain 1/1/3 Blue and 1/2/2 Gray loot orbs.
- Tri-Force: Your three-cost champions gain 233/333/433 health, 13/23/33 starting mana (granted at the start of combat), and 23/33/43 percent attack speed.
- Weakspot (Gold/Prismatic): Your units’ attacks ignore 40/60 percent of the target’s armor and reduce healing received by 50 percent for five seconds.
Silver-Tier Only Set 6.5 TFT Hextech Augments
- Ancient Archives: Gain one Tome of Traits.
- Ardent Censer: Allies healed or shielded by Enchanter units gain 45 percent bonus attack speed. There is a cooldown of three seconds. Gain a Lulu.
- Ascension: After 15 seconds of combat, your units deal 50 percent more damage.
- Calculated Loss: After losing your combat, gain two gold and a free Shop refresh.
- Concussive Blows: Striker units that deal critical strike damage stun their target for 1.5 seconds. Each target can only be stunned once every seven seconds. Gain a Rek’Sai.
- Cutthroat: Assassin units mana reave the first unit they attack, increasing their maximum mana by 50 percent until they cast. Gain a Talon.
- Dominance: After winning your combat, gain one bonus gold for every two surviving units.
- Dual Rule: There are now two Tyrants.
- Duet: Summon one additional Socialite Spotlight, with a bonus granting 200 maximum health to spotlighted champions. Gain a Senna.
- En Garde: The first time an enemy is attacked by a Challenger unit, they are disarmed for a total of 2.5 seconds. Gain a Warwick.
- First Aid Kit: All healing and shielding received by your units is increased by 35 percent.
- Free Healthcare: All units benefit from the Chemtech trait as though they were Chemtech units. Gain a Warwick.
- Hexnova: The first time a Hextech champion drops below 60 percent health, they increase nearby enemies’ maximum mana by 50 percent until they cast. Gain a Nocturne.
- 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 Sejauni.
- Hyper Roll: If you have less than 10 gold at the end of a round, gain three gold.
- Irresistible Charm: Debonair champions take 20 percent less damage. Gain a Leona.
- Lifelong Learning: Scholar units gain two ability power after each combat and an additional three ability power if they survive combat. Gain a Syndra. Lifelong Learning is not offered during the third Augment choice option and doesn’t work during PVE rounds.
- One For All: When your Syndicate unit dies, they grant your other Syndicate units 20 attack damage and ability power.
- Overpower: After every two attacks, Striker units gain 75 percent critical strike chance on their next attack. Gain a Rek’Sai.
- Pandora’s Items: Gain a random component. At the start of each turn, items on your bench are randomized. This does not include Force of Nature, Spatula, and consumables.
- Payday: After winning your combat, gain one bonus gold for each surviving Syndicate unit. Gain an Ashe.
- Pirates: Mercenary units have a 50 percent chance to drop one gold when they kill an enemy. Gain a Quinn.
- Phony Frontline: Gain two Target Dummies with a health of 500.
- Recombobulator: Champions on your board permanently transform into random champions that cost one more. Gain three Magnetic Removers.
- Self-Repair: When the Innovation unit dies, it will become untargetable and repair itself if an Innovator unit is still alive with a revive time of seven seconds. Gain a Zilean.
- Shrug It Off: Bruisers regenerate three percent of their maximum health each second. Gain a Sejauni.
- Sniper’s Nest: Snipers gain eight percent damage per round when they’ve started combat in the same Hex. The maximum is 40 percent.
- So Small: Yordles gain 35 percent dodge chance. Gain a Corki.
- Stand Behind Me: Bodyguard units gain 25 percent bonus armor and grant 100 percent of their armor to allies directly behind them at the start of combat. Gain a Blitzcrank.
- Stored Power: Your Hextech champions permanently gain one ability power each time they are hit by your Hexcore’s pulses. Gain a Swain.
- Striker Heart: Your team counts as having 1 additional Striker. Gain a Rek’Sai.
- Study the Blade: All units benefit from the Challenger trait as though they were Challenger. This does not affect the number of Challenger units. Gain a Quinn.
- True Justice: Your Enforcers deal true damage to enemies below 50 percent health. Gain a Sejuani.
- Underdogs: Whenever your team has fewer units alive than your opponent, your units regenerate nine percent of their missing health every second up to a cap of 200.
