Set 6 Augments — page 2
All 205 augments in Gizmos & Gadgets, with what each one does.
Showing 61–120 of 205.

Debonair Crown
Gain 2 Debonair Emblems.

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

Disintegrator I
Your units' attacks deal bonus magic damage equal to 1.5% of the target's maximum Health.

Disintegrator II
Your units' attacks deal bonus magic damage equal to 2.5% of the target's maximum Health.

Disintegrator III
Your units' attacks deal bonus magic damage equal to 4% of the target's maximum Health.

Dominance
After winning your player combat, gain 1 bonus gold for every 2 surviving units.

Double Trouble I
When you field exactly 2 copies of a champion, they both gain 25% Attack Damage and 25 Ability Power, Armor, and Magic Resist. When you 3-star, gain a 2-star copy.

Double Trouble II
When you field exactly 2 copies of a champion, they both gain 33% Attack Damage and 33 Ability Power, Armor, and Magic Resist. When you 3-star, gain a 2-star copy.

Double Trouble III
When you field exactly 2 copies of a champion, they both gain 44% Attack Damage and 44 Ability Power, Armor, and Magic Resist. When you 3-star, gain a 2-star copy.

Duet
Summon 1 additional Socialite spotlight. Spotlighted units gain 200 Health. Gain a Senna.

Electrocharge I
When your units receive critical strikes, they deal 30-90 (based on current Stage) magic damage to nearby enemies (1 second cooldown).

Electrocharge II
When your units receive critical strikes, they deal 50-110 (based on current Stage) magic damage to nearby enemies (1 second cooldown).

Electrocharge III
When your units receive critical strikes, they deal 115-235 (based on current Stage) magic damage to nearby enemies (1 second cooldown).

En Garde
The first time an enemy is attacked by a Challenger, they are Disarmed for 2.5 seconds. Gain a Warwick.

Enchanter Heart
Your team counts as having 1 additional Enchanter. Gain a Lulu.

Enchanter Soul
Your team counts as having 2 additional Enchanters. Gain 12 gold.

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

Exiles I
Your units that start combat with no adjacent allies gain a 25% maximum Health shield for 10 seconds.

Exiles II
Your units that start combat with no adjacent allies gain a 35% maximum Health shield for 10 seconds.

Exiles III
Your units that start combat with no adjacent allies gain a 50% maximum Health shield for 10 seconds.

Featherweights I
Your Tier 1 and 2 champions gain 20% Attack Speed and Move Speed.

Featherweights II
Your Tier 1 and 2 champions gain 30% Attack Speed and Move Speed.

Featherweights III
Your Tier 1 and 2 champions gain 50% Attack Speed and Move Speed.

First Aid Kit I
All healing and shielding on your units is increased by 25%.

Four Score
Gain 3 random 4-cost champions.

Future Sight I
Know who you will fight next. Gain a Zephyr.

Future Sight II
Know who you will fight next. Gain a Radiant Zephyr.

Gold Reserves
Mercenaries deal 2% more damage per 1 gold you have (Maximum +50%). Gain a Quinn.

Golden Gifts I
Gain 1 golden and 3 gray loot orb(s).

Golden Gifts II
Gain 2 golden and 4 gray loot orb(s).

Golden Ticket
Each time your Shop is refreshed, you have a 50% chance to gain a free refresh.

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 Crown
Gain 2 Hextech Emblems.

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

High End Shopping II
Champions appear in your Shop as if you were 1 level higher. Gain 3 gold.

High Five
Gain 4 random 5-cost champions.

High Roller
Gain 3 Loaded Dice and 5 gold.

Hustler
You earn no interest, but gain 3 gold at the start of every player combat round.

Innovator Heart
Your team counts as having 1 additional Innovator.

Instant Injection
Chemtechs now additionally trigger their bonuses at the start of combat. Gain a Warwick.

Irresistible Charm
Debonair champions take 15% less damage. Gain a Leona.

Item Grab Bag I
Gain 1 random completed item.

Item Grab Bag II
Gain 2 random completed items and 2 Reforgers.

Jeweled Lotus II
Your units' Abilities can critically strike. Your units gain 20% Critical Strike chance.

Junkyard
Gain a random component every 4 combat rounds with the Scrap Trait active. Gain an Ezreal.

Keepers I
At the start of combat, your units grant adjacent allies a 160 health shield for 8 seconds.

Keepers II
At the start of combat, your units grant adjacent allies a 240 health shield for 8 seconds.

Knife's Edge I
Your units that start combat in the front 2 rows gain 25% Attack Damage.

Knife's Edge II
Your units that start combat in the front 2 rows gain 35% Attack Damage.

Knife's Edge III
Your units that start combat in the front 2 rows gain 55% Attack Damage.

Level Up!
When you buy XP, gain an additional 3. Gain 2 immediately. You can now reach level 10.

Lifelong Learning
Scholars permanently gain 2 Ability Power after each combat, and an additional 3 if they survived. Gain a Syndra.

Luden's Echo I
When your units cast and deal Ability damage, the first target hit and a nearby enemy take 35-80 (based on current Stage) magic damage.

Luden's Echo II
When your units cast and deal Ability damage, the first target hit and a nearby enemy take 50-110 (based on current Stage) magic damage.

Luden's Echo III
When your units cast and deal Ability damage, the first target hit and a nearby enemy take 90-210 (based on current Stage) magic damage.

Makeshift Armor I
Your units without items equipped gain 30 Armor and Magic Resist.

Makeshift Armor II
Your units without items equipped gain 45 Armor and Magic Resist.

Makeshift Armor III
Your units without items equipped gain 65 Armor and Magic Resist.

March of Progress
Gain 3 XP now, and bonus XP equal to your level at the start of every player combat round. You can no longer use gold to level up.

Meditation I
Your units without items equipped restore 4 Mana per second.