TFT Augments for Set 10: Remix Rumble
Augments are back in TFT Set 10, Remix Rumble! Augments come in 3 different tiers, indicated by their color.
3 times during your TFT game you will be given 3 augments from a tier to choose from. It is random which augment tier you get to pick from, but every player picks from the same tier. Be sure to pick augments that benefit the strategy you are aiming for, and check out the list below to learn about all of them.
Tier 1 Augments

AFK
You cannot perform actions for the next 3 rounds. Afterwards, gain 20 gold.

Backup
Your team gains 12% Attack Speed if at least 4 allies start combat in the back two rows.

Band of Thieves I
Gain 1 Thief's Gloves.

Big Friend I
Your units that start combat next to an ally with over 1750 Health take 7% less damage for the rest of combat.

Blistering Strikes
Your team's attacks burn their targets for 5% of their max Health over 5 seconds. Attacks also reduce their targets' healing received by 33%.

Branching Out
Gain a random Emblem and a Reforger.

Bulky Buddies I
Allies that start combat next to exactly 1 other ally gain 100 Health. When that champion dies, the other gains a 10% max Health Shield for 10 seconds.

Called Shot
Set your win streak to +4. Gain 4 gold.

Caretaker's Ally
Gain a random 2-cost champion now. Gain the same one again every time you level up.

Climb The Ladder I
Each time an ally dies, allies that share at least one trait with them gain 3 Ability Power, 3% Attack Damage, 3 Armor, and 3 Magic Resist.

Component Buffet
Whenever you would get a component, gain a component anvil instead. Gain a random component. The anvil offers 4 choices.

Corrosion
Enemy champions in the first two rows lose 3 Armor and Magic Resist every 2 seconds.

Crafted Crafting
Whenever you craft a completed item, gain 2 rerolls.

Diversified Portfolio
Gain 1/4 gold. Each round, gain 1 gold for every 3 non-unique traits active.

Eye For An Eye
For every 15 ally champions that die, gain a random component (max 3).

Eye For An Eye+
Gain a random component. For every 16 ally champions that die, gain another component (max 2).

Find Your Center
Your champion that starts combat in the center of the front row gains 15% Damage Amp and 15% max Health.

Glass Cannon I
Units that start combat in the back row begin combat at 90% health but gain 13% Damage Amp.

Good For Something I
Champions that aren't holding items have a 35% to drop 1 gold on death.

Healing Orbs I
When an enemy dies, the nearest ally is healed for 225.

Health is Wealth I
Your team gains 10% Omnivamp. Get a bonus of 8 gold when your team first accumulates 10000 total champion healing.

Iron Assets
Gain a component anvil and 4 gold. The anvil offers 4 choices.

Item Collector I
For each unique item they are holding, your team gains 1 Attack Damage and 1 Ability Power.

Item Grab Bag I
Gain 1 random completed item.

Kingslayer
After winning player combat, gain 1 gold. If they had more health than you, gain 6 Gold instead. Gain 1 gold.

Lategame Specialist
When you reach Level 9, gain 33 gold.

Latent Forge
After 8 player combats, gain an Artifact anvil. The anvil offers 4 choices. Artifacts are more powerful items with a unique effect.

Lineup
Your team gains 2 Armor and Magic Resist for each unit that starts combat in the front two rows.

Lunch Money
Every 8 damage you deal to enemy tacticians gives you 2 gold.

Manaflow I
Your units that start combat in the back row gain 2 additional Mana per attack.

Mentorship I
If an ally starts combat next to a higher-cost ally, it gains 10% Attack Speed and 100 Health.

Missed Connections
Gain a copy of each 1-cost champion.

One For All I
Your team gains 2% max Health and 1% Damage Amp for each unique one-cost champion on your board. Gain 2 one-costs.

One, Two, Five!
Gain 1 random component, 2 gold, and 1 random 5-cost champion.

Ones Twos Three
Gain 3 1-cost champion, 2 2-cost champions, and 1 3-cost champion.

Over Encumbered
For the next stage, you only get 2 bench slots. After, get 2 item components.

Pandora's Items
Round start: items on your bench are randomized (except Tactician's Crown and Spatula). Gain 1 random component.

