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% โโuntil 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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