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TFT Set 6 Orianna
Image via Riot Games

How TFT Set 6.5 Hextech Augments work: Full list and updates

Over 140 Hextech Augments exist in TFT Set Six and Set 6.5.

Every Teamfight Tactics set showcases a feature mechanic—and Set Six Gizmos and Gadgets/Set 6.5 Neon Nights is no different. The set brings a new mechanic called Hextech Augments to the fray.

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Over 140 possible TFT Set 6.5 Hextech Augments can show up in an Armory, with over 80 more getting added in Set 6.5 Neon Nights. Each player receives options that are equal in power and come from the same tier but are different from each other. A total of three tiers of Hextech Augments exist in Set 6.5: Silver, Gold, and Prismatic.

Some options have multiple versions across tiers, while others are unique. Hextech Augments mean to shift the focus off of TFT items, opening the door for flexible gameplay while also possibly doubling down on early-game decisions.

Related: How TFT Set 7 Draconic Augments work: Full list and updates

Options are offered to players a total of three times throughout a game via a Hextech Augment Armory. These Armories will appear at Stages 1-3, 3-5, and 5-1. Hyper Roll Hextech Augments will appear at Stages 3-1, 5-2, and 7-2. The total chance of a Prismatic game in TFT Set 6.5 was increased from 31 to 33 percent.

Here’s a table of how often silver, gold, and prismatic options will appear:

PercentageFirst Hextech ArmorySecond Hextech ArmoryThird Hextech Armory
30 percentSilverSilverGold
Nine percentSilver SilverPrismatic
12 percentGoldSilverGold
Four percentGoldGoldPrismatic
Four percentGoldSilver Prismatic
Two percentPrismaticSilverGold
One percentPrismatic Prismatic Prismatic
Four percentSilver PrismaticSilver
Two percentPrismaticGold Gold
Four percentSilverGold Prismatic
Four percentGoldGoldGold
One percentPrismaticSilverPrismatic
One percentSilverPrismaticPrismatic
Two percentGoldPrismaticGold

Players can see what Hextech Augments opponents have received, along with their own, via stationary Hextechs on the board. Right-clicking on the symbols above each Hextech will reveal the Hextech Augments.

Changes were applied to the Tome of Traits, preventing players from manipulating a tailored trait Emblem.

  • No tailored Emblems: Changed from zero to four to zero to five active traits
  • One tailored Emblem: Changed from five to six to five to seven active traits
  • Two tailored Emblems: Changed form seven to eight to eight to nine active traits
  • Three tailored Emblems: Changed from nine to 10 to 10 to 11 active traits
  • Four tailored Emblems: Changed from 11 or more to 12 or more active traits

Patch 12.5 in Neon Nights shifted the power levels of combat TFT Set 6.5 Hextech Augments while also shifting a number of Augments to different tiers and implementing specific Augments that can’t get offered at certain stages of the game.

General changes were applied to Hextech Augments via the 12.6 TFT patch, from a time reduction to choosing an Augment to players no longer getting offered three economy Augments during the same round.

  • Getting three economy Augments in the same round has been changed and will no longer occur.
  • Time reduction for the first Augment reduced from 45 to 43 seconds.
  • Time reduction for second and third Augments reduced from 60 to 58 seconds.
  • Time reduction to choose Augments in Hyper Roll reduced from 35 to 33 seconds.

Here’s every possible TFT Set 6.5 Hextech Augment and its effect, divided up into the three possible tiers. 

Set 6.5 TFT Hextech Augments in multiple tiers

Each of the multiple-tier Set Six Hextech Augments appears in the Silver, Gold, and Prismatic tier unless otherwise specified. 

