Set 6 Augments
All 205 augments in Gizmos & Gadgets, with what each one does.
Showing 1–60 of 205.

Arcane Crest
Gain an Arcanist Emblem and a Swain.

Arcanist Crown
Gain 2 Arcanist Emblems.

Arcanist Heart
Your team counts as having 1 additional Arcanist. Gain a Swain.

Archangel's Embrace
Upon casting their Ability, your units gain Ability Power equal to 25% of their maximum Mana.

Ardent Censer
Allies healed or shielded by Enchanters gain 45% stacking Attack Speed for the rest of combat (maximum once every 3 seconds). Gain a Lulu.

Armor Plating
Colossus become invulnerable for 3 seconds when their Health drops to 50%. Gain a Cho'Gath.

Ascension
After 15 seconds of combat, your units deal 50% more damage.

Assassin Crest
Gain an Assassin Emblem and a Talon.

Assassin Crown
Gain an Assassin Emblem, a Hand of Justice, and a Rengar.

Assassin Heart
Your team counts as having 1 additional Assassin. Gain a Talon.

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

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

Backfoot III
Your units that start combat in the back 2 rows gain 45% Attack Speed.

Band of Thieves II
Gain 2 Thief's Gloves.

Battlemage I
Your units that start combat in the front 2 rows gain 15 Armor and 15 Ability Power.

Battlemage II
Your units that start combat in the front 2 rows gain 25 Armor and 25 Ability Power.

Battlemage III
Your units that start combat in the front 2 rows gain 35 Armor and 35 Ability Power.

Binary Airdrop
Your champions equipped with 2 items temporarily gain a random completed item at the start of combat. Gain 1 random item components.

Blue Battery I
Your units gain 8 Ability Power. After casting their Ability, set the caster's Mana to 10.

Blue Battery II
Your units gain 20 Ability Power. After casting their Ability, set the caster's Mana to 20.

Bodyguard Crest
Gain a Bodyguard Emblem and a Darius.

Bodyguard Crown
Gain 2 Bodyguard Emblems.

Bodyguard Heart
Your team counts as having 1 additional Bodyguard. Gain a Blitzcrank.

Broken Stopwatch
5 seconds into combat, all enemies and non-Clockwork units are frozen in time for 4 seconds. Gain a Zilean.

Bruiser Crest
Gain a Bruiser Emblem and a Sejuani.

Bruiser Crown
Gain 2 Bruiser Emblems.

Bruiser Heart
Your team counts as having 1 additional Bruiser. Gain a Sejuani.

Built Different I
Your units with no Traits active gain 200-300 Health and 25-55% Attack Speed (based on current Stage).

Built Different II
Your units with no Traits active gain 200-425 Health and 40-60% Attack Speed (based on current Stage).

Built Different III
Your units with no Traits active gain 270-600 Health and 50-70% Attack Speed (based on current Stage).

Calculated Loss
After losing your combat, gain 2 gold and a free Shop refresh.

Celestial Blessing I
Your units heal for 10% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 200 Health.

Celestial Blessing II
Your units heal for 15% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 300 Health.

Celestial Blessing III
Your units heal for 25% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 400 Health.

Challenger Crest
Gain a Challenger Emblem and a Quinn.

Challenger Crown
Gain 2 Challenger Emblems.

Challenger Heart
Your team counts as having 1 additional Challenger. Gain a Quinn.

Challenger Unity
The Challenger trait grants its bonuses to all of your Champions. This does not increase your number of Challengers. Gain a Quinn.

Chemical Overload I
Chemtechs explode on death, dealing 20% of their max Health as magic damage to enemies within 2 hexes. Gain a Warwick.

Chemical Overload II
Chemtechs explode on death, dealing 30% of their max Health as magic damage to enemies within 2 hexes. Gain a Zac.

Chemtech Crest
Gain a Chemtech Emblem and a Warwick.

Chemtech Crown
Gain 2 Chemtech Emblems.

Chemtech Heart
Your team counts as having 1 additional Chemtech. Gain a Warwick.

Chemtech Unity
The Chemtech trait grants its bonuses to all of your Champions. This does not increase your number of Chemtech units. Gain a Warwick.

Clear Mind
If you have no champions on your bench at the end of a player combat round, gain 3 XP.

Clockwork Heart
Your team counts as having 1 additional Clockwork. Gain a Zilean.

Clockwork Soul
Your team counts as having 2 additional Clockworks. Gain 8 gold.

Component Grab Bag
Gain 3 random item components.

Concussive Blows
Striker's critical strikes stun their target for 1.5 second(s). Each target can only be stunned once every 6 seconds. Gain a Rek'Sai.

Cutthroat
Assassins Mana Reave the first unit they attack, increasing their maximum Mana by 50% until they cast. Gain a Talon.

Cybernetic Implants I
Your champions holding an item gain 80 Health and 10% bonus Attack Damage.

Cybernetic Implants II
Your champions holding an item gain 120 Health and 20% bonus Attack Damage.

Cybernetic Implants III
Your champions holding an item gain 200 Health and 30% bonus Attack Damage.

Cybernetic Shell I
Your champions holding an item gain 80 Health and 30 Armor.

Cybernetic Shell II
Your champions holding an item gain 120 Health and 40 Armor.

Cybernetic Shell III
Your champions holding an item gain 200 Health and 60 Armor.

Cybernetic Uplink I
Your champions holding an item gain 80 Health and restore 2 Mana per second.

Cybernetic Uplink II
Your champions holding an item gain 120 Health and restore 2.5 Mana per second.

Cybernetic Uplink III
Your champions holding an item gain 200 Health and restore 3.5 Mana per second.

Debonair Crest
Gain a Debonair Emblem and a Syndra.