Loaded with dozens of changes and updates, TFT: Gizmos and Gadgets’ mid-set update is set to introduce 20 more champions and three new traits, in addition to a new batch of Little Legends and Arenas. However, Neon Nights will also come with even more Hextech Augments, making the mechanic introduced during TFT’s Set 6 break its own paradigms, with crazier and more explosive playstyles coming into the plate.
How does Hextech Augments work?
If you didn’t play that much in this set, here is a reminder 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, an artefact 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 of these choices will be mostly based on the comp you are currently running, so try to pick your best choice and build a powerful team no one can stop.
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 luck is not on your side.
Augment name |
Description |
Treasure Trove I |
Gain 1 blue and 1 gray loot orb. |
Three's Company |
Gain 3 random 3-cost champions. |
Recombobulator |
Champions on your board permanently transform into random champions that cost 1 more. Gain 3 Magnetic Removers. |
Keepers I |
At the start of combat, your units grant adjacent allies a 125 health shield for 8 seconds. |
Electrocharge I |
When your units receive a critical strike, they deal 100 magic damage to nearby enemies. |
Disintegrator I |
Your units' attacks deal bonus magic damage equal to 2% of the target's maximum Health. |
Arcane Nullifier I |
Your units' Abilities ignore 20% of the target's Magic Resist and reduce healing received by 50% for 8 seconds. |
Luden's Echo I |
When your units cast and deal Ability damage, the first target hit and a nearby enemy take 150 bonus magic damage. |
Backfoot I |
Your units that start combat in the back 2 rows gain 20% Attack Speed. |
Phalanx I |
Your units that start combat in the back 2 rows gain 25 Armor and Magic Resist. |
Battlemage I |
Your units that start combat in the front 2 rows gain 30 Ability Power. |
Meditation I |
Your units without items equipped restore 3 Mana per second. |
Cybernetic Uplink I |
Your champions holding an item gain 150 Health and restore 2 Mana per second. |
Cybernetic Shell I |
Your champions holding an item gain 150 Health and 30 Armor. |
Blue Battery I |
After casting their Ability, your units restore 10 Mana. |
Archangel's Embrace I |
Upon casting their Ability, your units gain Ability Power equal to 20% of their maximum Mana. |
Second Wind I |
After 10 seconds of combat, your units heal 50% of their missing Health. |
Double Trouble I |
If you have exactly 2 copies of a champion on your board, they both gain 30 Attack Damage, Ability Power, Armor, and Magic Resist. When you upgrade to 3-star, gain a 2-star copy. |
Tri Force I |
Your 3-cost champions gain 233 Health, 13 starting Mana, and 23% Attack Speed. |
Swift Justice |
Your Enforcers permanently gain 2% Attack Speed after each combat, and an additional 2% if they survived. Gain a Sejuani. |
Irresistible Charm |
Debonair champions take 25% less damage. Gain a Leona. |
Debonair Heart |
Your team counts as having 1 additional Debonair. Gain a Talon. |
Stored Power |
Your Hextech champions permanently gain 1 Ability Power each time they are hit by your Hexcore's pulses. Gain a Swain. |
Hexnova |
The first time a Hextech champion drops below 60% Health, they increase nearby enemies' maximum Mana by 50% until they cast. Gain a Nocturne. |
Hextech Heart |
Your team counts as having 1 additional Hextech. Gain a Sejuani. |
Concussive Blows |
Striker's critical strikes stun their target for 1.5 second(s). Each target can only be stunned once every 5 seconds. Gain a Rek'sai. |
Overpower |
After every 2 attacks, Strikers gain 75% Critical Strike Chance on their next attack. Gain a Rek'sai. |
Striker Heart |
Your team counts as having 1 additional Striker. Gain a Rek'sai. |
Free...Healthcare? |
All units benefit from the Chemtech trait as though they were Chemtech units. This does not affect the number of Chemtech units. Gain a Warwick |
Study the Blade |
All units benefit from the Challenger trait as though they were Challengers. This does not affect the number of Challengers. Gain a Quinn |
Hextech Armory |
All units benefit from the Hextech trait as though they were Hextech units. This does not affect the number of Hextech units. Gain a Sejuani. |
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 name |
Description |
Treasure Trove II |
Gain 2 blue and 1 gray loot orbs. |
Golden Gifts I |
Gain 1 golden loot orb. |
True Twos |
Gain 2 random 2-star 2-cost champions. |
Four Score |
Gain 3 random 4-cost champions. |
Component Grab Bag |
Gain 3 random item components. |
Future Sight I |
Know who you will fight next. Gain a Zephyr. |
Jeweled Lotus |
Magic and true damage from your units' Abilities can critically strike. |
Keepers II |
At the start of combat, your units grant adjacent allies a 175 Health shield for 8 seconds. |
Arcane Nullifier II |
Your units' Abilities ignore 40% of the target's Magic Resist and reduce healing received by 50% for 8 seconds. |
