Set 8 Augments
All 292 augments in Monsters Attack!, with what each one does.
Showing 1–60 of 292.

A.D.M.I.N. Crest
Gain an A.D.M.I.N. Emblem and a Blitzcrank.

A.D.M.I.N. Crown
Gain an A.D.M.I.N. Emblem, a Hand of Justice, and a Camille.

A.D.M.I.N. Heart
Your team counts as having 1 additional A.D.M.I.N. Gain a Camille.

Absolute Corruption
Gain a Fiddlesticks. Combat start: Your strongest Fiddlesticks grants its nearest ally 30 Ability Power and allows them to share its Corrupted souls. Corrupted Souls are shared even if Fiddlesticks is no longer dormant.

Accelerated Mentorship
Gain an Ultimate Ezreal. After player combat rounds where you fielded him, gain 8 experience points.

Ace Crest
Gain an Ace Emblem and a Draven.

Ace in the Hole
Gain an Ace Emblem, a Draven, a Miss Fortune, and a Samira.

Adaptive Defensives
Gain a Camille. Your strongest Camille gains 20% Attack Damage. The first time she drops below 50% Health, she gains a shield equal to 500% of her Attack Damage.

Aegis Crest
Gain an Aegis Emblem and a Vi.

Aegis Crown
Gain an Aegis Emblem, a Redemption, and an Alistar.

AFK
You cannot perform actions for the next 3 rounds. Afterwards, gain 20 gold.

Aim Assist
Gain a LeBlanc. For every 3 sigils fired by her Ability, your strongest LeBlanc fires an extra sigil at the lowest Health enemy.

Anima Squad Crest
Gain an Anima Squad Emblem and a Sylas.

Anima Squad Crown
Gain an Anima Squad Emblem, a Tear of the Goddess, and a Riven.

Anima Squad Heart
Your team counts as having 1 additional Anima Squad. Gain a Jinx.

Ante Up
Gain a Twisted Fate. Your strongest Twisted Fate drops 1 gold every 20-10 cards thrown each combat (based on current Stage).

Armored-dillo
Gain a Rammus. When you field him, your team gains 40 Armor, doubled for himself.

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

Axiom Arc II
Your units gain 30 Mana on kill.

Back for Blood
Gain a Bel'Veth. Your strongest Belveth has 25% Omnivamp, tripled while under 50% Health.

Band of Thieves I
Gain 1 Thief's Gloves.

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.

Big Data
Gain a Warwick. When you field him, your units deal 0.65% increased damage for every 100 Health they have.

Big Friend I
Your units that start combat next to a unit with over 1600 Health take 7% less damage for the rest of combat.

Big Friend II
Your units that start combat next to a unit with over 1600 Health take 10% less damage for the rest of combat.

Bigger, Better Buckler
Gain a Poppy. Combat start: Your strongest Poppy gains 180 Armor.

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

Birthday Present
Gain 2 gold and a 2-star champion every time you level up. The champion's tier is your level minus 4 (min: Tier 1).

Boxing Lessons
Gain a Vi. When you field her, your team gains 180 bonus Health.

Brawler Crest
Gain a Brawler Emblem and a Lee Sin.

Brawler Crown
Gain a Brawler Emblem, a Protector's Vow, and a Riven.

Brawler Heart
Your team counts as having 1 additional Brawler. Gain a Vi.

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).

Bunny Mercenary
Gain a Miss Fortune. Your strongest Miss Fortune's Ability covers a wider cone. When she casts her ability, she gains a 200 Health shield for 2 seconds.

Burning Spirit
Gain an Annie. When you field her, your team gains 15 Ability Power, tripled while they are below 50% Health.

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

Category Five
Gain a Janna. Your strongest Janna gains 10 Ability Power and her ability does True Damage.

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.

Channeled Ferromancy
Gain a Rell. When you field her, your team gains 20 Armor and Magic Resist, and an additional 5 when they cast Abilities (this can stack).

Chronic Hallucinations
Gain a Pantheon. Combat start: Your strongest Pantheon and his 4 nearest allies take 60% reduced damage for 6 seconds.

Chronobreak
Gain an Ekko. When you field him, he Stuns all enemies for 2.5 seconds after 8 seconds of combat.

Cleansing Safeguard
Gain a Lee Sin. Your strongest Lee Sin's Ability costs 15 less Mana to cast. When he casts, he sheds all negative effects and heals 15% of his missing Health.

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

Cluttered Mind
If your bench is full at the end of a player combat round, gain 3 experience points. Gain 4 random Tier 1 champions.

Combat Training
Your champions permanently gain 1% Attack Damage every time they kill an enemy. Champions start with 8% bonus Attack Damage.

Component Grab Bag
Gain 3 random item components.

Consistency
Gain double win and loss streak gold.

Contagious Laughter
Gain a Nunu. When you field him, your team gains 15 Ability Power and an additional 10 every 5 seconds.

Corps Focus
Gain an Ashe. When you field her, your team gains 15% Attack Speed, doubled while her Ability is active.

Cruel Pact
Buying XP costs 5 Health instead of gold. Heal 2 Health before each player combat.

Cull the Meek
Gain a Renekton. When you field him, your team deals 8% bonus damage, tripled against enemies below 50% Health.

Cursed Crown
Gain +2 maximum team size, but take 100% increased player damage.

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.