Gold Augments in TFT Set 15 - Patch 15.2c
List of Gold augments in TFT ranked S-tier by world champions. Updated with the current Meta!

All That Shimmers
Choose a gold-generating Artifact item and gain a Magnetic Remover.

Crystal Gambit Crest
Gain a Crystal Gambit Emblem.

Gold Destiny
Gain a random Gold Augment and 4 gold.

Gold Destiny+
Gain a random Gold Augment and 6 gold.

Keepers II
Combat start: Grant units with adjacent allies a 230 Health Shield for 8 seconds. This Shield stacks.

Portable Forge
Choose 1 of 4 Artifacts.

Solo Leveling
For the next 5 combats, your team size is 1 but the champion you field has massively increased stats. Gain 1 XP for every kill they get. Afterwards, gain 2 item components.

A Golden Quest
The first time you have 165 or more gold, gain a 2-star 5-cost champion and 2 items tailored to them.

Aim For The Top!
You are more likely to fight stronger players, and you know who you will fight. When you lose, gain 2 XP. Every 3 wins, gain a component.

All That Shimmers+
Choose a gold-generating Artifact. Gain a Magnetic Remover and 4 gold.

Best Friends II
Units isolated in pairs gain 15% Attack Speed and 20 Armor at the start of combat.

Big Grab Bag
Gain 3 random components, 2 gold, and 1 Reforger.

Bronze For Life I
Your team gains 2.5% Damage Amp for each Bronze-tier trait.

Calculated Loss
After losing your combat, gain 2 gold and a free Shop reroll.

Caretaker's Favor
Gain a component anvil when you reach level 5, 6, 7, and 8.

Climb The Ladder II
Each time an ally dies, allies that share at least one trait with them gain 5 Ability Power, 5% Attack Damage, 5 Armor, and 5 Magic Resist.

Cloning Facility
Empower the hex in the center of the third row. Summon a clone of the champion in it with 80% base Health and 10% increased Mana cost.

Cluttered Mind
Gain 4 random 1-cost champions now. If your bench is full at the end of player combat, gain 3 XP.

Crown's Will
Gain a Needlessly Large Rod. Your units gain 10 Ability Power and 8 Armor.

Deadlier Blades
Gain a Deathblade. Deathblades gain None*100% Attack Damage per None takedowns the wearer gets.

Duelist Crest
Gain a Duelist Emblem.

Duo Queue
Gain 2 random 5-cost champions and 2 copies of a random component.

Explosive Growth+
At the start of the next 4 rounds, gain 11 XP.

Forward Thinking
Lose all your gold. After 5 player combats, gain back the original amount and another 70 gold.

Item Collector II
Your team gains 20 Health. For each unique item they are holding, your team gains bonus 5 Health, 1 Attack Damage, and 1 Ability Power.

Juggernaut Crest
Gain a Juggernaut Emblem.

Knuckledusters
Gain a Vi. Your strongest Vi becomes an Attack Fighter. She now deals heavy single target damage and gains Attack Damage for item components equipped on your team.

Last Second Save
The first time each ally falls below 35% Health, they restore 22% maximum Health.

Little Buddies
Your 4-cost and 5-cost champions gain 55 Health and 6% Attack Speed for every 1-cost and 2-cost champion on your board.

Mace's Will
Gain a Sparring Gloves. Your team gains 6% Attack Speed and 20% Critical Strike Chance.

Overheal
Every third attack deals an additional 110% damage and heals 50% of the damage. Excess healing is converted to a shield up to 300 Health.

Pair of Fours
If your team has exactly 2 4-cost champions, they each gain 374 Health and 24% Attack Speed. Gain a random 4-cost.

Patient Study
After player combat, gain 2 XP if you won or 3 XP if you lost.

Piercing Sight
Enemies take 1% damage as bonus true damage, increased by 1% up to 20% every time they take damage.

Plot Armor
Your team gains 10 Armor and Magic Resist. After falling below 50% health, increase this to 40 for the rest of combat.

Preparation II
Champions on your bench permanently gain 45 Health, 3% Attack Damage, and 3 Ability Power every round. Champions start with 1 stack of this effect, and can stack up to 4 times.

ReinFOURcement
The next 4-cost champion you buy is instantly upgraded to 2-star. Gain 12 gold.

Salvage Bin
Gain 1 random completed item now, and 1 component after 7 player combats. Selling champions breaks completed items into components (excluding Tactician's items and Emblems).

