Augments

Academy Heart
Your team counts as having 1 additional Academic. Gain a Katarina.
Arcanist Heart
Your team counts as having 1 additional Arcanist. Gain a Swain.
Ardent Censer
Allies healed or shielded by Enchanters gain 40% stacking Attack Speed for the rest of combat (maximum once every 4 seconds).
Ascension
After 15 seconds of combat, your units deal 65% more damage.
Assassin Heart
Your team counts as having 1 additional Assassin. Gain a Talon.
Bodyguard Heart
Your team counts as having 1 additional Bodyguard. Gain a Leona.
Bruiser Heart
Your team counts as having 1 additional Bruiser. Gain a Trundle.
Built Different I
Your units with no Traits active gain 300 Health and 50% Attack Speed.
Calculated Loss
After losing your combat, gain 2 gold and a free Shop refresh.
Celestial Blessing I
Your units heal for 12% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 300 Health.
Challenger Heart
Your team counts as having 1 additional Challenger. Gain a Quinn.
Chemical Overload I
Chemtechs explode on death, dealing 20% of their max Health as magic damage to enemies within 2 hexes.
Chemtech Heart
Your team counts as having 1 additional Chemtech. Gain a Warwick.
Clockwork Heart
Your team counts as having 1 additional Clockwork. Gain a Zilean.
Cutthroat
Assassins Mana Reave the first unit they attack, increasing their maximum Mana by 65% until they cast.
Cybernetic Implants I
Your champions holding an item gain 150 Health and 10 Attack Damage.
Dominance
After winning your player combat, gain 1 bonus gold for every 2 surviving units.
Dual Rule
There are now 2 Imperial Tyrants.
Duet
Summon 1 additional Socialite spotlight. Spotlighted units gain 500 Health.
En Garde
The first time an enemy is attacked by a Challenger, they are Disarmed for 3 seconds.
Enchanter Heart
Your team counts as having 1 additional Enchanter. Gain a Taric.
Enforcer Heart
Your team counts as having 1 additional Enforcer. Gain a Vi.
Exiles
Your units that start combat with no adjacent allies gain a 35% maximum Health shield for 8 seconds.
Featherweights I
Your 1 and 2 cost champions gain 30% Attack Speed and movement speed.
First Aid Kit
All healing and shielding on your units is increased by 35.0%%.
Hyper Roll
If you have less than 10 gold at the end of a round, gain 2 gold.
Imperial Heart
Your team counts as having 1 additional Imperial. Gain a Swain.
Innovator Heart
Your team counts as having 1 additional Innovator.
Item Grab Bag I
Gain 1 random completed item(s).
Knife's Edge I
Your units that start combat in the front 2 rows gain 25 Attack Damage.
Lifelong Learning
Scholars permanently gain 2 Ability Power after each combat, and an additional 2 if they survived.
Makeshift Armor I
Your units with no items gain 30 Armor and Magic Resist.
Mercenary Heart
Your team counts as having 1 additional Mercenary.
Mutant Heart
Your team counts as having 1 additional Mutant. Gain a Kog'Maw.
One For All
When your Syndicates die, they grant your other Syndicates 20 Attack Damage and Ability Power.
Pandora's Items
Gain a random component. At the start of each round, items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables).
Payday
After winning your combat, gain 1 bonus gold for each surviving Syndicate.
Phony Frontline
Gain 2 Target Dummies.
Pirates
Mercenary units have a 50% chance to drop 1 gold when they kill an enemy.
Protector Heart
Your team counts as having 1 additional Protector.
Arcane Crest
Gain an Arcanist Emblem and a Swain.
Scholar Heart
Your team counts as having 1 additional Scholar. Gain a Zyra.
Scrap Heart
Your team counts as having 1 additional Scrap. Gain a Blitzcrank.
Self Repair
When the Innovation dies, it will become untargetable and repair itself if an Innovator is still alive.
Sniper Heart
Your team counts as having 1 additional Sniper. Gain a Tristana.
Sniper's Nest
Snipers gain +10% damage for each round fought from the same starting hex. (Maximum +40%)
So Small
Yordles gain 35% Dodge Chance.
Socialite Heart
Your team counts as having 1 additional Socialite.
