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Teamfight Tactics Gizmos and Gadgets: Neon Nights brings the biggest mid-set expansion in the history of TFT. Not only is the roster swap massive, the number of augments are too. There are over 80 new augments coming to TFT when the game hits live servers Feb. 15. Here is a list of all the new TFT Neon Nights Augments. All the Augments are subject to change.

Silver Augments

  • Treasure Trove I: Gain one blue and one gray loot orb.
  • Three’s Company: Gain three random three-cost champions.
  • Recombobulator: Champions on your board permanently transform into random champions that cost one more. Gain three Magnetic Removers.
  • Keepers I: At the start of combat, your units grant adjacent allies a 125 health shield for eight 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 eight 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 two rows gain 20% Attack Speed.
  • Phalanx I: Your units that start combat in the back two rows gain 25 Armor and Magic Resist.
  • Battlemage I: Your units that start combat in the front two rows gain 30 Ability Power.
  • Meditation I: Your units without items equipped restore three Mana per second.
  • Cybernetic Uplink I: Your champions holding an item gain 150 Health and restore two 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 two copies of a champion on your board, they both gain 30 Attack Damage, Ability Power, Armor, and Magic Resist. When you upgrade to three-star, gain a two-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 one additional Debonair. Gain a Talon.
  • Stored Power: Your Hextech champions permanently gain one 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 one additional Hextech. Gain a Sejuani.
  • Concussive Blows: Striker’s critical strikes stun their target for 1.5 seconds. Each target can only be stunned once every five seconds. Gain a Rek’sai.
  • Overpower: After every two attacks, Strikers gain 75% Critical Strike Chance on their next attack. Gain a Rek’sai.
  • Striker Heart: Your team counts as having one 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.

Gold Augments

  • Treasure Trove II: Gain one blue and two gray loot orbs.
  • Golden Gifts I: Gain one golden loot orb.
  • True Twos: Gain two random two-star two-cost champions.
  • Four Score: Gain three random four-cost champions.
  • Component Grab Bag : Gain three 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 eight seconds.
  • Arcane Nullifier II: Your units’ Abilities ignore 40% of the target’s Magic Resist and reduce healing received by 50% for eight 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 themselves (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 five seconds.
  • Backfoot II: Your units that start combat in the back two rows gain 30% Attack Speed.
  • Phalanx II: Your units that start combat in the back two rows gain 35 Armor and Magic Resist.
  • Battlemage II: Your units that start combat in the front two rows gain 45 Ability Power.
  • Meditation II: Your units without items equipped restore five Mana per second.
  • Cybernetic Uplink II: Your champions holding an item gain 250 Health and restore three 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 two 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 three-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.

Prismatic Augments

  • Golden Gifts II: Gain two golden loot orbs.
  • Treasure Trove III: Gain three blue loot and two gray loot orbs.
  • High Five: Gain three random five-cost champions.
  • Radiant Relics : Open an Armory and choose one of four unique Radiant items.
  • The Golden Egg: Gain a massive golden egg that hatches in five 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 eight 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 five seconds.
  • Backfoot III: Your units that start combat in the back two rows gain 40% Attack Speed.
  • Phalanx III: Your units that start combat in the back two rows gain 50 Armor and Magic Resist.
  • Battlemage III: Your units that start combat in the front two rows gain 60 Ability Power.
  • Meditation III: Your units without items equipped restore seven Mana per second.
  • Cybernetic Uplink III: Your units holding an item gain 350 Health and restore four 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 two copies of a champion on your board, they both gain 60 Attack Damage, Ability Power, Armor, and Magic Resist. When you upgrade to three-star, gain a two-star copy.
  • Tri Force III: Your three-cost champions gain 433 Health, 33 Mana, and 43% Attack Speed.
  • Debonair Crown: Gain two Debonair Emblems.
  • Hextech Crown: Gain two Hextech Emblems.
  • Striker Crown: Gain two Striker Emblems.