Loaded with dozens of changes and updates, TFT: Gizmos and Gadgets is set to introduce 58 champions and 28 traits, in addition to a new batch of Little Legends and the debut of the Chibi Champions, and last but not least, a new interesting mechanic known as the Hextech Augments.
As such, this mechanic will bring a lot of possibilities and different combinations, as these will bring up to 140 unique bonuses into the table, breaking the paradigms of the game and introducing a more adaptable playstyle.
All you need to know about the Hextech Augments
Following the same rule as with the mechanics from previous sets, the Hextech Augments will be at your disposal in three different series upon reaching rounds 1-3, 3-5 and 5-1.
These Augments will show up to you through the Hexcore, a new artifact that will be present on the battlefield at all times, presenting you with three random options that give you certain improvements for your current composition.
All these bonuses will be divided into three tiers, and while all players will receive a similar quality of Augments in each armoury, these won’t be the same ones for everyone.
According to Stephen ‘Mortdog’ Mortimer, Lead Designer of TFT, “the choices will be right there in your face, the descriptions are very clear. You will be given a lot of time, and the choices are always positive — there are no trick questions.”
All Hextech Augments divided by tiers
Now that we’ve explained everything around this new mechanic, let’s see all of the Hextech Augments introduced as part of the Gizmos and Gadgets set.
Tier 1 Hextech Augments
Tier 1 Hextech Augments can be identified by their silver colour.
These are the most common and also the ones which give the lowest bonuses. These will appear almost at the start of the game, and you can even get two of these if the luck is not on your side.
Augment |
Description |
Academy Heart |
Your team counts as having 1 additional Academic. |
All For One |
When an ally dies, they grant the Tyrant 25% of their maximum Health. |
Arcanist Heart |
Your team counts as having 1 additional Arcanist. |
Ascension |
After 15 seconds of combat, your units deal 100% more damage. |
Assassin Heart |
Your team counts as having 1 additional Assassin. |
Binary Airdrop |
Your units equipped with 2 items temporarily gain a random completed item at the start of combat. |
Bodyguard Heart |
Your team counts as having 1 additional Bodyguard. |
Bruiser Heart |
Your team counts as having 1 additional Bruiser. |
Built Different I |
Your units with no Traits active gain 200 Health and 30% Attack Speed. |
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 300 Health. |
Challenger Heart |
Your team counts as having 1 additional Challenger. |
Chemical Overload I |
Chemtechs explode on death, dealing 50% of their maximum Health as magic damage to enemies within 2 hexes. |
Chemtech Heart |
Your team counts as having 1 additional Chemtech. |
Clockwork Heart |
Your team counts as having 1 additional Clockwork. |
Cutthroat |
Assassins Mana Reave the first unit they attack, increasing their maximum Mana by 65% until they cast. |
Cybernetic Implants I |
Your units equipped with an item gain 300 Health and 20 Attack Damage. |
Dominance |
After winning your combat, gain 1 bonus gold for every 2 surviving units. |
Duet |
Summon 1 additional Socialite Spotlight. |
Enchanter Heart |
Your team counts as having 1 additional Enchanter. |
Enforcer Heart |
Your team counts as having 1 additional Enforcer. |
En Garde |
The first time an enemy is attacked by a Challenger, they are Disarmed for 4 seconds. |
Exiles I |
Your units that start combat with no adjacent allies gain a 40% maximum Health shield for 8 seconds. |
Featherweights I |
Your 1 and 2 cost units gain 40% movement and Attack Speed. |
First Aid Kit |
All healing and shielding received by your units is increased by 35%. |
Hyper Roll |
If you have less than 10 gold at the end of a round, gain 3 gold. |
Imperial Heart |
Your team counts as having 1 additional Imperial. |
Innovator Heart |
Your team counts as having 1 additional Innovator. |
Item Grab Bag I |
Gain 1 random completed item and 1 Reforger. |
Knife’s Edge I |
Your units that start combat in the front 2 rows gain 30 Attack Damage. |
Lifelong Learning |
Scholars that survive combat permanently gain 3 Ability Power. |
Makeshift Armor I |
Your units with no items gain 30 Armor and Magic Resist. |
Mercenary Heart |
Your team counts as having 1 additional Mercenary. |
Mutant Heart |
Your team counts as having 1 additional Mutant. |
One For All |
When your Syndicates die, they grant your other Syndicates 20 Attack Damage and Ability Power. |
Pandora’s Items |
Gain a random component. At the start of each turn, items on your bench are randomized (excluding Tactician’s Crown, Spatula, and consumables). |
Phony Frontline |
Gain 2 Target Dummies. |
Pirates |
Mercenary units have a 50% chance to drop 1 gold when they kill an enemy. |
Protector Heart |
Your team counts as having 1 additional Protector. |
Scholar Heart |
Your team counts as having 1 additional Scholar. |
Scoped Weapons |
Double the hex range of your ranged units, and their attacks cannot miss. |
Scrap Heart |
Your team counts as having 1 additional Scrap. |
Self-Repair |
When the Innovation dies, it will become untargetable and repair itself if an Innovator is still alive. |
Shrug It Off |
Bruisers regenerate 2% of their maximum Health each second. |