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 2 Attack Damage and Ability Power per Trait active across your army.
Syndicate Heart
Your team counts as having 1 additional Syndicate. Gain a Zyra.
Thrill of the Hunt I
Your units heal 300 Health on kill.
Twinshot Heart
Your team counts as having 1 additional Twinshot. Gain a Kog'Maw.
Underdogs
Whenever your team has fewer units alive than your opponent, your units regenerate 10% Health each second (maximum: 150).
Unstable Evolution
Mutants randomly gain one of the following when they reach 2 star: 500 Health, 30% Attack Speed, 30 Attack Damage, or 30 Ability Power. These bonuses stack.
Weakspot
Your units' attacks ignore 20% of the target's Armor and reduce healing received by 50% for 5 seconds.
Academy Crest
Gain an Academy Emblem.
All For One
When an ally dies, they grant the Imperial Tyrant 33% of their maximum Health.
Ancient Archives
Gain 1 Tome of Traits.
Arcane Crest
Gain an Arcanist Emblem and a Swain.
Armor Plating
Colossus become invulnerable for 2 seconds when their Health drops to 60% and 30%.
Assassin Crest
Gain an Assassin Emblem and a Talon.
Binary Airdrop
Your champions equipped with 2 items temporarily gain a random completed item at the start of combat.
Bodyguard Crest
Gain a Bodyguard Emblem and a Leona.
Broken Stopwatch
5 seconds into combat, all enemies and non-Clockwork units are frozen in time for 4 seconds.
Bruiser Crest
Gain a Bruiser Emblem and a Trundle.
Built Different II
Your units with no Traits active gain 400 Health and 60% Attack Speed.
Celestial Blessing II
Your units heal for 20% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 450 Health.
Challenger Crest
Gain a Challenger Emblem and a Quinn.
Chemical Overload II
Chemtechs explode on death, dealing 30% of their max Health as magic damage to enemies within 2 hexes.
Chemtech Crest
Gain a Chemtech Emblem and a Warwick.
Clear Mind
If you have no champions on your bench at the end of a round, gain 3 experience points.
Clockwork Crest
Gain a Clockwork Emblem.
Cram Session
After casting their first Ability, Academics restore 90% of their maximum Mana.
Cybernetic Implants II
Your champions holding an item gain 250 Health and 20 Attack Damage.
Exiles II
Your units that start combat with no adjacent allies gain a 50% maximum Health shield for 8 seconds.
Featherweights II
Your 1 and 2 cost champions gain 40% Attack Speed and movement speed.
Gold Reserves
Mercenaries deal 2.00%% more damage per 1 gold you have. (Maximum +60%)
Imperial Crest
Gain an Imperial Emblem and a Swain.
Instant Injection
Chemtechs now additionally trigger their bonuses at the start of combat.
Junkyard
Gain a random component every 3 combat rounds with the Scrap Trait active.
Knife's Edge II
Your units that start combat in the front 2 rows gain 40 Attack Damage.
Makeshift Armor II
Your units with no items gain 45 Armor and Magic Resist.
Mercenary Crest
Gain a Mercenary Emblem.
Metabolic Accelerator
Your Tactician moves faster and heals 2 Health at the start of each round.
Mutant Crest
Gain a Mutant Emblem.
Protector Crest
Gain a Protector Emblem.
Rich Get Richer
Gain 10 gold. Your maximum interest is increased to 7.
Runic Shield II
Arcanists start combat with a shield equal to 450% of their Ability Power for 8 seconds.
Salvage Bin
Gain a random completed item. Selling champions breaks apart their full items into components (excluding Tactician's Crown).
Scholar Crest
Gain a Scholar Emblem and a Heimerdinger.
Scrap Crest
Gain a Scrap Emblem and a Blitzcrank.
Share the Spotlight
Allies adjacent to a spotlight at the start of combat gain 100% of its bonuses.
Sharpshooter
Twinshot's ranged attacks and Abilities can bounce once, dealing 45% less damage.
Shrug It Off
Bruisers regenerate 3% of their maximum Health each second.
Smoke Bomb
The first time an Assassin drops to 60% health, they briefly enter stealth, becoming untargetable and shedding all negative effects. Any excess damage is reduced by 80%.
