With the TFT set 7 arrival, Dragonlands, the Hextech Augments have given way to Draconic optimizations. In our TFT Augments Tier List, we've ranked the 201 TFT Augments and added our tips and tricks to help you choose. After introducing the new types and champions, it's time to find out which are the best TFT Augments in the 7 set.
Before we start TFT Augments Tier List set 7, let's quickly go over the function of these optimisations. Three times per game, you are offered 3 permanent bonuses. However, you can only choose one. Draconic Augments optimisations now appear at the beginning of rounds 2-1, 3-2 and 4-2 instead of 1-4, 3-3 and 4-6 as they did on Set 6. These optimisations can strengthen some or all of your units on the field, give you an economic advantage, provide items and many other bonuses.
Within our 201 TFT Augments tier list in Set 7, these optimizations are divided into 3 categories: silver, gold and prismatic. While the tiers of TFT Augments vary each game, players are all given choices of equal categories to avoid unbalancing the matchups.
Before we get down to business with the TFT Augments Tier List set 7, here are some tips and tricks to help you make your choices:
Let's start our TFT Augments tier list set 7. In order to compare what is comparable, the optimisations are sorted by tier. The first tier is the silver Augments. These are logically the least impactful. A word of advice: go for versatile optimisations to keep all your options open. Moreover, the bonuses of this tier are too specific and not powerful enough to build a composition around. Let's start our first tier with the 56 Silver TFT Augments tier list of set 7.
Name | Rank | Description of the optimisation | Dragonic Augment Advice |
---|---|---|---|
Second Wind | S | After 10 seconds of combat, your units heal by 50% of their missing HP. | Very effective with champions who have a lot of HP, Second Blast synergizes well with the cybernetic optimizations that allow for longer survival. |
Cybernetic Implants I | S | Your champions equipped with an item gain 125 health and 10 attack damage. | Overpowering at the beginning of the game, the damage bonus of this Augment TFT will always be pleasant afterwards. |
Cybernetic Uplink I | S | Your champions equipped with an item gain 125 HP and 2 mana points per second. | Like the Cybernetic Implants, this optimization is very strong at the beginning of the game and ranks very high in our tier list of Augments TFT. |
Pandora's Bench | S | At the beginning of each round, the champions on the 3 rightmost squares turn into random champions of the same cost. You also gain 5 gold coins. | Although it doesn't bring any bonus on the field, this optimization allows you to find your champions much faster and without spending extra gold coins. |
First aid kit I | S | Healing and shields received by your units increase by 25%. | A Augment that works perfectly with the Jade champions to improve the effects of their statues, but more generally with all set 7 TFT comps that have care. |
AFK | S | You can't do anything for 3 rounds, then you get 20 gold. | If your composition is strong enough, go for this optimization. And even without it, the 20 gold are worth the loss of a few HPs. |
Band of Thieves I | S | Allies healed or protected by Evokers gain 50% cumulative attack speed for the rest of the fight (maximum once every 2 seconds). You also gain 1 Lulu. | Although situational, it is one of the best TFT Augments currently available, especially with the composition Revel / Cannoneers. |
Ardent Censer | S | Your units gain 3 Attack Damage and Ability Power per active Trait in your team. | An optimization for the endgame. 9 units on the board and a maximum of legends such as Jayce, Yuumi or Tahm Kench ensure a substantial buff. |
Celestial Blessing I | A | Your units regenerate 12% of the damage inflicted by attacks and abilities into HP. Excess healing is converted into a shield up to 300 HP. | Very weak at the beginning of the game, prefer TFT Augment Thrill of the Hunt as much as possible. |
Combat Training I | A | Your champions permanently gain 2 attack damage and 1 additional for each enemy killed. | Damage that increases throughout the game! What more could you ask for? |
Cybernetic Shell I | A | Your champions equipped with an item gain 125 HP and 20 points of armor. | A little below the other cybernetic optimisations, but useful to avoid losing precious life points at the beginning of the game. |