Slammin'
Gain 1 random component(s). After each player combat, if there are no items on your bench (other than consumables), gain 2 XP.

Slammin'+
Gain 1 random component(s) and 10 XP now. After each player combat, if there are no items on your bench (other than consumables), gain 2 XP.

Star Guardian Crest
Gain a Star Guardian Emblem.

Sunfire Board
Combat Start: Burn all enemies for 12% of their max Health over 12 seconds and reduce healing received by 33%.

Tesla Coil
Each of your allies with 3 items equipped emits 2 arcs of lightning every 5 seconds, dealing 250-375 magic damage based on stage.

Thorn-Plated Armor
Gain a Bramble Vest. Your Bramble Vests deal 1-180% more damage (based on Stage) and heal the holder for 30% of the damage dealt.

Tons of Stats!
Your team gains 44 Health, 4% Attack Damage, 4 Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.

Transfer Students
At the start of every stage and after every carousel round, gain 3 random 1-3 cost Battle Academia champions. Gain an Ezreal.

Treasure Hunt
Earn a locked chest each Stage between now and Stage None. You can unlock each chest when you spend None Gold on shop rerolls. These chests persist until opened.

Water Lotus I
Your team gains 5% Critical Strike chance, and their Abilities can critically strike. If an Ability critically strikes, restore 9% of your Mana over 3 seconds.

Worth the Wait
Gain a random 1-cost champion. After 2 rounds, gain another copy of them at the start of each round for the rest of the game.

A Magic Roll
Roll 3 dice. Gain rewards based on their total.

And I'll Be The Head
The Mighty Mech gains 400 Health, 10% Damage Amp, and 10% Durability.
Field 7 Mighty Mech, reach level 10, and hold all 3 Mighty Mech Augments to activate MECHA-MERGE PROTOCOL.
Field 7 Mighty Mech, reach level 10, and hold all 3 Mighty Mech Augments to activate MECHA-MERGE PROTOCOL.

Another One!+
The next completed item you make grants another copy of it. Gain 1 component.

Backup Dancers
Combat start: Every 3 seconds, champions in your 3 rightmost bench slots grant your team 3% Attack Speed per slot.

Bastion Crest
Gain a Bastion Emblem.

Battle Academia Crest
Gain a Battle Academia Emblem.

Blazing Soul I
Combat start: Your highest Attack Speed champion gains 20 Ability Power and 20% Attack Speed. Repeat on another ally every 3 seconds.

Blood Rage
Your units gain 5-35% Damage Amp based on their missing Health. Maximum Damage Amp gained at 30% Health.

Care Package
Now and at the start of each stage, receive a care package with loot and 3 gold.

Clear Mind
If there are no champions on your bench at the end of player combat, gain 3 XP.

Cooking Pot
At the start of each turn, all units holding a Frying Pan or Spatula item grant the nearest champion 40 permanent Health. Gain a Frying Pan.

Cry Me A River
Gain a Tear of the Goddess. Your team gains 1 Mana Regen. After 15 seconds in combat, increase this to 2.

Cybernetic Uplink II
Your champions holding an item gain 120 Health and restore 2 Mana per second.

Deadlier Caps
Gain a Rabadon's Deathcap. Deathcaps gain None Ability Power per None takedowns the wearer gets.

Double Trouble
When you field exactly 2 copies of a champion, they both gain 33% Attack Damage and 33 Ability Power, Armor, and Magic Resist. When you 3-star, gain a 2-star copy.

Edgelord Crest
Gain an Edgelord Emblem.

Epoch
Now, and at the start of every stage, gain 4 XP and 2 free rerolls.

Epoch+
Now, and at the start of every stage, gain 8 XP and 3 free rerolls.

Escape Velocity
Gain 1 Velocity per reroll, and 10 when you level up. Crew units gain 0.009999999776482582*100%% Attack Speed for every 3 Velocity.

Evil Beyond Measure
Your champions deal 4.5% of their damage as True Damage for each Star level.

Explosive Growth
At the start of the next 4 rounds, gain 8 XP.

Fully Adapted
Gain an Adaptive Helm. Champions holding this item gain both effects.

Gain The Edge
Edgelords now gain up 300% of their Attack Speed bonus the lower health their target is, capping against enemies below 10% health. Gain a Shen and Xayah.

Game Plan
Mark 1 hex per Strategist fielded. Allies standing in marked hexes gain 200 Health and 12% Damage Amp, Strategists gain 100% more. Gain a Janna and Ziggs.