Sniper Crest
Gain a Sniper Emblem and a Tristana.
Spell Blade
After casting their Ability, Arcanists' next attack deals bonus magic damage equal to 200% of their Ability Power. Spell Blade's damage is considered Ability damage.
Stand United II
Your units gain 3 Attack Damage and Ability Power per Trait active across your army.
Sunfire Board
At the start of combat, burn all enemies for 20% of their maximum Health over 8 seconds and reduce healing received by 50%.
Syndicate Crest
Gain a Syndicate Emblem and a Zyra.
Thrill of the Hunt II
Your units heal 600 Health on kill.
Titanic Force
Your units with more than 1400 maximum Health gain Attack Damage equal to 3.00%% of their maximum Health.
Trade Sector
Gain a free Shop refresh each round.
Academy Crown
Gain 2 Academy Emblems.
Arcanist Crown
Gain 2 Arcanist Emblems.
Assassin Crown
Gain 2 Assassin Emblems.
Band of Thieves
Gain 2 Thief's Gloves.
Bodyguard Crown
Gain 2 Bodyguard Emblems.
Bruiser Crown
Gain 2 Bruiser Emblems.
Built Different III
Your units with no Traits active gain 500 Health and 70% Attack Speed.
Celestial Blessing III
Your units heal for 25% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 600 Health.
Challenger Crown
Gain 2 Challenger Emblems.
Chemical Overload III
Chemtechs explode on death, dealing 40% of their max Health as magic damage to enemies within 2 hexes.
Chemtech Crown
Gain 2 Chemtech Emblems.
Clockwork Soul
Your team counts as having 2 additional Clockworks. Gain 8 gold.
Cybernetic Implants III
Your champions holding an item gain 350 Health and 30 Attack Damage.
Enchanter Soul
Your team counts as having 2 additional Enchanters. Gain 8 gold.
Enforcer Soul
Your team counts as having 2 additional Enforcers. Gain 8 gold.
Exiles III
Your units that start combat with no adjacent allies gain a 70% maximum Health shield for 8 seconds.
Featherweights III
Your 1 and 2 cost champions gain 60% Attack Speed and movement speed.
Golden Ticket
Each time your Shop is refreshed, you have a 40% chance to gain a free refresh.
High End Shopping
Champions appear in your Shop as if you were 1 level higher.
High Roller
Gain 3 Loaded Dice.
Imperial Crown
Gain 2 Imperial Emblems.
Innovator Soul
Your team counts as having 2 additional Innovators.
Item Grab Bag II
Gain 2 random completed item(s).
Knife's Edge III
Your units that start combat in the front 2 rows gain 55 Attack Damage.
Level Up!
When you buy experience points, gain an additional 3. You can now reach level 10.
Makeshift Armor III
Your units with no items gain 60 Armor and Magic Resist.
March of Progress
Gain 5 bonus experience points per round. You can no longer use gold to level up.
Mercenary Soul
Your team counts as having 2 additional Mercenaries.
Mutant Crown
Gain 2 Mutant Emblems.
New Recruit
Gain +1 maximum team size.
Portable Forge
Open an Armory and choose 1 of 3 unique Artifacts crafted by Ornn.
Protector Crown
Gain 2 Protector Emblems.
Runic Shield III
Arcanists start combat with a shield equal to 600% of their Ability Power for 8 seconds.
Scholar Soul
Your team counts as having 2 additional Scholars. Gain 8 gold.
Scrap Soul
Your team counts as having 2 additional Scraps. Gain 8 gold.
Sniper Crown
Gain 2 Sniper Emblems.
Socialite Soul
Your team counts as having 2 additional Socialites.
Stand United III
Your units gain 4 Attack Damage and Ability Power per Trait active across your army.
Syndicate Crown
Gain 2 Syndicate Emblems.
Thrill of the Hunt III
Your units heal 900 Health on kill.
Twinshot Soul
Your team counts as having 2 additional Twinshots. Gain 8 gold.
Windfall
Gain gold based on the number of augments you have now.
0 = 15g, 1 = 30g, 2 = 45g
Wise Spending
Gain 2 experience point(s) when you refresh your Shop.
Woodland Charm
At the start of combat, your highest Health Champion creates a 1500 Health copy of themself (excluding items).