- Unstable Evolution: Mutants randomly gain one of the following when they reach two-star: 600 health, 40 percent attack speed, 40 attack damage, or 40 ability power. Gain a Rek’Sai. These bonuses stack.
- Weakspot: Your units’ attacks ignore 20 percent of the target’s armor and reduce healing received by 50 percent for five seconds. Upon choosing Weakspot, it will not get offered as an option again during that game.
Silver-Tier Trait Augments, Hearts
- Arcanist Heart: Your team counts as having one additional Arcanist and grants a Swain.
- Assassin Heart: Your team counts as having one additional Assassin and gain a Talon.
- Bodyguard Heart: Your team counts as having one additional Bodyguard and gain a Blitzcrank.
- Bruiser Heart: Your team counts as having one additional Bruiser and gain a Trundle.
- Challenger Heart: Your team counts as having one additional Challenger and gain a Quinn.
- Chemtech Heart: Your team counts as having one additional Chemtech.
- Clockwork Heart: Your team counts as having one additional Clockwork and gain a Zilean.
- Debonair Heart: Your team counts as having one additional Debonair. Gain a Talon.
- Enchanter Heart: Your team counts as having one additional Enchanter and gain a Taric.
- Enforcer Heart: Your team counts as having one additional Enforcer and gain a Vi.
- Hextech Heart: Your team counts as having one additional Hextech. Gain a Sejauni.
- Innovator Heart: Your team counts as having one additional Innovator. This effect is never offered as a first Hextech Augment choice.
- Mercenary Heart: Your team counts as having one additional Mercenary.
- Mutant Heart: Your team counts as having one additional Mutant and gain a Kog’Maw.
- Scholar Heart: Your team counts as having one additional Scholar and gain a Zyra.
- Scrap Heart: Your team counts as having one additional Scrap and gain a Blitzcrank.
- Sniper Heart: Your team counts as having one additional Sniper and gain an Ashe.
- Socialite Heart: Your team counts as having one additional Socialite.
- Syndicate Heart: Your team counts as having one additional Syndicate and gain a Zyra.
- Twinshot Heart: Your team counts as having one additional Twinshot and gain a Corki.
Also read: Best Mutant Augments in Teamfight Tactics
Gold-Tier Only TFT Set 6.5 Hextech Augments
- All For One: When an ally dies, they grant the Tyrant (Imperial trait) 33 percent of their maximum health.
- Archangel’s Embrace: Upon casting their ability, your units gain ability power equal to 25 percent of their maximum mana.
- Armor Plating: Colossus units become invulnerable for three seconds the first time their health drops to 50 percent. Gain a Cho’Gath.
- Binary Airdrop: Your units equipped with two items temporarily gain a random completed item at the start of combat.
- Broken Stopwatch: Five seconds into combat, all enemies and non-Clockwork units are frozen in time for a total of four seconds. Gain a Zilean. Broken Stopwatch will never appear at Stage 1-4.
- Clear Mind: If you have no units on your bench at the end of a round, gain three experience points. Clear Mind will never appear at Stage 1-4.
- Component Grab Bag: Gain three random item components.
- Four Score: Gain three random four-cost champions. Four Score can only appear as a second Augment choice in a game.
- Gold Reserves: Mercenary units deal two percent more damage per one gold you have. This caps at a maximum of 50 percent, achieved at 30 gold. Gain a Quinn.
- High-End Shopping: Champions appear in your Shop as if you were one level higher. Gain five gold. High-End Shopping won’t appear as a first Augment option.
- Instant Injection: Chemtech units now additionally trigger their bonuses at the start of combat. Gain a Warwick.
- Jeweled Lotus: Magic and true damage from your units’ abilities can critically strike. Unit’s additionally gain 25 percent critical strike chance.
- Junkyard: Every three combat rounds with the Scrap trait active, gain a random component. Gain an Ezreal.
- Metabolic Accelerator: Your Tactician moves faster and heals two health at the start of each round.
- Portable Forge: Open an Armory and choose one of three unique Artifacts crafted by Ornn.
- Rich Get Richer: Gain 10 gold. Your maximum interest is increased to seven.
- Sharpshooter: Twinshot units’ ranged attacks and abilities can bounce once, dealing 45 percent less damage. Gain a Corki.
- Smoke Bomb: The first time champions with the Assassin trait drop below 60 percent health, they briefly enter stealth, becoming untargetable and shedding all negative effects, taking 80 percent damage reduction. Gain a Talon.