Luden's Echo | A | When your units use their skill, the first target hit and a nearby enemy take 70-130 magic damage. | Despite the fact that the amount of damage it does decreases over the course of the game, Luden's Echo is still effective against Mages. |
Tiny Titans | A | Your little legend gains 30 HP and becomes bigger. Its maximum HP increases to 130. | Very useful to ensure a top 4, but penalizing at the beginning of the game for the choice at the carousel. |
Meditation I | A | Your units without objects recover 5 mana per second. | This TFT Augment is effective at the beginning of the game as you will have the advantage of skill timing over your opponents. |
Item Grab Bag I | A | You win a random full item and a Reforger. | At the beginning of the game, the object you get will determine the direction of your composition. If you really don't like it, the Reforger will give you a second chance, but you may end up with something worse. |
Thrill of the Hunt I | A | Your units regenerate 400 HP by killing an enemy. | Better than Celestial Blessing at the beginning of the game, its regeneration will surprise your opponents. |
Weakspot | A | Your units' attacks ignore 20% of the enemy's armor and reduce healing received by 50% for 5s. | This optimisation will not have a considerable impact on the game, but has the advantage of benefiting your entire team. |
Ascension | A | After 15 seconds of combat, your units deal 50% more damage. | At the end of the game, the high damage of the units shortens the duration of the fight. To take advantage of the effects of this TFT increase, make sure you have champions with lots of HP. |
Big Friend | B | Your units that start the fight next to a champion with more than 2000 HP take 10% less damage for the rest of the fight. | A non-negligible reduction of the damage received, but useless at the beginning of the game. |
Makeshift Armor I | B | Your units without objects gain 30 armor and magic resist. | Your important units usually carry items. However, if you lack items for your tanks, consider this option. |
Pandora's Items | B | You gain a random component. At the beginning of each round, the items on your bench are randomly changed (except for the crown, the spatula and the tactician's consumables) | With this TFT Augment, you are sure to find the components you need to build your champions. However, this does not give you any additional bonus. |
Exiles I | B | Your units that start combat without an adjacent ally gain a shield of 25% of their max HP for 10 seconds. | An optimisation that has undergone a nerf on TFT set 7. |
Lategame Specialist | B | When you reach level 9, you earn 40 golds. | Although the 40 golds bonus is huge, you may lose before you can unlock it. |
Phony Frontline | B | You gain 2 target dummies with 500 HP. | A less effective optimization than the previous set, but beneficial regardless of composition. |
Stand United I | C | Your champions gain 2 attack damage and ability power per active trait among your units. | An optimization for the endgame. 9 units on the board and a maximum of legends such as Bard, Soraka or Zoe ensure a substantial buff. |
Electrocharge I | C | When your units receive critical hits, they inflict between 50 and 95 damage points to nearby enemies. | Damage that becomes paltry at the end of the game. |
Featherweights I | C | Your cost 1 and 2 units gain 30% movement speed and attack speed | TFT comps reroll in set 7 is more around cost champion 3, so Featherweights is less impactful than at Set 6. |
Dominance | C | After winning a battle, you earn 1 gold for every two surviving units. | Betting on your next victory is risky. Prefer optimization that strengthens you on the ground. |
Recombobulator | C | Champions on your board are randomly transformed into champions that cost 1 more. You also gain 3 Magnetic Removers. | This is another gamble that will bring you nothing in combat and will burden you with 3 Magnetic Removers. |
Axiom Arc I | C | Your champions gain 20 mana when they kill an enemy. | A bonus that is simply too small to be advantageous. |
Built Different I | D | Your champions without an active trait gain 300 HP and 50% attack speed. | Even if this TFT Augment gives you a nice bonus at the beginning of the game, it is not really possible to build a stable composition on it. |