Electrocharge II |
When your units receive a critical strike, they deal 150 magic damage to nearby enemies. |
Disintegrator II |
Your units' attacks deal bonus magic damage equal to 3% of the target's maximum Health. |
Luden's Echo II |
When your units cast and deal Ability damage, the first target hit and a nearby enemy take 225 bonus magic damage. |
Woodland Trinket |
At the start of combat, your highest Attack Speed champion creates two 400 Health copies of themself (excluding items). |
Verdant Veil |
Your units are immune to crowd control effects for the first 10 seconds of combat. |
Weakspot II |
Your units' attacks ignore 40% of the target's Armor and reduce healing received by 50% for 5 seconds. |
Backfoot II |
Your units that start combat in the back 2 rows gain 30% Attack Speed. |
Phalanx II |
Your units that start combat in the back 2 rows gain 35 Armor and Magic Resist. |
Battlemage II |
Your units that start combat in the front 2 rows gain 45 Ability Power. |
Meditation II |
Your units without items equipped restore 5 Mana per second. |
Cybernetic Uplink II |
Your champions holding an item gain 250 Health and restore 3 Mana per second. |
Cybernetic Shell II |
Your champions holding an item gain 250 Health and 45 Armor. |
Second Wind II |
After 10 seconds of combat, your units heal 75% of their missing Health. |
Archangel's Embrace II |
Upon casting their Ability, your units gain Ability Power equal to 30% of their maximum Mana. |
Double Trouble II |
If you have exactly 2 copies of a champion on your board, they both gain 45 Attack Damage, Ability Power, Armor, and Magic Resist. When you upgrade to 3-star, gain a 2-star copy. |
Tri Force II |
Your 3-cost champions gain 333 Health, 23 Mana, and 33% Attack Speed. |
Thieving Rascals |
Free Yordles from the portal have 35% chance to arrive holding an item component. Gain a Lulu. |
Debonair Crest |
Gain a Debonair Emblem and a Syndra. |
Very VIP |
When an ally dies, they grant the Debonair VIP 40% of their maximum Health for the rest of combat. Gain a Syndra. |
Hextech Crest |
Gain a Hextech Emblem and a Nocturne. |
Striker Crest |
Gain a Striker Emblem and a Rek'sai. |
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 |
Golden Gifts II |
Gain 2 golden loot orbs. |
Treasure Trove III |
Gain 3 blue loot and 2 gray loot orbs. |
High Five |
Gain 3 random 5-cost champions. |
Radiant Relics |
Open an Armory and choose 1 of 4 unique Radiant items. |
The Golden Egg |
Gain a massive golden egg that hatches in 5 turns. |
Future Sight II |
Know who you fight next. Gain a Radiant Zephyr. |
Electrocharge III |
Whenever your units receive a critical strike, they deal 200 magic damage to nearby enemies. |
Arcane Nullifier III |
Your units' Abilities ignore 60% of the target's Magic Resist and reduce healing received by 50% for 8 seconds. |
Luden's Echo III |
When your units cast and deal Ability damage, the first target hit and a nearby enemy take 300 bonus magic damage. |
Disintegrator III |
Your units' attacks deal bonus magic damage equal to 4% of the target's maximum Health. |
Tiny Titans |
Your Tactician heals 35 Health, grows larger, and has 135 maximum Health. |
Weakspot III |
Your units' attacks ignore 60% of the target's Armor and reduce healing received by 50% for 5 seconds. |
Backfoot III |
Your units that start combat in the back 2 rows gain 40% Attack Speed. |
Phalanx III |
Your units that start combat in the back 2 rows gain 50 Armor and Magic Resist. |
Battlemage III |
Your units that start combat in the front 2 rows gain 60 Ability Power. |
Meditation III |
Your units without items equipped restore 7 Mana per second. |
Cybernetic Uplink III |
Your units holding an item gain 350 Health and restore 4 Mana per second. |
Cybernetic Shell III |
Your units holding an item gain 350 Health and 60 Armor. |
Blue Battery II |
After casting their Ability, your units restore 20 Mana. |
Second Wind III |
After 10 seconds of combat, your units heal 100% of their missing Health. |
Archangel's Embrace III |
After casting their Ability, your units gain Ability Power equal to 40% of their maximum Mana. |
Double Trouble III |
If you have exactly 2 copies of a champion on your board, they both gain 60 Attack Damage, Ability Power, Armor, and Magic Resist. When you upgrade to 3-star, gain a 2-star copy. |
Tri Force III |
Your 3-cost champions gain 433 Health, 33 Mana, and 43% Attack Speed. |
Debonair Crown |
Gain 2 Debonair Emblems. |
Hextech Crown |
Gain 2 Hextech Emblems. |
Striker Crown |
Gain 2 Striker Emblems. |
And these are all Hextech Augments featured in TFT: Gizmos and Gadgets’ Neon Nights.
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 mid-set update of Teamfight Tactics will arrive with League’s patch 11.22 on 16th February. You can also try it through its PBE server starting 1st February.
- Read more: Teamfight Tactics: Neon Nights - Release date, Hextech Augments, Units, Little Legends, more
Featured image courtesy of Riot Games.