- Trade Sector: Gain a free Shop refresh each round.
- Salvage Bin: Gain a random completed item. Selling champions breaks apart their full items into components. This does not include Force of Nature.
- Spell Blade: After casting their ability, Arcanists’ next attack deals bonus magic damage equal to 200 percent of their ability power. Gain a Swain.
- Sunfire Board: At the start of combat, burn all enemies for 20 percent of their maximum HP over 10 seconds and reduce healing received by 50 percent.
- Titanic Force: Your units with more than 1400 maximum health gain attack damage equal to three percent of their maximum health.
- Tiny Titans: Your Tactician heals 35 health, grows larger, and has 135 maximum health.
- Thieving Rascals: Free Yordle champions from the portal have a 40 percent chance to arrive holding an item component (not a Spatula). Gain a Lulu.
- Three’s Company: Gain four random three-cost champions.
- True Twos: Gain two random two-star two-cost champions.
- Very VIP: When an ally perishes, they grant the Debonair VIP 30 percent of their maximum health for the rest of combat. Gain a Syndra.
- Wise Spending: Gain two experience points when you refresh your Shop and it grants four gold upon selecting the Augment.
- Woodland Trinket: At the start of combat, your highest attack speed champion creates two 250 health copies of themself (excluding items).
Gold-Tier Trait Augments, Crests
- Arcanist Crest: Gain an Arcanist Emblem and a Swain.
- Assassin Crest: Gain an Assassin Emblem and a Talon.
- Bodyguard Crest: Gain a Bodyguard Emblem and a Darius.
- Bruiser Crest: Gain a Bruiser Emblem and a Trundle.
- Challenger Crest: Gain a Challenger Emblem and a Quinn.
- Chemtech Crest: Gain a Chemtech Emblem and a Warwick.
- Clockwork Crest: Gain a Clockwork Emblem and gain a Zilean.
- Debonair Crest: Gain a Debonair emblem and gain a Syndra.
- Hextech Crest: Gain a Hextech emblem and gain a Nocturne.
- Mercenay Crest: Gain a Mercenary Emblem and three gold.
- Mutant Crest: Gain a Mutant Emblem and gain a Kassadin.
- Scholar Crest: Gain a Scholar Emblem and gain a Heimerdinger.
- Scrap Crest: Gain a Scrap Emblem and gain an Blitzcrank.
- Sniper Crest: Gain a Sniper Emblem and gain a Tristana.
- Striker Crest: Gain a Striker emblem and gain a Rek’Sai.
- Syndicate Crest: Gain a Syndicate Emblem and gain a Zyra.
Also read: Best Challenger Augments in Teamfight Tactics
Prismatic-Tier Only TFT Set 6.5 Hextech Augments
- Band of Thieves: Gain two Thief’s Gloves.
- Cram Session: After casting their first Ability, Academic units restore 90 percent of their maximum mana.
- Golden Ticket: Each time your Shop is refreshed, you have a 40 percent chance to gain a free refresh.
- High Five: Gain three random five-cost champions. Temporarily disabled.
- High Roller: Gain two Loaded Dice and eight gold.
- Level Up!: When you buy experience points, gain an additional three experience points. You can now reach level 10. This effect is not offered after choosing March of Progress.
- March of Progress: Gain five bonus experience points per round. You can no longer use gold to gain experience points.
- New Recruit: Gain plus one team size.
- Radiant Relics: Open an Armory and choose one of four unique Radiant items.
- Share the Spotlight: Allies adjacent to a spotlight at the start of combat gain 125 percent of its bonuses. Gain a Senna.
- The Golden Egg: Gain a massive golden egg that hatches in five turns. Players can not sell the egg for any gold.
- Verdant Veil: Your units are immune to crowd control effects for the first 15 seconds of combat.
- Windfall: Gain gold based on the number of Augments you currently have. Zero equals 18 gold, one equals 30 gold, and two equals 45 gold.
- Woodland Charm: At the start of combat, your highest health champion creates a 1,600 health copy of themself. The clone does not include items from the champion that was copied. Woodland Charm won’t appear as a third Augment option.
Prismatic-Tier Trait Augments Crest, Crown, and Souls
Prismatic Crown and Soul Hextech trait Augments will only show up if a player has an activated trait that they are playing. There are two exceptions to this rule: Mutant Crown is offered when two Mutant units are in play, and Mercenary Crown is offered when two units are in play.