Best friends I | D | Your units that start the fight side by side gain 15% attack speed and 15 armor. | An insignificant bonus compared to the other TFT Augments in the set 7. |
Tri-Force I | D | Your cost 3 units gain 133 HP, 13% attack speed and 23 mana points at the start of the game. | Optimisation that is far too targeted and yields few results. |
Double Trouble I | D | If you have two copies of a champion on your board, both gain 30 attack damage, ability power, armor and magic resist. | Again, far too situational. |
Preparation | D | Units on your board gain 6 attack damage and skill damage each turn, up to a maximum of 24 points. | This Augment requires you to keep units off the field for several rounds. |
Assassin Heart | ? | Your team has an extra Assassin. You also gain 1 Kayn. | |
Bruiser Heart | ? | Your team has one more Bruiser. You also gain 1 Shen. | |
Gunner Heart | ? | Your team has an extra Cannoneer. You also gain 1 Tristana. | |
Cavalier Heart | ? | Your team has one more Cavalier. You also gain 1 Lillia. | |
Dragonmancer Heart | ? | Your team has an extra Dragonmancer . You also gain 1 Ashe. | |
Evoker Heart | ? | Your team has an extra Evoker. You also gain 1 Lulu. | |
Ragewing Heart | ? | Your team has an extra Ragewing . You also gain 1 Shen. | |
Guardian Heart | ? | Your team has an extra Guardian. You also gain 1 Thresh. | |
Guild Heart | ? | Your team has an extra guild. You also gain 1 Twitch. | |
Jade Heart | ? | Your team has an extra Jade. You also gain 1 Gnar. | |
Mage Heart | ? | Your team has an extra Mage. You also gain 1 Nami. | |
Mirage Heart | ? | Your team has one more Mirage. You also gain 1 Yone. | |
Mystic Heart | ? | Your team has an extra Mystic. You also gain 1 Nami. | |
Revel Heart | ? | Your team has an extra Revel. You also gain 1 Jinx. | |
Scalescorn Heart | ? | Your team has an extra Scalescorn . You also gain 1 Braum. | |
Shimmerscale Heart | ? | Your team has an extra Shimmerscale . You also gain 1 Kayn. | |
Shapeshifter Heart | ? | Your team has an extra Shape-shifter. You also gain 1 Gnar. | |
Swiftshot Heart | ? | Your team has an extra Swiftshot . You also gain 1 Twitch. | |
Tempest Heart | ? | Your team has an extra Tempest. You also gain 1 Qiyana. | |
Warrior Heart | ? | Your team gets an extra Warrior. You also gain 1 Yone. | |
Whispers Heart | ? | Your team has an extra Whispers. You also gain 1 Thresh. |
The second tier of our TFT Augments tier list set 7 offers much more interesting bonuses than the previous one. It is also the one with the most bonuses, with 89 Gold Augments compared to 56 for the Silver and Prismatic tiers. If they appear in rounds 3-2 or 4-2, you can consider TFT Augments that direct you to a particular composition. On the other hand, if you choose to upgrade your stats, you may want to consider those that give you a percentage bonus rather than those that give you a fixed number of points.
Name | Rank | Description of the optimisation | Dragonic Augment Advice |
---|---|---|---|
Second wind II | S | After 10 seconds of combat, your units heal by 50% of their missing HP. | Like the first tier, Second Wind II deserves its place at the top of this TFT Augments tier list set 7. |
Calculated Loss | S | After a defeat, you get 2 golds and a free shop refreshment. | A risky gamble, but one that can pay off if you manage to string together a series of defeats without losing too many HPs. |
Component Grab Bag | S | You gain 3 random item components. May not appear on turn 2-1. | One of the best TFT Augment, flexible in all phases of the game and works with all comps. |
Hustler | S | If you have less than 20 golds at the end of a round, you get 3 extra golds. | Even better than High Roller Augment from Set 6, Hustler will give you the economic advantage. |
Essence Theft | S | When your Evoker champions attack, they steal 4 mana points from their targets. You also gain 1 Lulu. | If you place 2 Evokers in your composition, you get a considerable advantage. |
Loot Master | S | If you have at least 2 Guild champions on the field, you gain a random component every 4 rounds. You also gain 1 Twitch. | Guild units are very versatile with their bonuses granted to the whole team. Do not hesitate to choose this Augment which will give you the advantage on the build of your champions. |
Tiamat | S | Warrior attacks deal 40% more damage to enemies within one hex of their target. You gain 1 Yone. | Considerable area damage on strong units in the set 7 meta that will melt enemy tank HP. |
