Set 14 Augments — page 3
All 357 augments in Cyber City, with what each one does.
Showing 121–180 of 357.

Explosive Growth+
Now and at the start of the next 3 rounds, gain 10 XP.

Eye For An Eye
For every 15 ally champions that die, gain a random component (max 3). Deaths Remaining: ?

Eye For An Eye+
Gain a random component. For every 18 ally champions that die, gain another component (max 2). Deaths Remaining: ?

Final Ascension
Your team gains 20% Damage Amp. After 15 seconds, this increases to 60% Damage Amp.

Final Reserves
The first time you would be eliminated, you instead remain alive. After this happens, gain 30 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 25% max Health.

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

Flatline
Marksmen execute enemies under 10% 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 30 Health for each Emblem they are holding.

Forged in Strength
Gain 1 random Artifact. When you drop below 30 Health, gain 3 more random Artifacts. Remix Rumble Championship, 2023

Forward Thinking
Lose all your gold. After 5 player combats, gain back the original amount and another 62 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.

Fully Adapted
Gain an Adaptive Helm. Champions holding this item gain both effects.

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 80%.

Gargantuan Resolve
Gain a Titan's Resolve and another after 1 player combats. Your Titan's Resolves can continue stacking to 50 instead of 25. The total resist bonus is increased by 80%.

Giant and Mighty
Your team becomes large, gaining 200 Health and 10% max Health.

Glass Cannon I
Allies that start combat in the back row begin combat at 80% Health but gain 16% Damage Amp.

Glass Cannon II
Allies that start combat in the back row begin combat at 80% Health but gain 25% Damage Amp.

Going Long
You no longer gain interest. Gain 16 gold now. Round start: gain 4 XP. Interest is extra gold you gain per 10g saved.

Gold Destiny
Gain a random Gold Augment and 3 gold.

Gold Destiny+
Gain a random Gold Augment and 6 gold.

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 60% of their combined Health and 33% of their combined Attack Damage. The Golem gains 1200 Health per stage. Gain a non-Tank 2-star 2-cost champion.

Good For Something I
Champions that aren't holding items have a 40% chance to drop 1 gold on death.

Hard Bargain
You cannot choose your Carousel rewards. Gain an additional 6 player Health and 8 Gold each carousel round. When you do not pick a Carousel Reward, you are given an unpicked champion and the item it carries

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) and 3 gold.

Healing Orbs I
When an enemy dies, the nearest ally is healed for 250.

Healing Orbs II
When an enemy dies, the nearest ally is healed for 575.

Heavy Is the Crown
Gain a Crown of Demacia, which provides significant bonuses to the wearer. If the holder dies, lose the round.

Hedge Fund
Gain 22 gold. Your max interest is increased to 10. Interest is extra gold you gain per 10g saved.

Hefty Rolls
Your team gains ? Health and size for each time you've rolled this game. Gain 5 gold. Rolls: ? Health: ?

Heroic Grab Bag
Gain 2 Lesser Champion Duplicators and 5 gold. This item allows you to copy a 3-cost or less champion.

Heroic Grab Bag+
Gain 2 Lesser Champion Duplicators and 8 gold. This item allows you to copy a 3-cost or less champion.

Heroic Grab Bag++
Gain 2 Lesser Champion Duplicators and 14 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 12 gold.

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

Hold the Line
Allies in your back 2 rows gain 9% Ability Power and 8% Attack Damage for each ally that starts combat in your front row.

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

Howling Gale
For every 550 Mana your team spends, summon a whirlwind that knocks up enemies.

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 no longer gain 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.

Infinity Protection
Gain 3 gold now. On Stage 3-7, gain an Infinity Force. Infinity Force gives allies in the same row a 12% Health shield. Monsters Attack Championship, 2023

Invested+
Gain 26 gold. After every combat, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).

Invested++
Gain 40 gold. After every combat, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).

Investment Strategy I
Your champions gain 8 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 3 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% Attack Damage, and 1% Ability Power.

Item Grab Bag
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.

Keepers I
Combat start: Grant units with adjacent allies a 130 Health Shield for 8 seconds. This Shield stacks.

Keepers II
Combat start: Grant units with adjacent allies a 210 Health Shield for 8 seconds. This Shield stacks.

Know Your Enemy
You can see who you will fight next. Your team gains 8% Damage Amp, increased to 15% if you and your opponent have any of the same traits active.

Last Second Save
The first time each ally falls below 35% Health, they restore 20% maximum Health.