- Arcanist Crown: Gain two Arcanist Emblems.
- Assassin Crest: Gain two Assassin Emblems.
- Bodyguard Crest: Gain two Bodyguard Emblems.
- Bruiser Crest: Gain two Bruiser Emblems.
- Challenger Crest: Gain two Challenger Emblems.
- Chemtech Crest: Gain two Chemtech Emblems.
- Debonair Crown: Gain two Debonair emblems.
- Hextech Crown: Gain two Hextech emblems.
- Striker Crown: Gain two Striker emblems.
- Mutant Crest: Gain two Mutant Emblems.
- Sniper Crest: Gain two Sniper Emblems.
- Syndicate Crest: Gain two Syndicate Emblems.
- Clockwork Soul: Your team counts as having two additional Clockwork and you gain eight gold.
- Enchanter Soul: Your team counts as having two additional Enchanter and you gain eight gold.
- Innovator Soul: Your team counts as having two additional Innovator. This effect is never offered as a third Hextech Augment choice.
- Mercenary Soul: Your team counts as having two additional Mercenary.
- Scholar Soul: Your team counts as having two additional Scholar and you gain eight gold.
- Scrap Soul: Your team counts as having two additional Scrap and you gain eight gold.
- Socialite Soul: Your team counts as having two additional Socialite. Gain eight gold.
- Twinshot Soul: Your team counts as having two additional Twinshot.
The Golden Egg
Probability | Reward |
15% | 2 Tactician’s Crowns, 2 Thief’s Gloves, 20 gold |
15% | Neeko’s Help, Rascal’s Gloves, Tactician’s Crown, Thief’s Gloves, 15 gold |
15% | 1 random Radiant item, 1 random Artifact item, 1 random completed item, two 5-cost units, Magnetic Remover, 20 gold |
15% | 2 random Radiant items, 2 Magnetic Removers, four 5-cost units, 20 gold |
10% | 100 gold |
10% | Banshee’s Silence, Chalice of Power, Locket of the Iron Solari, Zeke’s Herald, 20 gold |
10% | 3 Infinity Forces, 2 Magnetic Removers, 15 gold |
10% | 2 Neeko’s Helps, Tactician’s Crown, Jayce, Jinx, Silco, Vi, 15 gold |
Also read: Best Socialite Augments in Teamfight Tactics
Tome of Traits Rework in the Set 6.5 of Teamfight Tactics
Tome of Traits will have a clear rules chart indicating the number of tailored traits a player will get to choose from upon cracking open the item. The rework is intended to be clearer to players, but also a slight nerf.
A Tome of Traits within TFT Set Six is granted through the Hextech Augment Ancient Archives or as a random drop from a golden Orb. Determining the number of tailored (active and inactive) traits is based on the number of active and inactive traits from the previous round played.
- Zero to four active and inactive traits: Four random traits to choose from.
- Five to six active and inactive traits: One tailored trait out of four options.
- Seven to eight active and inactive traits: Two tailored traits out of a choice of four.
- Nine to 10 active and inactive traits: Three tailored traits out of four.
- 11-plus active and inactive traits: All four choices are tailored traits.
The previous rules were revamped, since they were confusing and unclear. Players will now have a specific chart to go off of, potentially offering players better choices when it comes to cashing in the Tome of Traits. But the change is a slight nerf overall since a guarantee of two tailored trait options is only offered when there are seven to eight active and inactive traits from the previous round played.
Nerfing Tome of Traits also affects the TFT Set Six Hextech Augment, Ancient Archives. The Gold tier Augment may need compensation soon.
Final Thoughts
Augments are for sure something that Riot has brought in, not too long ago and they have became the staple sign of TFT. I can not imagine a game without them and the fact that we had a couple of sets in The Teamfight Tactics without them is incredible to me.
I just don’t even remember how that used to work since they are one of the most, or maybe even the most influential part of the Tamfight Tactics game and are integral part in every composition ou there. I couldn’t be happier that riot has brought so many new augments with the release of The Neon Nights. The game is so much better and much more diverse now.
Surely this is not the end of updates when it comes to augments, and I am waiting in the anticipation for Riot to release more of them! Come on Riot, don’t keep me waiting for too long!