Party Time! | S | When a Revel champion kills an enemy, he gains 75% attack speed for 4 seconds. You also gain 1 Jinx. | A powerful optimization for Revel / Cannoneer comp. |
Rich Get Richer | S | You gain 10 golds and your maximum interest is increased to 7 instead of 5. Appears only in round 1-4 or in the + version in 3-2. | The more golds you have, the more you earn. Simple, effective, indispensable. |
Sunfire Board | S | At the start of combat, enemies burn 15% of their maximum health in 15 seconds and their healing is reduced by 50%. | An Augment that is effective at all stages of the game and gradually depletes the enemy's HP. |
Better Together | S | The effects of halo items are increased by 33%. You also gain 1 Locket of the Iron Solari. | Always profitable as its effect is applied to the offered item and immediately reinforces the life span of your tanks. |
Wise Spending | S | You gain 2 experience points when you refresh the shop. | None of your gold coins will be spent unnecessarily. |
Combat Training II | A | Your champions permanently gain 4 attack damage and 2 additional for each enemy killed. | |
Dragon Alliance | A | The Dragon type remains active regardless of the number of dragons on the field. Dragons gain 25 armor and magic resist. You also gain a random Dragon of cost 4. | This is one of only two TFT Augments in the 7 set that allow you to line up multiple dragons while retaining the bonuses of this class. This will considerably strengthen your defence. |
Dragon Horde | A | The Dragon type remains active regardless of dragons numbers on the field. Dragons gain 15 attack damage and ability power. You also gain a Dragon of cost 4 at random. | And here is the second one, this time with attack bonuses. |
Stand United II | A | Your champions gain 3 attack damage and ability power per active trait among your units. | |
Cybernetic Implants II | A | Your champions equipped with an item gain 200 health and 20 attack damage. | |
Gear Upgrades | A | Guild champions equipped with an item gain 25 armor and 200% of their Guild bonus. You also gain 1 Twitch. | Very powerful and versatile, this bonus is never lost. |
Eternal Protection | A | When your Jade champions are eliminated, the nearest Jade statue protects them. It loses 70% of its HP and gives them 150% of that amount. You also gain 1 Ashe. | With the right positioning of your Jade statues, this optimization can be formidable. |
Scorch | A | Every 5 attacks, Ragewing champions deal 40% more damage, which is converted to true damage. You also gain 1 Kayn. | A significant damage bonus if you have a good start to play a composition Ragewing . |
Inspire | A | When a champion Dragonmancer dies, units sharing that type gain 60% attack speed for 4 seconds. You also gain 1 Ashe. | Like Scorch, this TFT Augment is effective if you get the right champions. |
Clear Mind | A | If you do not have a champion on your board at the end of a round, you gain 3 experience points. May not appear on turn 2-1. | Playing without units on your board is disturbing, but rewarding. A good option for those who want to acquire legendary units quickly. |
Cluttered mind | If your board is full at the end of the round, you gain 3 experience points. | It is simply the opposite of Clear Mind. If it seems less restrictive, it is also more complicated to set up your economy. | |
Cybernetic Shell II | A | Your champions equipped with an item gain 200 HP and 30 points of armor. | |
Cybernetic Uplink II | A | Your champions equipped with an item gain 200 HP and 3 mana points per second. | |
First Aid Kit II | A | Healing and shields received by your units are increased by 35%. | |
Thrill of the Hunt II | A | Your units regenerate 700 HP by killing an enemy. | |
Exiles II | A | Your units that start combat without an adjacent ally gain a shield of 35% of their max HP for 10 seconds. | |
Tantrum | A | After casting a skill, Ragewings recover 100% of their rage. | A TFT Augment from set 7 that works well with Shen, Xayah or Shyvana. |
Meditation II | A | Your units without objects recover 7 mana per second. | |
Three’s Company | B | You gain 3 random champions of cost 3. May not appear on turn 2-1. | Even if you don't like the champions, sell them, you will still have earned 9 golds. |
