Set 6 Augments — page 3
All 205 augments in Gizmos & Gadgets, with what each one does.
Showing 121–180 of 205.

Meditation II
Your units without items equipped restore 6 Mana per second.

Meditation III
Your units without items equipped restore 8 Mana per second.

Mercenary Crest
Gain a Mercenary Emblem and 3 gold.

Mercenary Heart
Your team counts as having 1 additional Mercenary.

Mercenary Soul
Your team counts as having 2 additional Mercenaries.

Metabolic Accelerator
Your Tactician moves faster and heals 2 Health after a PvP round.

Mutant Crest
Gain a Mutant Emblem and a Kassadin.

Mutant Crown
Gain 2 Mutant Emblems.

Mutant Heart
Your team counts as having 1 additional Mutant. Gain a Rek'Sai.

New Recruit
Gain +1 maximum team size.

One For All
When your Syndicates die, they grant your other Syndicates 15 Attack Damage and Ability Power. Gain an Ashe.

Overpower
After every 2 attacks, Strikers gain 75% Critical Strike Chance for their next attack. Gain a Rek'sai.

Pandora's Items
Gain 1 random item component(s). Round start: items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables).

Payday
After winning your combat, gain 1 bonus gold for each surviving Syndicate. Gain an Ashe.

Phalanx I
Your units that start combat in the back 2 rows gain 25 Armor and Magic Resist.

Phalanx II
Your units that start combat in the back 2 rows gain 35 Armor and Magic Resist.

Phalanx III
Your units that start combat in the back 2 rows gain 50 Armor and Magic Resist.

Phony Frontline
Gain 2 Target Dummies.

Pirates
Mercenary units have a 66% chance to drop 1 gold when they kill an enemy. Gain a Quinn.

Portable Forge
Open an Armory and choose 1 of 2 unique Artifacts crafted by Ornn.

Radiant Relics
Open an Armory and choose 1 of 5 unique Radiant items. Gain a Magnetic Remover.

Recombobulator
Champions on your board permanently transform into random champions 1 Tier higher. Gain 2 Magnetic Removers.

Rich Get Richer
Gain 12 gold. Your maximum interest is increased to 7.

Runic Shield I
Arcanists start combat with a shield equal to 300% of their Ability Power for 8 seconds. Gain a Swain.

Salvage Bin
Gain a random completed item now, and a component after 7 player combats. Selling champions breaks apart their full items into components (excluding Tactician's Crown).

Scholar Heart
Your team counts as having 1 additional Scholar. Gain a Zyra.

Scholar Soul
Your team counts as having 2 additional Scholars. Gain 8 gold.

Scrap Crest
Gain a Scrap Emblem and a Blitzcrank.

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

Scrap Soul
Your team counts as having 2 additional Scraps. Gain 8 gold.

Second Wind I
After 10 seconds of combat, your units heal 40% of their missing Health.

Second Wind II
After 10 seconds of combat, your units heal 60% of their missing Health.

Self Repair
When the Innovation dies, it will become untargetable and repair itself if an Innovator is still alive. Gain a Zilean.

Share the Spotlight
Allies adjacent to a spotlight at the start of combat gain 100% of its bonuses. Gain a Senna.

Sharpshooter
Twinshot's ranged attacks and Abilities can bounce once, dealing 66% less damage. Gain a Corki.

Shrug It Off
Bruisers regenerate 2.5% of their maximum Health each second. Gain a Sejuani.

Smoke Bomb
The first time an Assassin drops to 70% health, they briefly enter stealth, becoming untargetable and shedding all negative effects. Any excess damage is reduced by 60%. Gain a Talon.

Sniper Crest
Gain a Sniper Emblem and an Ashe.

Sniper Crown
Gain 2 Sniper Emblems.

Sniper Heart
Your team counts as having 1 additional Sniper. Gain an Ashe.

Sniper's Nest
Snipers gain +8% damage for each round fought from the same starting hex (Maximum +32%). Gain an Ashe.

So Small
Yordles gain 25% Dodge Chance. Gain a Corki.

Socialite Heart
Your team counts as having 1 additional Socialite.

Socialite Soul
Your team counts as having 2 additional Socialites.

Spell Blade
After casting their Ability, Arcanists' next attack deals bonus magic damage equal to 180% of their Ability Power. Gain a Swain.

Stand Behind Me
Bodyguards' Armor bonus is increased by 25%. At the start of combat, Bodyguards grant 100% of their Armor bonus to non-Bodyguard allies directly behind them (does not stack). Gain a Blitzcrank.

Stand United I
Your units gain 1.5% Attack Damage and 1.5 Ability Power per Trait active across your army.

Stand United II
Your units gain 2.5% Attack Damage and 2.5 Ability Power per Trait active across your army.

Stand United III
Your units gain 3.5% Attack Damage and 3.5 Ability Power per Trait active across your army.

Stored Power
Your Hextech champions permanently gain 1 Ability Power each time they are hit by your Hexcore's pulses. Gain a Swain.

Striker Crest
Gain a Striker Emblem and a Rek'sai.

Striker Crown
Gain 2 Striker Emblems.

Striker Heart
Your team counts as having 1 additional Striker. Gain a Rek'Sai.

Sunfire Board
At the start of combat, burn all enemies for 20% of their maximum Health over 20 seconds and reduce healing received by 33%.

Syndicate Crest
Gain a Syndicate Emblem and a Zyra.

Syndicate Crown
Gain 2 Syndicate Emblems.

Syndicate Heart
Your team counts as having 1 additional Syndicate. Gain a Zyra.

The Golden Egg
Gain a massive golden egg that hatches in 11 turns. Victorious player combats accelerate the hatch timer by an additional turn.

Thieving Rascals
Free Yordles from the portal have a 33% chance to arrive holding an item component. Gain a Lulu.

Three's Company
Gain 4 random Tier 3 champions.