Glass Cannon II
Units that start combat in the back row begin combat at 90% health but gain 20% Damage Amp.

Gold For Dummies
Gain a Training Dummy. Every 10 seconds, all Training Dummies grant 1 gold.

Golden Guillotine
Executioner kills have a chance to drop loot, scaling with Critical Strike Chance. The value of the loot given can also critically strike, granting even more loot. Gain a Katarina and Kalista.

Golemify
Lose all champions on your board and bench. Gain a Golem with 60% of their combined Health and 50% of their combined Attack Damage. The Golem gains 1000 Health per stage.

Hard Bargain
You cannot choose your Carousel rewards. Gain an additional 4 player health and 9 gold each carousel round.

Healing Orbs II
When an enemy dies, the nearest ally is healed for 400.

Heavy Is The Crown
Gain a Crown of Demacia, which provides significant bonuses to the wearer. If the wearer dies, lose the round.

Heavyweight Crest
Gain a Heavyweight Emblem.

Hefty Rolls
Your team gains None Health and size for each time you've rolled this game.

Hero 101
The first time you win 4 player combats, all Battle Academia champions gain 200 Health and 15% reduced max Mana. Gain a Garen and Ezreal.

Heroic Grab Bag
Gain 2 Lesser Champion Duplicators. Gain 7 gold.

Heroic Grab Bag+
Gain 2 Lesser Champion Duplicators. Gain 9 gold.

Heroic Grab Bag++
Gain 2 Lesser Champion Duplicators. Gain 13 gold.

High Voltage
Gain an Ionic Spark. Your Ionic Sparks have +3 hex radius and do 15% more damage.

I'll Be The Arms
The Mighty Mech gains 60% Attack Speed. Gain a Senna and Gangplank.
Field 7 Mighty Mech, reach level 10, and hold all 3 Mighty Mech Augments to activate MECHA-MERGE PROTOCOL.
Field 7 Mighty Mech, reach level 10, and hold all 3 Mighty Mech Augments to activate MECHA-MERGE PROTOCOL.

I'll Be The Legs
The Mighty Mech gains 25 Armor and Magic Resist and 300 Health. Gain 3 Mighty Mech champions.
Field 7 Mighty Mech, reach level 10, and hold all 3 Mighty Mech Augments to activate MECHA-MERGE PROTOCOL.
Field 7 Mighty Mech, reach level 10, and hold all 3 Mighty Mech Augments to activate MECHA-MERGE PROTOCOL.

Investment Strategy I
Your champions gain 7 permanent max Health per interest you earn.

Know Your Enemy
Your team deals 10% more damage.
Deal 15% more damage instead if you and your opponent have any of the same traits active.
Deal 15% more damage instead if you and your opponent have any of the same traits active.

Luchador Crest
Gain a Luchador Emblem.

Malicious Monetization
Gain 2 gold. For the next 3 rounds, enemy champions drop 2 gold when killed.

Moonlight
Combat start: 1 random 1-cost champion is upgraded to 3-star for that round and gains 45% Attack Damage and 45 Ability Power.

Multi-Mech
You no longer gain the Mighty Mech. Instead, all Mighty Mech champions gain 40% of the Health, Ability Power, and Attack Damage the Mech would have.
Gain an Aatrox.
Gain an Aatrox.

New Contenders
Grant 50% of Supreme Cell's bonus to all champions on your team. Any champion on your team can now become the Supreme Cell. Gain a Kai'Sa and Kennen.

Noble Sacrifice
When your first ally dies each combat, grant your team 25 + 10% of that ally's Armor and Magic Resistance.

Pandora's Items II
Round start: items on your bench are randomized.
Gain 2 random components.
Gain 2 random components.

Pilfer
Each round, gain a 1-star copy of the first champion you killed last combat.

Power of Friendship
Star Guardians who start combat adjacent to at least one other Star Guardian gain 2 Mana Regeneration, 15 Armor, and 15 Magic Resist.

Power Upload
You can give the Mighty Mech a Power Up. When it has Power Up the Mighty Mech gains 150 Health and 10% Damage Amp.
Gain an Aatrox, a Senna, and a Power Remover.
Gain an Aatrox, a Senna, and a Power Remover.

Precise Shot
Every 3 seconds, all Sniper champions fire a shot that deals 175% of their Basic Attack Damage to the lowest health enemy in range. Gain a Jhin.

Preemptive Protection
Combat start: Protectors shield themselves and their closest ally for 14% of their maximum health. Shields stack. Gain a Rakan.