Party Favors | B | You earn one gold for every six firecrackers thrown by the Revel champions in each battle. In addition, win a special prize the first time a total of 100 firecrackers are thrown. You also win 1 Jinx. | Only choose if you have a good output of Revel champions at the beginning of the game. |
Hallucinate | B | During the first 5 seconds of combat, Mirage champions take 90% less damage. You also gain 1 Yone. | A bonus that is too short to have an impact. |
Electrocharge II | B | When your units receive critical hits, they inflict between 75 and 135 points of damage to nearby enemies. | |
Featherweights II | B | Your cost 1 and 2 units gain 40% movement speed and attack speed. | |
Celestial Blessing II | B | Your units regenerate 20% of damage from attacks and abilities into HP. Excess healing is converted into a shield up to 450 HP. | |
Makeshift Armor II | B | Your units without objects gain 45 armor and magic resist. | |
Tri-Force II | B | Your cost 3 units gain 233 HP, 23% attack speed and 33 mana points at the start of the game. | |
Salvage Bin | B | You gain a random complete item. When you sell a champion equipped with an item, the item separates into its basic components. Does not work with Tacticial Crown. | An interesting upgrade to get in phase 2-1. Use your items early and sell your units later to give your champions the best build. |
Ricochet | B | Cannoneers shots bounce once and deal 50% damage. You also gain 1 Tristana. | A trump card that requires good defensive units to give Cannoneers time to do damage. |
Hot Shot | B | Cannoneers' shots burn their targets, dealing 8% of the enemy's maximum HP of raw damage over 4 seconds, and reducing healing by 50% during that time. You also gain 1 Tristana. | This optimisation has the same advantages and disadvantages as the previous one. |
Intercosmic Gifts | B | Astral orbs have a 50% chance of making a smaller orb appear which contains extra bonuses. You also gain 1 Nami. | Bonuses that bring you at least a few gold coins. |
Twilight Umbrage | B | Units that start combat next to a Whispers Champion are hidden for 5 seconds. | With a good positioning, there are surely strategies to be put in place. |
Axiom Arc II | B | Your champions gain 30 mana when they kill an enemy. | |
Blue battery | B | Your units get 20 mana points back when they use their skill. | Other TFT Augments with mana bonuses are more interesting, such as Meditation. |
Mage Conference | B | When the Mage type is activated, a random Mage appears on your board after a fight. You also gain 1 Lillia. | Best used in a composition reroll. |
Double Trouble II | C | If you have two copies of a champion on your board, both gain 40 attack damage, ability power, armor and magic resist. When the champion goes to 3 stars, you get a 2 star copy. | |
Urf’s Grab Bag I | C | You win 1 Spatula and a random item component. | TFT set 7 meta is not yet installed enough for the spatula objects to be interesting. |
Ancient Archives I | You win 1 Tome of traits. | Same as for the previous Augment. | |
Future Sight II | C | You know your next opponent. You also gain 1 Zephyr. | Gain an advantage in unit placement over your opponents. |
Meditation II | C | Your units without objects recover 7 mana per second. | |
Luden's Echo II | C | When your units use their spell, the first target hit and a nearby enemy take 100 to 175 magic damage. | |
Eye of the Storm | C | At the beginning of the fight, the unit in the centre of your field gains 40 ability power, which becomes 120 after the storms' lightning. You also gain 1 Qiyana. | Perfect for the game's beginning with Ezreal, but very quickly insignificant. |
Secret Snax | C | Trainers have a 33% chance of feeding their Miamsy. You also gain 1 Tristana. | This Augment is only playable if you get it 2-1 and forces you to play Trainers comp. |
Nomads | C | Champions Scalescorn gain 10% damage each time they start a fight in a different seat, up to 30%. You also gain 1 Lillia | A buff of this optimisation could make it viable. |
Gadget Expert | C | Direct damage items deal 40% more damage as raw damage. You also gain 1 Statikk Shiv. | Direct damage objects are not used much in the current TFT meta. |
Press the Attack | C | Swiftshots attacks apply a mark to their target for five seconds. Each third mark consumes all marks to deal gross damage equal to 5% of the target's maximum health. You also gain 1 Twitch. | Despite an interesting effect and relatively strong Swiftshot champions, this bonus lacks the stats to shine. |