Smoke Bomb |
The first time Assassins drop below 60% Health, they briefly enter stealth, becoming untargetable and shedding all negative effects. |
Sniper Heart |
Your team counts as having 1 additional Sniper. |
Sniper’s Nest |
Snipers gain +8% damage per round they’ve started combat in the same hex. (Maximum +40%) |
Socialite Heart |
Your team counts as having 1 additional Socialite. |
So Small |
Yordles gain 35% Dodge Chance. |
Stand Behind Me |
At the start of combat, Bodyguards grant 100% of their Armor bonus to non-Bodyguard allies directly behind them (does not stack). |
Stand United I |
Your units gain 3 Attack Damage and Ability Power per Trait active across your team. |
Syndicate Heart |
Your team counts as having 1 additional Syndicate. |
Thrill of the Hunt I |
Your units heal 300 Health on kill. |
Tinker |
Every 1 combat round(s) with Scrap active, gain a Magnetic Remover or Reforger. |
Twinshot Heart |
Your team counts as having 1 additional Twinshot. |
Underdogs |
Whenever your team has fewer units alive than your opponent, your units regenerate 15% of their missing Health every second. |
Unstable Evolution |
Mutants randomly gain one of the following when they reach 2 star: 500 Health, 35% Attack Speed, 35 Attack Damage, or 35 Ability Power. These bonuses stack. |
Weakspot |
Your units’ attacks ignore 25% of the target’s Armor and reduce healing received by 50% for 10 seconds. |
Wise Spending |
Gain 1 experience point when you refresh your Shop. |
Tier 2 Hextech Augments
Tier 2 Hextech Augments can be identified by their Gold colour.
These will be somewhat common to find, meaning that at every game you will find one of these at least from your three random picks.
Augment |
Description |
Academy Honors |
Gain an Academy Emblem. |
Ancient Archives |
Gain 1 Tome of Traits. |
A New Challenger |
Gain a Challenger Emblem. |
Arcane Sigil |
Gain an Arcanist Emblem. |
Ardent Censer |
Allies healed or shielded by Enchanters gain 15% stacking Attack Speed for the rest of combat (maximum once every 2 seconds). |
Armor Plating |
Colossus become invulnerable for 2 seconds the first time their Health drops to 60% and 30%. |
Beef Up |
Gain a Bruiser Emblem. |
Built Different II |
Your units with no Traits active gain 300 Health and 45% Attack Speed. |
Bulwark |
Gain a Protector Emblem. |
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 450 Health. |
Chemical Overload II |
Chemtechs explode on death, dealing 75% of their maximum Health as magic damage to enemies within 2 hexes. |
Clear Mind |
If you have no units on your bench at the end of a round, gain 4 experience points. |
Cybernetic Implants II |
Your units equipped with an item gain 450 Health and 30 Attack Damage. |
Deadeye |
Gain a Sniper Emblem. |
Dual Rule |
There are now 2 Tyrants. |
Element X |
Gain a Chemtech Emblem. |
Exiles II |
Your units that start combat with no adjacent allies gain a 60% maximum Health shield for 8 seconds. |
Experiment 13-37 |
Gain a Mutant Emblem. |
Featherweights II |
Your 1 and 2 cost units gain 60% movement and Attack Speed. |
Gold Reserves |
Mercenaries deal 1% more damage per 1 gold you have. (Maximum +60%) |
Hidden Blade |
Gain an Assassin Emblem. |
High End Shopping |
Champions appear in your Shop as if you were 1 level higher. |
High Roller |
Gain 2 Loaded Dice. |
Hired Gun |
Gain a Mercenary Emblem. |
Imperial Banner |
Gain an Imperial Emblem. |
Instant Injection |
Chemtechs now additionally trigger their bonuses at the start of combat. |
Knife’s Edge II |
Your units that start combat in the first 2 rows gain 45 Attack Damage. |
Makeshift Armor II |
Your units with no items gain 45 Armor and Magic Resist. |
March of Progress |
Gain 4 bonus experience points per round. You can no longer use gold to gain experience points. |
Metabolic Accelerator |
Your Tactician moves faster and heals 2 Health at the start of each round. |
Metal Detector |
Gain a Scrap Emblem. |
Rich Get Richer |
Gain 10 gold. Your maximum interest is increased to 7. |
Runic Shield II |
Arcanists start combat with a shield equal to 600% of their Ability Power. |
Safety Vest |
Gain a Bodyguard Emblem. |
Salvage Bin |
Gain a random completed item. Selling champions breaks apart their full items into components (excluding Force of Nature). |
Shady Business |
Gain a Syndicate Emblem. |
Share the Spotlight |
Allies adjacent to a spotlight at the start of combat gain 50% of its bonuses. |
Sharpshooter |
Twinshot’s ranged attacks and abilities can bounce once, dealing 20% less damage. |
Spell Blade |
Arcanists’ attacks deal bonus magic damage equal to 30% Ability Power on hit. |
Stand United II |
Your units gain 4 Attack Damage and Ability Power per Trait active across your team. |
Sunfire Board |
At the start of combat, burn all enemies for 40% of their maximum HP over 16 seconds and reduce healing received by 50%. |
Thrill of the Hunt II |
Your units heal 450 Health on kill. |
Tick Tock |
Gain a Clockwork Emblem. |
Titanic Force |
Your units with more than 1200 maximum Health gain Attack Damage equal to 4% of their maximum Health. |
Trade Sector |
Gain a free Shop refresh each round. |
Valedictorian |
Gain a Scholar Emblem. |
Woodland Charm |
At the start of combat, your highest Health Champion creates a 1500 Health copy of themself (excluding items). |
Tier 3 Hextech Augments
Tier 3 Hextech Augments can be identified by their Prismatic colour.