  • Arcane Nullifier: Your unit’s abilities ignore 25/35/50 percent of the target’s magic resistance and reduce healing received by 50 percent for eight seconds.
  • Backfoot: Your units that start combat in the back two rows gain 20/30/45 percent attack speed.
  • Battlemage: Your units that start combat in the front two rows gain 25/35/50 ability power. No longer offered as an option if playing two Sniper units.
  • Blue Battery (Silver/Prismatic): After casting their ability, your units restore 10/20 mana.
  • Built Different: Your units with no traits active gain 300/400/500 health and 55/60/70 percent attack speed. 
  • Celestial Blessing: Your units heal for 12/15/20 percent of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 300/450/600 health.
  • Chemical Overload (Silver/Gold): Chemtech unites explode on death, dealing 20/30 percent of their maximum health as magic damage to enemies within two Hexes.
  • Cybernetic Implants: Your units equipped with an item gain 125/200/300 health and 10/20/30 attack damage.
  • Cybernetic Shell: Your champions holding an item gain 125/200/300 health and 30/45/60 armor.
  • Cybernetic Uplink: Your champions holding an item gain 125/200/300 health and restore 2/3/4 mana per second.
  • Disintegrator: Your unit’s attacks deal bonus magic damage equal to 1.5/2.5/4 percent of the target’s maximum health.
  • Double Trouble: If you have exactly two copies of a champion on your board, they both gain 30/40/50 attack damage, ability power, armor, and magic resistance. When you upgrade to a three-star, gain a two-star copy. 
  • Electocharge: When your units receive a critical strike, they deal damage that scales per stage. Electocharge has a one-second cooldown.
  • Electrocharge 1: 50/65/80/95
  • Electrocharge 2: 75/95/115/135
  • Electrocharge 3: 115/145/180/220
  • Exiles: Your units that start combat with no adjacent allies gain a 30/45/70 percent maximum health shield for eight seconds.
  • Featherweights: Your one and two-cost units gain 30/40/60 percent movement and attack speed.
  • Future Sight (Gold/Prismatic): Know who you will fight next. Gain a Zephyr/Radiant Zephyr. 
  • Golden Gifts (Gold/Prismatic): Gain three Gray Orbs from Golden Gifts one and four Gray Orbs from Golden Gifts two. Golden Gifts can only appear as a second Augment choice in a game.
  • Item Grab Bag (Silver and Prismatic): Gain one random completed item in Silver-tier. Gain two random completed items and a Reforger in Prismatic-tier.
  • Knife’s Edge: Your units that start combat in the front two rows gain 30/40/55 attack damage. Players will no longer get offered the Knife’s Edge Augment option if playing two more of the traits Arcanist, Scholar, Sniper, or Enchanter.
  • Keepers (Silver/Gold): At the start of combat, your units grant adjacent allies a 125/175 health shield for eight seconds. 
  • Luden’s Echo: When your units cast and deal ability damage, the first target hit, and a nearby enemy take bonus magic damage that scales per stage.
  • Luden’s Echo 1: 70/90/110/130
  • Luden’s Echo 2: 100/125/150/175
  • Luden’s Echo 3: 140/180/220/260
  • Makeshift Armor: Your units with no items gain 35/55/80 armor and magic resistance.
  • Mediation: Your units without items equipped restore 5/7/10 mana per second.
  • Phalanx: Your units that start combat in the back two rows gain 25/35/50 armor and magic resistance. 
  • Runic Shield (Silver/Gold): Arcanist units start combat with a shield equal to 300/450 percent of their ability power. Gain a Swain with Runic Shield one. Gain a Vex with Runic Shield two.
  • Stand United: Your units gain 2/3/5 attack damage and ability power per trait active across your team.
  • Second Wind (Silver/Gold): After 10 seconds of combat, your units heal 50/75 percent of their missing health. 
  • Thrill of the Hunt (Silver/Gold): Your units heal 400/700 health on kill. 
  • Treasure Trove: Gain 1/1/3 Blue and 1/2/2 Gray loot orbs. Silver and Gold Treasure Trove can only appear as the first Hextech Augment option.
  • Tri-Force: Your three-cost champions gain 133/233/333 health, 13/23/33 starting mana (granted at the start of combat), and 23/33/43 percent attack speed. Tri-Force is only offered as an Augment opion if a player has two or more three-cost units in play.
  • Weakspot (Gold/Prismatic): Your units’ attacks ignore 40/60 percent of the target’s armor and reduce healing received by 50 percent for five seconds. 