Devastating Charge | C | The first attack after a Cavalier charges deals 90 magic damage, increased by 1% for each point of armor and magic resist they have. You also gain 1 Lillia. | A fixed bonus that becomes useless at the end of the game. |
Metabolic Accelerator | C | Your little legend moves faster and heals 2 HP at the beginning of each turn. Cannot appear on turn 2-1. | Although it is nice to receive healing, 2 HP is nothing when a defeat can cost you 20. |
Beast's Den | D | Units that start combat next to 2 or more Metamorphs gain 35% attack and movement speed. Shapeshifters also gain this bonus. You also gain 1 Gnar. | On paper, this bonus is appealing, but in reality, Metamorphs comps gain little in the current TFT meta. |
Smoke Bomb | D | At less than 70% HP, Assassins become temporarily stealthy, untargetable and get rid of all negative effects. You also gain 1 Talon. | An unimportant bonus. |
Last Stand | D | The first time you die, you stabilise at 1 HP. Once this effect is triggered, your units gain 200 HP, 20 armor, magic resist and 20% vampirism. | This second chance and meagre defensive reinforcement will not save your game. |
Cutthroat | D | Assassins reduce the mana of their first target, increasing the mana cost of their next spell by 50%. Assassins deal 20% more damage against targeted enemies. You also gain 1 Qiyana. | Like Smoke Bomb, the Assassin optimizations are definitely not among the best TFT Augments in the 7 set. |
Trade Sector | D | You get a free shop refresh every round. | That's only two golds per round. |
Built Different II | D | Your champions without an active trait gain 400 HP and 60% attack speed. | |
Jeweled Lotus | D | The true and magic damage of your unit skills can cause critical damage. Your champions gain a 20% chance to inflict a critical strike. | Ineffective in set 7 TFT meta. |
Heroic Presence | D | Guardians provoke all enemies every 2 seconds. Units that attack the Guardians' shield take magic damage equal to 6% of the maximum shield. You also gain 1 Thresh. | Bruisers and Cavaliers are often preferred to Guardians as tanks. |
Penance | D | When enemies attack a Jade Statue for the first time or receive blast damage from a statue, they are disarmed for 3 seconds. You also gain 1 Gnar. | The placement that this Augment TFT requires is not compatible with the one that best optimises the statues. |
Personal Training | D | At the end of the fight, champions who started the fight next to a Bruiser gain 30 HP permanently, increased by 20 if they survived. You also gain 1 Shen. | 50 HP! Really? |
Assassin Crest | ? | You gain 1 Assassin emblem and 1 Kain. | |
Coat of arms of Cosmique | ? | You win 1 Cosmic emblem and 1 Nami. | |
Bruiser Crest | ? | You gain 1 Bruiser emblem and 1 Taric. | |
Gunner Crest | ? | You win 1 Cannoneer emblem and 1 Jinx. | |
Cavalier Crest | ? | You win 1 Cavalier emblem and 1 Sejuani. | |
Dragonmancer Crest | ? | You win 1 emblem Dragonmancer and 1 Ashe. | |
Evoker Crest | ? | You gain 1 Evoker emblem and 1 Lulu. | |
Guardian Crest | ? | You gain 1 Guardian emblem and 1 Braum. | |
Guild crest | ? | You earn 1 Guild emblem and 1 Twitch. | |
Jade Crest | ? | You win 1 Jade emblem and 1 Ashe. | |
Mage Crest | ? | You gain 1 Mage emblem and 1 Vladimir. | |
Mirage Crest | ? | You win 1 Mirage emblem and 1 Yone. | |
Ragewing Crest | ? | You win 1 emblem Ragewing and 1 Shen. | |
Revel Crest | ? | You win 1 Revel emblem and 1 Jinx. | |
Scalescorn Crest | ? | You win 1 emblem Scalescorn and 1 Braum. | |
Shimmerscale Crest | ? | You win 1 emblem Shimmerscale and 1 Kayn. | |
Swiftshot Crest | ? | You win 1 emblem Swiftshot and 1 Ashe. | |
Tempest Crest | ? | You gain 1 Tempest emblem and 1 Qiyana. | |
Warrior Crest | ? | You gain 1 Warrior emblem and 1 Shen. | |
Whispers Crest | ? | You gain 1 Whispers emblem and 1 Thresh. |
The third and final level of our TFT Augments tier list set 7 concerns prismatic optimisations. The bonuses in this tier are very powerful and can completely turn the tables. Games that feature only TFT Augment prismatic are rare, but often crazy. The power of these optimizations can create some amazing compositions with a multitude of items and sometimes a very high number of champions on the field. Let's take a look at this in the last part of our TFT Augments tier list with the 56 prismatic optimisations.