Prizefighter
Gain 2 item components. Every 5 wins gives you an item component.

Prodigy Crest
Gain a Prodigy Emblem.

Protector Crest
Gain a Protector Emblem.

Psychic Forge
Round start Completed Items on benched units turn into one of their recommended items. Gain a random completed item.

Pumping Up II
Your team gains 8% Attack Speed now. Each round after, they gain 1% more.

Pyromaniac
Gain a Red Buff. Your Burns deal 50% increased damage.

Quiet Quitting
For the next 3 player combats, you cannot use your shop. After, gain 16 gold and a Completed Item Anvil.

Raid Boss
Your strongest Bastion champion gains 20% max Health. When other Bastions die, they transfer 20% of their Armor and Magic Resist to it. Gain a Shen and Rell.

Raining Gold
Gain 8 gold now and 1 gold every round.

Raining Gold+
Gain 18 gold now and 1 gold every round.

Replication
Choose 1 of 3 components. For the next 2 rounds, gain a copy of that component.

Salvage Bin+
Gain 1 random completed item now, and 1 component after 4 player combats. Selling champions breaks completed items into components (excluding Tactician's items and Emblems).

Sated Spellweaver
After casting an Ability, champions gain 15% Omnivamp for 3 seconds. Excess healing is converted to a shield up to 500 Health.

Scapegoat
Gain a Training Dummy and 4 gold. If it is the first to die each player combat, gain 1 gold.

Scavenger
The first 5 enemy champions that are killed each combat grant a champion on your team a temporary completed item.

Scoreboard Scrapper
Every round, if you're in the bottom 4, your team permanently gains 1.5% Attack Damage and Ability Power. If you're in the Top 4, they have 10% more Health.

Sniper Crest
Gain a Sniper Emblem.

Sorcerer Crest
Gain an Sorcerer Emblem.

Soul Fighter Crest
Gain a Soul Fighter Emblem.

Soul Surge
When they hit Max Power, Soul Fighters gain 45% Attack Speed and 10% Durability for 5 seconds.

Space Camp
Whenever you star-up a Crew champion, gain a random bonus 1-3 cost Crew champion. Gain a Malphite and Sivir.

Spear's Will
Your team gains 10% Attack Damage and 5 Mana. Gain a B.F. Sword.

Spirit Link
Champions restore 5% of their max Health every 4 seconds. Increase the healing by 0.5% for every 10 missing player Health.

Star Power
Star Guardians with a Power Up grant 150% increased Star Guardian bonuses. Gain a Xayah.

Stars are Born
The first 1-cost and 2-cost champions you buy are instantly upgraded to 2-star. Gain 7 gold.

Strategist Crest
Gain a Strategist Emblem.

Supreme Cells Crest
Gain a Supreme Cells Emblem.

Teacher's Council
Mentor bonuses are increased by 100%, and granted to your team regardless of how many Mentors you play. Gain an Udyr.

The God's Eye Opens
Every 4 seconds the God's Eye grants a random Soul Fighter 250 shield and 15% stacking Attack Speed for the rest of combat. Gain a Kalista and Naafiri.

The Strongest Survive
Whenever an ally dies, they grant the Supreme Cell with the most damage this round 6% of their maximum health. Gain a Kai'Sa and Kennen.

Time Skip
Disable your Shop for the next 3 rounds. Then gain 28 XP.

Tournament Favorites
Soul Fighters gain Fame when they deal damage. Each Fame breakpoint grants loot. Gain a Naafiri and Kalista.

Tower Defense
Gain a Training Dummy equipped with a random emblem that fires ranged attacks at enemies. It upgrades as the game goes on.

Trade Sector
Gain a free Shop reroll every round. Gain 4 gold.

Trifecta I
Gain 2 3-cost champions.
Combat Start: 3 random 3-cost champions gain 220 Health and 20% Attack Speed.
Combat Start: 3 random 3-cost champions gain 220 Health and 20% Attack Speed.

Twilight Assault
Gain a Shen. Your strongest Shen becomes a ranged Marksman gaining +3 Range. His ability no longer shields but instead deals additional damage.

Two Much Value
Gain 1 reroll for every 2 unique two-cost champions fielded last combat. Gain 2 two-cost unit.

Two Trick
Gain a random 2-star 2-cost and 2 random 2-star 1-cost champions.

Unbound Arcana
Every 2 seconds, Prodigies gain Ability Power equal to 50% of their Mana Regeneration (rounded down).