Silver tier only Set 6.5 TFT Hextech Augments

  • Ancient Archives: Gain one Tome of Traits.
  • Ardent Censer: Allies healed or shielded by Enchanter units gain 45 percent bonus attack speed. There is a cooldown of three seconds. Gain a Lulu.
  • Ascension: After 15 seconds of combat, your units deal 50 percent more damage.
  • Calculated Loss: After losing your combat, gain two gold and a free Shop refresh.
  • Cutthroat: Assassin units mana reave the first unit they attack, increasing their maximum mana by 50 percent until they cast. Gain a Talon.
  • Dominance: After winning your combat, gain one bonus gold for every two surviving units. Dominance may appear as an Augment option if you are on a two or more win-streak
  • Dual Rule: There are now two Tyrants.
  • Duet: Summon one additional Socialite Spotlight, with a bonus granting 200 maximum health to spotlighted champions. Gain a Senna.
  • En Garde: The first time an enemy is attacked by a Challenger unit, they are disarmed for a total of 2.5 seconds. Gain a Warwick.
  • First Aid Kit: All healing and shielding received by your units is increased by 35 percent.
  • Free Healthcare: All units benefit from the Chemtech trait as though they were Chemtech units. Gain a Warwick. 
  • Hexnova: The first time a Hextech champion drops below 60 percent health, they increase nearby enemies’ maximum mana by 50 percent until they cast. Gain a Nocturne. Range is two Hexes.
  • 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 Sejauni. 
  • Hyper Roll: If you have less than 10 gold at the end of a round, gain three gold.
  • Irresistible Charm: Debonair champions take 15 percent less damage. Gain a Leona. 
  • Lifelong Learning:  Scholar units gain three ability power after each combat and an additional three ability power if they survive combat. Gain a Syndra. Lifelong Learning is not offered during the third Augment choice option and doesn’t work during PVE rounds.
  • One For All: When your Syndicate unit dies, they grant your other Syndicate units 15 attack damage and ability power.
  • Overpower: After every two attacks, Striker units gain 75 percent critical strike chance on their next attack. Gain a Rek’Sai. 
  • Pandora’s Items: Gain a random component. At the start of each turn, items on your bench are randomized. This does not include Force of Nature, Spatula, and consumables.
  • Payday: After winning your combat, gain one bonus gold for each surviving Syndicate unit. Gain an Ashe.
  • Pirates: Mercenary units have a 50 percent chance to drop one gold when they kill an enemy. Gain a Quinn.
  • Phony Frontline: Gain two Target Dummies with a health of 500.
  • Recombobulator: Champions on your board permanently transform into random champions that cost one more. Gain three Magnetic Removers.
  • Self-Repair: When the Innovation unit dies, it will become untargetable and repair itself if an Innovator unit is still alive with a revive time of seven seconds. Gain a Zilean.
  • Shrug It Off: Bruisers regenerate three percent of their maximum health each second. Gain a Sejauni.
  • Sniper’s Nest: Snipers gain eight percent damage per round when they’ve started combat in the same Hex. The maximum is 40 percent.
  • Stand Behind Me: Bodyguard units gain 25 percent bonus armor and grant 100 percent of their armor to allies directly behind them at the start of combat. Gain a Blitzcrank.
  • Stored Power: Your Hextech champions permanently gain one ability power each time they are hit by your Hexcore’s pulses. Gain a Swain.
  • Striker Heart: Your team counts as having 1 additional Striker. Gain a Rek’Sai.
  • Study the Blade: All units benefit from the Challenger trait as though they were Challenger. This does not affect the number of Challenger units. Gain a Quinn.
  • True Justice: Your Enforcers deal true damage to enemies below 50 percent health. Gain a Sejuani. True Justice is disabled due to a bug until Patch 12.6.
  • Underdogs: Whenever your team has fewer units alive than your opponent, your units regenerate nine percent of their missing health every second up to a cap of 200.
  • Unstable Evolution: Mutants randomly gain one of the following when they reach two-star: 600 health, 40 percent attack speed, 40 attack damage, or 40 ability power. Gain a Rek’Sai. These bonuses stack.
  • Weakspot: Your units’ attacks ignore 20 percent of the target’s armor and reduce healing received by 50 percent for five seconds. Upon choosing Weakspot, it will not get offered as an option again during that game.

