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Every Hextech Augment featured in TFT: Gizmos and Gadgets

TFT: Gizmos and Gadgets will introduce a new mechanic known as Hextech Augments, bringing a whole new landscape of possibilities for everyone.
Every Hextech Augment featured in TFT: Gizmos and Gadgets

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.

Teamfight Tactics Gizmos and Gadgets Hexcore
The Hexcore will help you handle the power of the Hextech Augments. (Picture: Riot Games / GINX Esports)

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.

Teamfight Tactics Gizmos and Gadgets
There are around 140 Hextech Augments available to choose from. (Picture: Riot Games / GINX Esports)

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.