Patience is a Virtue
Each round, gain 2 free rerolls if you did not buy a champion last round.

Placebo
Your team gains 1% Attack Speed. Gain 8/15 gold.

Preparation I
Champions on your bench permanently gain 30 Health, 2% Attack Damage, and 2 Ability Power every round. Champions start with 1 stack of this effect, and can stack up to 4 times.

Pumping Up I
Your team gains 8% Attack Speed now. Each round after, they gain 0.5% more.

Restart Mission
Remove all champions on your board and bench. Gain 2 random 2-star 3-costs, 3 2-star 2-costs, and 1 2-star 1-cost champion.

Risky Moves
Your Tactician loses 20 Health, but after 7 player combats, gain 30 gold.

Rolling For Days I
Gain 9 free Shop rerolls that never expire.

Silver Spoon
Gain 10 XP.

Spoils of War I
Enemies have a 25% chance to drop loot when killed.

Stand United I
Your units gain 1.5% Attack Damage and 1.5 Ability Power for each non-unique Trait active across your team.

Support Mining
Gain a Training Dummy. When it dies 8/7 times, gain a random Support Item and remove the Training Dummy.

Survivor
After 3 players are eliminated, gain 92 gold.

Table Scraps
After the next 2 carousels, gain one unit that was not taken and its item. Gain 1 gold.

Team Building
Gain a Lesser Champion Duplicator. Gain another after 7 player combats. This item allows you to copy a 3-cost or less champion.

Teaming Up I
Gain 1 random component and 2 random Tier 3 champions.

Titanic Titan
Increase your current and max player health by 25. On carousel rounds you are released earlier, but are much slower.

Young and Wild and Free
You can always move freely on Carousel rounds. Gain 3 gold.
Tier 2 Augments

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

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

Ascension
After 15 seconds of combat, your units deal 60% more damage.

Bad Luck Protection
Your team can no longer critically strike. Convert each 5% Critical Strike Chance into 5% Attack Damage. Gain a Sparring Gloves.

Big Friend II
Your units that start combat next to an ally with over 1750 Health take 10% less damage for the rest of combat.

Big Grab Bag
Gain 3 random components, 2 gold, and 1 Reforger. Reforgers allow you to remake any item.

Bigger Shot
Every 3 attacks, Big Shots also fire a bomb that deals 100% Attack Damage to enemies within 1 hex of the target. Gain a Kaisa.

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.

Blinged Out
Your True Damage champions gain 100 Health and 8% Attack Speed for each item they are holding. Gain a Yasuo and a Senna.

Bounty Hunters
Country champions have a 20% chance to drop 1 gold on kill. Your Dreadsteed's chances are doubled. Gain a Samira.

BRB
You cannot perform actions for the next 3 rounds. Afterwards, gain 2 completed item anvils.

Bronze For Life I
Your team gains 3.5% Damage Amp for each Bronze-tier trait.

Bulky Buddies II
Allies that start combat next to exactly 1 other ally gain 175 Health. When that champion dies, the other gains a 15% max Health Shield for 10 seconds.

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. The anvil offers 4 choices.

Category Five
Gain a Runaan's Hurricane. Your Runaan's Hurricanes shoot 1 extra bolts, each dealing 75% of the original damage.

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

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.

Clockwork Accelerator
Your team gains 10% Attack Speed every 3 seconds in combat.

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.

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.

Crown Guarded
Gain a Crownguard. Your Crownguards' start of combat effect is 75% stronger.

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

Cybernetic Bulk II
Your champions holding an item gain 300 health.

Cybernetic Implants II
Your champions holding an item gain 120 Health and 20% Attack Damage.

Cybernetic Uplink II
Your champions holding an item gain 120 Health and restore 2.5 Mana per second.

Do It for the Fans
Your Headliner's damage heals your Superfans for 22% of the damage dealt. Gain a Gnar.

Double the Funk
Your Disco Balls affect allies up to 2 hexes away and pulse every 2.5 seconds. Gain a Nami and a Gragas.