Silver-tier trait Augments, Hearts

  • Arcanist Heart: Your team counts as having one additional Arcanist and grants a Swain.
  • Assassin Heart: Your team counts as having one additional Assassin and gain a Talon.
  • Bodyguard Heart: Your team counts as having one additional Bodyguard and gain a Blitzcrank.
  • Bruiser Heart: Your team counts as having one additional Bruiser and gain a Trundle.
  • Challenger Heart: Your team counts as having one additional Challenger and gain a Quinn.
  • Chemtech Heart: Your team counts as having one additional Chemtech.
  • Clockwork Heart: Your team counts as having one additional Clockwork and gain a Zilean.
  • Debonair Heart: Your team counts as having one additional Debonair. Gain a Talon.
  • Enchanter Heart: Your team counts as having one additional Enchanter and gain a Taric.
  • Enforcer Heart: Your team counts as having one additional Enforcer and gain a Vi.
  • Hextech Heart: Your team counts as having one additional Hextech. Gain a Sejauni. 
  • Mercenary Heart: Your team counts as having one additional Mercenary.
  • Mutant Heart: Your team counts as having one additional Mutant and gain a Kog’Maw.
  • Scholar Heart: Your team counts as having one additional Scholar and gain a Zyra.
  • Scrap Heart: Your team counts as having one additional Scrap and gain a Blitzcrank.
  • Sniper Heart: Your team counts as having one additional Sniper and gain an Ashe.
  • Socialite Heart: Your team counts as having one additional Socialite.
  • Syndicate Heart: Your team counts as having one additional Syndicate and gain a Zyra.
  • Twinshot Heart: Your team counts as having one additional Twinshot and gain a Corki.