Unceasing
Whenever an ally Juggernaut dies, all other Juggernauts gain a 10% max Health shield for 5 seconds and gain 2% more Durability. Gain an Aatrox and Dr. Mundo.

Wandering Trainer I
Gain a Training Dummy with 2 permanently attached Emblems. Gain 1 gold.

A Story of Seven
Collect Golden Balls by defeating players in combat. Collect all 7 for a reward, then restart the quest with more powerful rewards.
Gain a 2-star 1-cost champion to start your journey.
Gain a 2-star 1-cost champion to start your journey.

Another One!
The next completed item you make grants an additional copy of it. Gain 1 gold now.

Ascension
After 15 seconds of combat, your units gain 60% Damage Amp.

Aura Farming
Gain a 2-star 5-cost champion equipped with 1 item. You cannot field it until 4-6.

Big Friend II
Your units that start combat next to an ally with over 1750 Health gain 10% Durability.

Dazzling Display
Enemies who take damage from Sorcerer Abilities deal 20 less damage for 4 seconds. Gain a Lux and a Lucian.

Deepening Shadows
At combat start and whenever the Shadow Realm strikes, Wraith champions gain 5% Attack Damage and 5 Ability Power. Gain a Jhin and Zac.

Destroyer Crest
Gain a Destroyer Emblem.

Diamond Hands
Gain 30% more Gems from Crystal Gambit, but lose 20% of your total Gems when you win player combats. You can only cashout one more time on round 4-7.

Exclusive Customization
Gain a Lucky Item Chest and a Magnetic Remover and 5 gold.

Give 'em the Chair!
Gain a Dr. Mundo. Your strongest Dr. Mundo becomes a Ranged Marksman. He now throws chairs that deal heavy damage, but cost Health.

Grand Slam
At combat start, all Luchadors leap into battle. Luchador leaps deal 300% of their Basic Attack Damage. Gain a Gnar.

Howling Gale
For every 600 Mana your team spends, summon a whirlwind that knocks up enemies.

Hustler
You earn no interest, but gain 3 gold at the start of every player combat round. Gain 3 gold now.

Learn From The Best
Whenever you star-up a champion they permanently gain 50% of your unique owned Mentor champion's Mentor bonus. Gain a Yasuo.

Ring The Bell
After 15 seconds, your Heavyweight champions gain 30% max Health and 30% Damage Amp. Gain a Kobuko and a Zac.

Spoils of War II
Enemies have a 30% chance to drop loot when killed.

Starfall
Gain a Neeko. Your strongest Neeko becomes a Magic Fighter and gains increased Attack Speed. Her Ability heals more, deals more damage, and increases its radius with every cast.

The Darkness Within
The first 3 Wraith champions to die each combat summon a monstrosity from the Shadow Realm. Gain a Jhin and Zac.

Tiny Team
When you field 3 or less Star Guardians, increase Star Guardian bonuses by 175%. Gain a Syndra and Rell.

Tomb Raider I
For the next 3 players eliminated, choose one of their completed items to keep.

Tournament Titans
Luchadors gain 5% Attack Speed. Whenever you win player combats, Luchadors grow in size and permanently gain 2 Attack Damage and 40 Health. Gain a Dr Mundo and Gnar.

Vampiric Vitality
You heal for 12% of the damage you deal to enemy Tacticians. Your units gain 12% Omnivamp.

Warpath
After dealing 80 player damage, gain a chest of high cost champions and items.

Wraith Crest
Gain a Wraith Emblem.

Adaptive Style
On attack, Duelists gain 2 Attack Damage and Ability Power, stacking up to 15 times. Duelist Tanks instead gain 2 Armor and Magic Resist. Gain a Kai'Sa and Kayle.

Burning Bright
Gain an Udyr. Your strongest Udyr becomes an Attack Fighter and sends bouncing gusts of flame out with every attack. His spell no longer rapidly attacks, but instead grants him stacking Attack Speed.

Class President
Combat start: Powered Up Battle Academia champions and allies adjacent to one gain 70 Health, 8% AD, and 8% AP. Battle Academia units gain double. Gain a Katarina

Mighty Mech Crest
Gain a Mighty Mech Crest.

NO SCOUT NO PIVOT
Units can no longer be benched or sold after fighting in a player combat. After each player combat, units that fought gain 14 Health, 2% Attack Damage, and 2% Ability Power.

Salvage Bin
Gain 1 random completed item now, and 1 component after 3 player combats. Selling champions breaks completed items into components (excluding Tactician's items and Emblems).