Finding these during any game will be harder than you think since these give you incredible advantages for your comp and great bonuses.
Augment |
Description |
Academy Soul |
Your team counts as having 2 additional Academics. |
Arcanist Soul |
Your team counts as having 2 additional Arcanists. |
Assassin Soul |
Your team counts as having 2 additional Assassins. |
Band of Thieves |
Gain 2 Thief’s Gloves. |
Bodyguard Soul |
Your team counts as having 2 additional Bodyguards. |
Broken Stopwatch |
8 seconds into combat, all enemies and non-Clockwork units are frozen in time for 4 seconds. |
Bruiser Soul |
Your team counts as having 2 additional Bruisers. |
Built Different III |
Your units with no Traits active gain 400 Health and 60% Attack Speed. |
Celestial Blessing III |
Your units heal for 20% of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 600 Health. |
Challenger Soul |
Your team counts as having 2 additional Challengers. |
Chemical Overload III |
Chemtechs explode on death, dealing 100% of their maximum Health as magic damage to enemies within 2 hexes. |
Chemtech Soul |
Your team counts as having 2 additional Chemtechs. |
Clockwork Soul |
Your team counts as having 2 additional Clockworks. |
Cram Session |
After casting their first Ability, Academics restore 80% of their maximum Mana. |
Cybernetic Implants III |
Your units equipped with an item gain 600 Health and 40 Attack Damage |
Enchanter Soul |
Your team counts as having 2 additional Enchanters. |
Enforcer Soul |
Your team counts as having 2 additional Enforcers. |
Exiles III |
Your units that start combat with no adjacent allies gain an 80% maximum Health shield for 8 seconds. |
Featherweights III |
Your 1 and 2 cost units gain 80% movement and Attack Speed. |
Golden Ticket |
Each time your Shop is refreshed, you have a 35% chance to gain a free refresh. |
Imperial Soul |
Your team counts as having 2 additional Imperials. |
Innovator Soul |
Your team counts as having 2 additional Innovators. |
Item Grab Bag II |
Gain 2 random completed items and 2 Reforgers. |
Junkyard |
Every 3 combat rounds with the Scrap Trait active, gain a random component. |
Knife’s Edge III |
Your units that start combat in the first 2 rows gain 60 Attack Damage. |
Level Up! |
When you buy experience points, gain an additional 4 experience points. You can now reach level 10. |
Makeshift Armor III |
Your units with no items gain 60 Armor and Magic Resist. |
Mercenary Soul |
Your team counts as having 2 additional Mercenaries. |
Mutant Soul |
Your team counts as having 2 additional Mutants. |
New Recruit |
Gain +1 team size. |
Payday |
After winning your combat, gain 1 bonus gold for each surviving Syndicate. |
Portable Forge |
Open an Armory and choose 1 of 3 unique Artifacts crafted by Ornn. |
Protector Soul |
Your team counts as having 2 additional Protectors. |
Runic Shield III |
Arcanists start combat with a shield equal to 800% Ability Power. |
Scholar Soul |
Your team counts as having 2 additional Scholars. |
Scrap Soul |
Your team counts as having 2 additional Scraps. |
Sniper Soul |
Your team counts as having 2 additional Snipers. |
Socialite Soul |
Your team counts as having 2 additional Socialites. |
Stand United III |
Your units gain 6 Attack Damage and Ability Power per Trait active across your team. |
Syndicate Soul |
Your team counts as having 2 additional Syndicates. |
Thrill of the Hunt III |
Your units heal 600 Health on kill. |
Twinshot Soul |
Your team counts as having 2 additional Twinshots. |
Windfall |
Gain gold based on the number of Augments you currently have. 0 = 20g, 1 = 25g, 2 = 30g. |
And these are all Hextech Augments featured in TFT: Gizmos and Gadgets.
While at first learning all these can be quite overwhelming, much of them will be very easy to implement and understand, as it focuses on creating more different options around the metagame for this set.
The new era of Teamfight Tactics will arrive with the launch of Gizmos and Gadgets in patch 11.22 on 3rd November 2021.
Don’t forget to check out our Teamfight Tactics dedicated section for more news, guides, updates, and esports coverage.
Featured image courtesy of Riot Games.