Gold-tier only TFT Set 6.5 Hextech Augments

  • All For One: When an ally dies, they grant the Tyrant (Imperial trait) 33 percent of their maximum health.
  • Archangel’s Embrace: Upon casting their ability, your units gain ability power equal to 25 percent of their maximum mana.
  • Armor Plating: Colossus units become invulnerable for three seconds the first time their health drops to 50 percent. Gain a Cho’Gath.
  • Binary Airdrop: Your units equipped with two items temporarily gain a random completed item at the start of combat.
  • Broken Stopwatch: Five seconds into combat, all enemies and non-Clockwork units are frozen in time for a total of four seconds. Gain a Zilean. Broken Stopwatch will never appear at Stage 1-4.
  • Chemtech Unity: The Chemtech trait grants its bonuses to all allies but does not increase the number of Chemtech units. Gain a Warwick.
  • Clear Mind: If you have no units on your bench at the end of a round, gain three experience points. Clear Mind will never appear at Stage 1-4.
  • Component Grab Bag: Gain three random item components. 
  • Concussive Blows: Striker units that deal critical strike damage stun their target for 1.5 seconds. Each target can only be stunned once every six seconds. Gain a Rek’Sai.
  • Four Score: Gain three random four-cost champions. Four Score can only appear as a second Augment choice in a game.
  • Gold Reserves: Mercenary units deal two percent more damage per one gold you have. This caps at a maximum of 50 percent, achieved at 30 gold. Gain a Quinn.
  • High-End Shopping: Champions appear in your Shop as if you were one level higher. Gain eight gold. High-End Shopping won’t appear as a first Augment option.
  • Instant Injection: Chemtech units now additionally trigger their bonuses at the start of combat. Gain a Warwick.
  • Jeweled Lotus: Magic and true damage from your units’ abilities can critically strike. Unit’s additionally gain 25 percent critical strike chance.
  • Junkyard: Every three combat rounds with the Scrap trait active, gain a random component. Gain an Ezreal.
  • Metabolic Accelerator: Your Tactician moves faster and heals two health at the start of each round. Can only show up at Stage 1-4.
  • Portable Forge: Open an Armory and choose one of three unique Artifacts crafted by Ornn. Chance to drop gold is 60 percent.
  • Rich Get Richer: Gain 10 gold. Your maximum interest is increased to seven.
  • Sharpshooter: Twinshot units’ ranged attacks and abilities can bounce once, dealing 60 percent less damage. Gain a Corki.
  • Smoke Bomb: The first time champions with the Assassin trait drop below 70 percent health, they briefly enter stealth, becoming untargetable and shedding all negative effects, taking 80 percent damage reduction. Gain a Talon.
  • Trade Sector: Gain a free Shop refresh each round.
  • Salvage Bin: Gain a random completed item. Selling champions breaks apart their full items into components. This does not include Force of Nature.
  • Spell Blade: After casting their ability, Arcanists’ next attack deals bonus magic damage equal to 200 percent of their ability power. Gain a Swain.
  • So Small: Yordles gain a 30 percent dodge chance. Gain a Corki.
  • Sunfire Board: At the start of combat, burn all enemies for 20 percent of their maximum HP over 10 seconds and reduce healing received by 50 percent.
  • Titanic Force: Your units with more than 1400 maximum health gain attack damage equal to 2.5 percent of their maximum health.
  • Tiny Titans: Your Tactician heals 35 health, grows larger, and has 135 maximum health. 
  • Thieving Rascals: Free Yordle champions from the portal have a 40 percent chance to arrive holding an item component (not a Spatula). Gain a Lulu.
  • Three’s Company: Gain four random three-cost champions. Three’s Company can only appear at Stage 1-4.
  • True Twos: Gain two random two-star two-cost champions.
  • Very VIP: When an ally perishes, they grant the Debonair VIP 30 percent of their maximum health for the rest of combat. Gain a Syndra. 
  • Wise Spending: Gain two experience points when you refresh your Shop and it grants four gold upon selecting the Augment.
  • Woodland Trinket: At the start of combat, your highest attack speed champion creates two 360 health copies of themself (excluding items).

Gold-tier trait Augments, Crests

  • Arcanist Crest: Gain an Arcanist Emblem and a Swain.
  • Assassin Crest: Gain an Assassin Emblem and a Talon.
  • Bodyguard Crest: Gain a Bodyguard Emblem and a Darius.
  • Bruiser Crest: Gain a Bruiser Emblem and a Trundle.
  • Challenger Crest: Gain a Challenger Emblem and a Quinn.
  • Chemtech Crest: Gain a Chemtech Emblem and a Warwick.
  • Clockwork Crest: Gain a Clockwork Emblem and gain a Zilean.
  • Debonair Crest: Gain a Debonair emblem and gain a Syndra. 
  • Hextech Crest: Gain a Hextech emblem and gain a Nocturne.
  • Innovator Heart: Your team counts as having one additional Innovator. This effect is never offered as a first Hextech Augment choice.
  • Mercenary Crest: Gain a Mercenary Emblem and three gold.
  • Mutant Crest: Gain a Mutant Emblem and gain a Kassadin.
  • Scholar Crest: Gain a Scholar Emblem and gain a Heimerdinger.
  • Scrap Crest: Gain a Scrap Emblem and gain a Blitzcrank.
  • Sniper Crest: Gain a Sniper Emblem and gain a Tristana.
  • Striker Crest: Gain a Striker emblem and gain a Rek’Sai.
  • Syndicate Crest: Gain a Syndicate Emblem and gain a Zyra.

