Set 8 Augments — page 4
All 292 augments in Monsters Attack!, with what each one does.
Showing 181–240 of 292.

Ox Force Heart
Your team counts as having 1 additional Ox Force. Gain a Fiora.

Pandora's Bench
Gain 2 gold. At the start of every round, champions on the 3 rightmost bench slots transform into random champions of the same cost.

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

Partners in Crime
Gain a Viego. When you field him, your team gains 12% Omnivamp, tripled when 2 or less allies remain.

Perfected Solar Flare
Gain a Leona. Your strongest Leona has 40 Ability Power, and her Abilities cost 40 less Mana to cast.

Petricite Chains
Gain a Sylas. When you field him, your strongest Sylas grants your team 30 starting Mana, and his Ability 35% Mana Reaves enemies.

Phony Frontline
Gain 2 Target Dummies.

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

Power Grid
Gain a Sona. Your strongest Sona gains 10 Ability Power and her Ability fires 1 additional beam.

Prankster Crest
Gain a Prankster Emblem and a Jinx.

Prankster Crown
Gain a Prankster Emblem, a Titan's Resolve, and a Gnar.

Preparation I
Champions on your bench permanently gain 25 Health, 3% Attack Damage, and 3 Ability Power every round. Champions start with 1 stack of this effect, and can stack up to 4 times.

Preparation II
Champions on your bench permanently gain 35 Health, 4% Attack Damage, and 4 Ability Power every round. Champions start with 1 stack of this effect, and can stack up to 4 times.

Preparation III
Champions on your bench permanently gain 50 Health, 7% Attack Damage, and 7 Ability Power every round. Champions start with 1 stack of this effect, and can stack up to 4 times.

Pyromania
Gain an Annie. Your strongest Annie's spell is larger and stuns all enemies hit for 2 seconds.

Quickdraw Heart
Your team counts as having 1 additional Quickdraw. Gain an Ezreal.

Quickdraw Soul
Your team counts as having 1 additional Quickdraw. Gain a Jeweled Gauntlet and an Ezreal.

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

Raider's Spoils
Gain an Ezreal. Combat start: Your strongest Ezreal grants his nearest ally a temporary Artifact for the rest of combat.

Re-Energize
Gain a Wukong. When you field him, your team restores 66% of their Mana after their first cast each combat.

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

Reconnaissance Team
Gain a Kai'Sa. At the start of combat, Your strongest Kai'Sa and her 2 closest allied champions gain 40% Critical Strike Chance and their spells can critically strike.

Recursion Matrix
Gain a Shen. When you field him, your team takes 7% reduced damage, tripled for 4 seconds when they cast Abilities.

Reign of Anger
Gain a Renekton. Your strongest Renekton gains 40% Attack Speed and an extra 6% per 100 missing Health.

Relentless Assault
Gain a Jax. After every 3rd attack, your strongest Jax gains 18% Attack Speed for the rest of combat (this can stack).

Renegade Crest
Gain a Renegade Emblem and a Lucian.

Renegade Crown
Gain a Renegade Emblem, a Bloodthirster, and a Camille.

Renegade Heart
Your team counts as having 1 additional Renegade. Gain a Camille.

Reverberation
Gain a Riven. Your strongest Riven gains 15 Ability Power and her Ability is also cast on her lowest Health ally.

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

Rich Get Richer+
Gain 18 gold. Your maximum interest is increased to 7.

Riftwalker Crest
Gain a Riftwalker Emblem and 2 gold.

Riftwalker Crown
Gain a Riftwalker Emblem, a Sparring Gloves, and a Pyke.

Righteous Range
Gain a Kayle. Combat start: Your strongest Kayle and her 2 nearest allies gain +2 Attack Range and 33% Attack Speed.

Rising Spell Force
Gain an Ezreal. When your strongest Ezreal casts his Ability, he gains 16% Attack Speed and 16 Ability Power for the rest of combat (this can stack).

Rising Tide
Gain an Urgot. Combat start: Your strongest Urgot grants adjacent allies 50% Attack Speed.

Rock Solid
Gain a Malphite. Your strongest Malphite gains Ability Power equal to 130% of his Armor, and his Ability's Armor duration is increased by 4 seconds.

Rocket Grab
Gain a Blitzcrank. Your strongest Blitzcrank has 400 bonus Health. Combat start: He pulls the farthest enemy and Stuns them for 1.5 seconds.

Rule of Four
Gain a Jhin. Every 4 takedowns your strongest Jhin gets each combat, he drops 2-4 gold (based on current Stage). He occasionally also drops an item component.

Ruthless Blades
Gain a Draven. When you field him, your team gains 75% Critical Strike Chance.

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).

Salvage Bin+
Gain a random completed item now, and a component after 4 player combats. Selling champions breaks apart their full items into components (excluding Tactician's Crown).

Scarier-crow
Gain a Fiddlesticks. Your strongest Fiddlesticks gains Corrupted Souls even if he is no longer dormant, and if he is still dormant after 8 seconds, he casts immediately. FIddlesticks' spell can critically strike.

Scoped Weapons
Your units that start combat in the back 2 rows gain +2 Attack Range and 15% Attack Speed.

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.

Shiny
Gain an Urgot. Your strongest Urgot's Ability has an extra 25% chance to dredge up treasure.

Small Game Hunter
Gain a Pyke. When you field him, your team's abilities and attacks deal 10% more damage, increased to 25% against enemies with less than 1400 maximum Health.

Soul Eater
Gain a Nasus. When you field him, your team heals 275 Health on takedowns.

Spellslinger Crest
Gain a Spellslinger Emblem and an Annie.

Spellslinger Crown
Gain a Spellslinger Emblem, a Tear of the Goddess, and a Sona.

Spellslinger Heart
Your team counts as having 1 additional Spellslinger. Gain an Annie.

Spiked Shell
Gain a Rammus. When struck by an attack, your strongest Rammus deals magic damage equal to 150% of his Armor to all nearby enemies (once every 2 seconds).

Spirit of the Exile
Gain a Yasuo. When you field him, allies who start combat with no adjacent allies gain 22% Attack Speed.

Spread Shot
Gain a Vayne. Your strongest Vayne's Ability also fires at 2 other nearby enemies, dealing 44% damage.

Stacks on Stacks
Gain a Nasus. Your strongest Nasus has 15% Attack Damage, which increases permanently by 2% when he casts his Ability.

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.

Star Guardian Crest
Gain a Star Guardian Emblem and a Rell.