Name | Rank | Description of the optimisation | Dragonic Augment Advice |
---|---|---|---|
High End Shopping | S | The champions appear in your shop as if you were one level higher. You also gain 10 golds. May not appear on turn 2-1. | An excellent optimization that will allow you to find the epic and legendary champions before your opponents. |
Makeshift Armor III | S | Your units without objects gain 60 armor and magic resist. | Where the previous tiers are average, Makeshift Armor III provides considerable strength, earning it this place in the TFT Augments tier list. |
Binary Airdrop | S | At the start of combat, units equipped with 2 items temporarily gain a third item. | By optimising your items, Binary Drop can allow you to equip an extra carry or tank, making it one of the best TFT prismatic Augments in the 7 set. |
High Roller | S | You win 3 dice and 8 golds. | If you like betting, this optimization can lead you straight to the top 1... or the top 8. |
March of Progress | S | You gain 4 experience points per turn. You can no longer use gold coins to gain experience. | Quite complex to play, because if you get ahead of the levels at the beginning of the game, the trend is reversed later. |
Item Grab Bag II | A | You win 2 random full items and 2 Reforgers. | |
Cybernetic Implants III | A | Your champions equipped with an item gain 300 health and 30 attack damage. | |
Cybernetic Uplink III | A | Your champions equipped with an item gain 300 HP and 4 mana points per second. | |
Think Fast | A | The shop refreshments are free until the end of the round. You also get 8 golds. | Use your speed of execution to find the champions of your composition in a few dozen seconds. |
Level Up! | A | When you buy experience points, you gain 3 extra experience points. You can reach level 10. | This optimization will allow you to add one more champion at the end of the game. |
New Recruit | A | Your team gains an extra place. | Similar to the one above, this optimisation allows you to reach your final composition faster. |
Ancient Archives II | A | You win 2 Tomes of Traits. | |
Combat training III | A | Your champions permanently gain 6 attack damage and additional 3 points for each enemy killed. | |
Urf’s Grab Bag II | A | You gain 1 Spatula and 3 random item components. | |
Cursed Crown | B | Your maximum team size increases by 2, but your little legend takes 100% extra damage. | This is a poker move that can be devastating if you manage to get the upper hand in the game, but can be fatal if you find yourself in a bad situation. |
Radiant Relics | B | Open an armoury and choose 1 of the 4 radiant items. | Light objects are very powerful. If you don't know what you are going to play yet, choose a defensive item that fits all compositions. |
The Golden Egg | B | You win a huge golden egg that hatches in 10 rounds. Victories accelerate the hatching by one round. | The rewards contained in the egg is not worth it, and you are not even sure you will see it hatch, as your opponents will have bonuses that instantly make them stronger. |
Verdant Veil | B | Your champions are immune to crowd control for the first 15 seconds of combat. | A Quicksilver applied to your whole team, which is not negligible, but will not change your game. |
Windfall | B | You earn gold coins according to the number ofAugments you have: 0 = 20, 1 = 30 and 2 = 40. Appears only in 1-4, or + version in 3-2 and ++ in 4-2. | It is always a pleasure to receive gold coins, but they may not be enough to strengthen you. |
Cavalier Unity | B | Cavalier trait provides its bonus to all units, but does not increase the number of Cavaliers. | This optimisation requires you to play 3 cavaliers to get a bonus equivalent to Makeshift Armor III. |
Exiles III | B | Your units that start combat without an adjacent ally gain a shield of 50% of their max HP for 10 seconds. | |