Prismatic-tier only TFT Set 6.5 Hextech Augments

  • Band of Thieves: Gain two Thief’s Gloves.
  • Cram Session: After casting their first Ability, Academic units restore 90 percent of their maximum mana.
  • Golden Ticket: Each time your Shop is refreshed, you have a 45 percent chance to gain a free refresh.
  • High Five: Gain four random five-cost champions. High Five can only appear at Stage 4-6.
  • High Roller: Gain two Loaded Dice and eight gold.
  • Level Up!: When you buy experience points, gain an additional three experience points. You can now reach level 10. This effect is not offered after choosing March of Progress.
  • March of Progress: Gain five bonus experience points per round. You can no longer use gold to gain experience points.
  • New Recruit: Gain plus one team size.
  • Radiant Relics: Open an Armory and choose one of four unique Radiant items. 
  • Share the Spotlight: Allies adjacent to a spotlight at the start of combat gain 100 percent of its bonuses. Gain a Senna.
  • The Golden Egg: Gain a massive golden egg that hatches in five turns. Players can not sell the egg for any gold. Total gold is capped at 75 and may include a Tactician’s Crown.
  • Verdant Veil: Your units are immune to crowd control effects for the first 15 seconds of combat. 
  • Windfall: Gain gold based on the number of Augments you currently have. Zero equals 18 gold, one equals 30 gold, and two equals 45 gold.
  • Woodland Charm: At the start of combat, your highest health champion creates a 1,600 health copy of themself. The clone does not include items from the champion that was copied. Woodland Charm won’t appear as a third Augment option.

Prismatic-tier trait Augments Crest, Crown, and Souls

Prismatic Crown and Soul Hextech trait Augments will only show up if a player has an activated trait that they are playing. There are two exceptions to this rule: Mutant Crown is offered when two Mutant units are in play, and Mercenary Crown is offered when two units are in play.

  • Arcanist Crown: Gain two Arcanist Emblems.
  • Assassin Crest: Gain two Assassin Emblems.
  • Bodyguard Crest: Gain two Bodyguard Emblems.
  • Bruiser Crest: Gain two Bruiser Emblems.
  • Challenger Crest: Gain two Challenger Emblems.
  • Chemtech Crest: Gain two Chemtech Emblems.
  • Debonair Crown: Gain two Debonair emblems.
  • Hextech Crown: Gain two Hextech emblems.
  • Striker Crown: Gain two Striker emblems.
  • Mutant Crest: Gain two Mutant Emblems.
  • Sniper Crest: Gain two Sniper Emblems.
  • Syndicate Crest: Gain two Syndicate Emblems.
  • Clockwork Soul: Your team counts as having two additional Clockwork and you gain eight gold.
  • Enchanter Soul: Your team counts as having two additional Enchanter and you gain eight gold.
  • Innovator Soul: Removed
  • Mercenary Soul: Your team counts as having two additional Mercenary.
  • Scholar Soul: Your team counts as having two additional Scholar and you gain eight gold.
  • Scrap Soul: Your team counts as having two additional Scrap and you gain eight gold.
  • Socialite Soul: Your team counts as having two additional Socialite. Gain eight gold.
  • Twinshot Soul: Your team counts as having two additional Twinshot.

Hextech Augments are subject to balance changes. Should an adjustment fail, the TFT Set Six Hextech Augment will be removed from the list.

Update March 1 1:30pm CT: All TFT Set 6.5 Hextech Augment changes from Patch 12.5 were applied.

Update March 7 7pm CT: Adjustments were applied following the TFT 12.5 B-patch.

Update March 29 2pm CT: All changes from TFT Patch 12.6 were applied.

Update May 10 6:45pm CT: All changes from TFT Patch 12.9 were applied.


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Author
Image of Danny Forster
Danny Forster
Staff writer, lead beat writer for MTG and TFT
Danny has been writing for Dot Esports for over five years, first as a freelancer and now as a staff writer. He is the lead beat writer for Magic: The Gathering and Teamfight Tactics. Danny is also a solid Monopoly GO player, having beaten every main event without spending a dime. When Danny isn't writing or gaming, he's chilling by the water in Spacecoast Florida with his family and friends. He's always got a tan, because touching grass is important, and loves playing strategic digital and tabletop games. Past outlets Danny has written for include TheGamer and ScreenRant.