All Hextech Upgrades in TeamFight Tactics Set 6 | Gizmos and Widgets

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Dustin Hansen
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TeamFight Tactics (TFT) is a game that its unique and revolutionary gameplay mechanics largely define. Set 6 takes the unique to a whole new level with the most ambitious mechanic in TFT history, Hextech Augments. In stages 1-3, 3-5 and 5-1 you will have the choice between 3 different increases which will have a positive effect on your board. With over 100 boosts across three tiers, there's plenty to do. So here is a list of all the augments you can offer in Set 6, organized by level.



Level 1 (Silver)

Heart of the Academy Your team counts as having an additional Academic
Arcanist's Heart Your team counts as having an additional Arcanist
Ascension After 15 seconds of combat, your units deal 100% more damage
Assassin's Heart Your team counts as having an additional Assassin
Binary airdrop Your units equipped with two items temporarily gain a randomly completed item at the start of combat
bodyguard heart Your team counts as having an extra bodyguard
Bruiser's Heart Your team counts as having an extra Bruiser
Built differently I Your units without active traits gain 300 health and 40% attack speed
Calculated loss After losing your fight, earn two gold coins and a free shop refresh
Heavenly Blessing I Your units heal for 12% of damage dealt by attacks and abilities. Excess healing is converted into a shield up to 300 health
challenger heart Your team counts as having an additional Challenger
Chemical overload I Chemtechs explode dealing death at 20% of their max health as magic damage to enemies within a two hex radius
Chemtech heart Your team counts as having an additional Chemtech
clear mind If you have no units on your bench at the end of a turn, gain four experience points
clockwork heart Your team counts as having an extra Clockwork
cut throat Mana Assassins Pick up the first unit they attack, increasing their maximum mana by 65% ​​until they cast
Cybernetic Implants I Your units equipped with an item gain 200 health and 10 attack damage
Dominance After winning your fight, gain 1 bonus gold for every two surviving units
Double rule There are now two tyrants
Duo Summon an additional Socialite Projector
Enchanter's Heart Your team counts as having an extra enchanter
Executioner's Heart Your team counts as having an additional enforcer
En garde The first time an enemy is attacked by a Challenger, they are Disarmed for three seconds
Exiles I Your units that start combat with no adjacent allies gain a maximum health shield of 35% for eight seconds
Featherweight I Your cost one and two units gain 35% movement speed and attack speed
First aid kit All healing and shields received by your units are increased by 35%
High-end shopping Champions appear in your store as if you were a higher level
Hyper roll If you have less than 10 gold at the end of a round, gain two gold
imperial heart Your team counts as having an extra Imperial
Heart of Innovator Your team counts as having an additional Innovator
Object Grab Bag I Win a random completed item and a reforger
Knife Blade I Your units that start the fight in the first two rows gain 30 attack damage
Makeshift Armor I Your units without items gain 30 armor and magic resistance
Mercenary Heart Your team counts as having an additional Mercenary
mutant heart Your team counts as having an extra mutant
One for all When your Syndicates die, they grant your other Syndicates 20 Attack Damage and Power.
Pandora's Objects Gain a random component. At the start of each round, the items on your bench are randomized (except for the crown, spatula, and tactician consumables)
Payday After winning your fight, earn bonus gold for each surviving Syndicate
False front line Earn two target dummies
Pirates Mercenary units have a 50% chance to drop a gold when killing an enemy
protective heart Your team counts as having an additional Protector
Runic Shield I Arcanists start the fight with a shield equal to 350% of their power
Recovery box Win a random completed item. Selling champions split their full items into components (except Tactician's Crown)
Scholar's Heart Your team counts as having an additional Scholar
scrap heart Your team counts as having an extra Scrap
Self-repair When the Innovator dies, it will become untargetable and repair itself if an Innovator is still alive
Sniper Heart Your team counts as having an extra Sniper
sniper nest Snipers gain +8% damage per turn when they started combat in the same hex. (Max +40%)
worldly heart Your team counts as having an additional Socialite
So small Yordles gain 35% chance to dodge
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 three attack damage and power per active trait in your team
union heart Your team counts as having an additional Syndicate
Thrill of the Hunt I Your units heal 300 hit points on kill
twin heart Your team counts as having an extra Twinshot
The underdogs Whenever your team has fewer units alive than your opponent, your units regenerate 12% of their missing health every second
Unstable Evolution Mutants randomly gain one of the following upon reaching two stars: 500 health, 35% attack speed, 35 attack damage, or 35 power. These bonuses stack
Weakness Your units' attacks ignore 25% of the target's armor and reduce healing received by 50% for 10 seconds

Related: All TeamFight Tactics Set 6 Items | Gizmos and Widgets



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