Stand United III | B | Your champions gain 4 attack damage and ability power per active trait among your units. | |
Cybernetic Shell III | B | Your champions equipped with an item gain 300 HP and 40 points of armor. | |
Future Sight II | C | You know your next opponent. You also gain 1 Radiant Zephyr. | While it is handy to know your next opponent to position these units, it pales in comparison to the best TFT Augments prismatic. |
Meditation III | C | Your units without objects recover 10 mana per second. | |
Living Forge | C | You gain a random Ornn item immediately. You can also reach level 10. | The problem with this optimization is its randomness, which can ruin your game. |
Cruel Pact | C | Buying experience points costs 3 HP instead of golds. | Who would rather lose tickets than gold coins? |
Best friends III | C | Your units that start the fight side by side gain 35% attack speed and 35% armor. | |
Featherweights III | C | Your cost 1 and 2 units gain 60% movement speed and attack speed | |
Luden's Echo III | D | When your units use their skill, the first target hit and a nearby enemy take 140-260 points of magic damage. | |
Electrocharge III | D | When your units receive critical hits, they inflict between 115 and 220 damage to nearby enemies. | |
Double Trouble III | D | If you have two copies of a champion on your board, both gain 55 attack damage, ability power, armor and magic resist. When the champion goes to 3 stars, you get a 2 star copy. | |
Tri-Force III | D | Your cost 3 units gain 333 HP, 33% attack speed and 43 mana at the start of the game. | |
Built Different III | D | Your champions without an active trait gain 500 HP and 70% attack speed. | |
Assassin Crest | ? | You win 1 Assassin emblem, 1 Infinity Edge and 1 Diana. | |
Astral Crown | ? | You gain 1 Astral emblem, 1 Redemption and 1 Varus. | |
Bruiser Crown | ? | You gain 1 Bruiser emblem, 1 Redemption and 1 Illaoi. | |
Gunner Crown | ? | You win 1 Cannoneer emblem, 1 Giant Slayer and 1 Tristana. | |
Cavalier Crown | ? | You win 1 Cavalier emblem, 1 Sunfire Cape and 1 Nunu. | |
Dragonmancer Soul | ? | You win 1 Dragonmancer emblem, 1 Hand of Justice and 1 Lee Sin. | |
Evoker Crown | ? | You win 1 Evoker emblem, 1 Spear of Shojin and 1 Anivia. | |
Guardian Crown | ? | You win 1 Guardian emblem, 1 Gargoyle Stoneplate and 1 Braum. | |
Guild Crown | ? | You gain 1 Guild emblem, 1 Giant Slayer and 1 Ryze. | |
Jade Crown | ? | You gain 1 Jade Emblem, 1 Ionic Spark and 1 Gnar. | |
Mage Crown | ? | You gain 1 Mage emblem, 1 Spear of Shojin and 1 Ryze. | |
Mirage Crown | ? | You win 1 Mirage emblem, 1 Hand of Justice and 1 Nunu. | |
Mystic Crown | ? | You win 1 Mystic emblem, 1 Shojin spear and 1 Lulu. | |
Ragewing Crown | ? | You win 1 Ragewing-Emblem, 1 Guinsoo's Rageblade and 1 Swain. | |
Revel Crown | ? | You win 1 Revel emblem, 1 Statikk Shiv and 1 Jinx. | |
Scalescorn Crown | ? | You win 1 emblem from Scalescorn, 1 Giant Slayer and 1 Diana. | |
Shapeshifter Soul | ? | You gain 1 Shapeshifter emblem, 1 Hand of Justice and 1 Elise. | |
Shimmerscale Crown | ? | You win 1 Shimmerscale emblem, 1 Titan's Resolve and 1 Kayn. | |
Swiftshot Crown | ? | You win 1 emblem from Swiftshot, 1 Guinsoo's Ragelade and 1 Varus. | |
Tempest Crown | ? | You gain 1 Tempest emblem, 1 Hand of Justice and 1 Lee Sin. | |
Warrior Crown | ? | You win 1 Warrior emblem, 1 Giant Slayer and 1 Olaf. | |
Whispers Crown | ? | You gain 1 Whispers Emblem, 1 Titan's Resolve and 1 Sylas. |
That's it for our tier list of the Augment TFT set 7, Dragonlands. By applying our tips and tricks, you will progress considerably and see your rank soar in ranked games. To help you get better and better, I invite you to check out our TFT item guide as well as our tier list of the best compositions TFT from set 7.
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