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

Emotional Connection
Allies of your Emo champions gain 60% of the Emo Mana bonus when any ally dies. Gain an Annie and a Vex.

Epoch
Now, and at the start of every stage, gain 4/8 XP and 2/3 free rerolls.

Expose Weakness
Damage from Executioners' attacks and spells Shred and Sunder enemies by 30% for 3 seconds. Gain a Twitch.

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

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.

Healing Orbs II
When an enemy dies, the nearest ally is healed for 450.

Health is Wealth II
Your team gains 15% Omnivamp. Get a bonus of 15 gold when your team first accumulates 10000 total champion healing.

Heartthrobs
Gain 25% more Heartsteel hearts . Your Heartsteel champions gain 200 Health. Gain a K'Sante and an Aphelios.

Heroic Grab Bag
Gain 2 Lesser Champion Duplicators. Gain 7/9/13 gold.

Heroic Presence
Enemies that attack a Guardian's shield take magic damage equal to 7% of the shielded unit's max Health (up to once per second). Gain a Pantheon.

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

Insert Coin
Your 8-Bit champions execute targets below 10% Health. Executions have a 10% chance to drop 1 gold, increased by 2% for each high score achieved. Gain a Corki and a Garen.

Inspiring Epitaph
When a unit dies, the nearest ally gains a 25% max Health Shield and 10% stacking Attack Speed.

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

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.

Last Stand
The first time you would be eliminated, you escape death and your team permanently gains 160 Health, 16 Armor and Magic Resist, and 16% Omnivamp.

Little Buddies
Your 4-cost and 5-cost champions gain 75 Health and 10% Attack Speed for every 1-cost and 2-cost champion on your board.

Live for Danger
Edgelords attacks deal 40% of their damage to enemies within 1 hexes of their target. Gain a Yasuo and a Kayle.

Long Distance Pals
Combat start: Your 2 units furthest from each other form a bond, sharing 20% of their Armor, Magic Resist, Attack Damage, and Ability Power with each other.

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

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

Manaflow II
Your units that start combat in the back row gain 3 additional Mana per attack.

Mentorship II
If an ally starts combat next to a higher-cost ally, it gains 16% Attack Speed and 220 Health.

Mesmerizing Performance
K/DA champions gain 20 Ability Power. 12 seconds into combat, all enemies and non-K/DA units are forced to dance for 1.5 seconds. Gain a Lillia and a Kai'Sa.

Metalheads
Your Pentakill champions are immune to crowd control for the first 12 seconds of combat. They heal 4% of their max Health on takedown. Gain a Kayle and a Gnar.

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.

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.

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

Not Today
Gain an Edge of Night. Champions holding this item gain 35% Attack Speed.

One For All II
Your team gains 3% max Health and 1.5% Damage Amp for each unique one-cost champion on your board. Gain 3 one-costs.

Overheal
Every third attack deals an additional 130% 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 four-cost champions, they each gain 374 Health and 24.4% Attack Speed. Gain a random 4-cost.

Pandora's Items II
Round start: items on your bench are randomized (excluding Tactician's Crown and Spatula). Gain 1 random completed item.

Party Starters
Crowd Divers gain 10% Attack Speed and leap at 50% Health instead of on death. Gain 2 Crowd Divers.

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

Piercing Lotus I
Your team gains 5% Critical Strike chance, and their Abilities can critically strike. Critical strikes 20% Shred and Sunder the target for 3 seconds.

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

Portable Forge
Choose 1 of 4 Artifacts. Artifacts are more powerful items with a unique effect.

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.

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

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.

Raining Gold+
Gain 8/18 gold now and 1 gold every round.

Raise the Tempo
When your Spellweavers cast their 2nd Ability each combat, they instantly cast it again at 50% effectiveness. Gain a Gragas and a Seraphine.

Ramping Rhythm
Rapidfire champions can gain Attack Speed from their trait up to 30 stacks (starts Rapidfire champs at 4 stacks). Gain a Jinx and a Senna.

Rap Queen
The first time Akali casts, K/DA and True Damage champions gain 50% of the other's bonus. Gain an Akali.

Rave Festival
Disco Balls cast the selected EDM champion's Ability at 50% effectiveness. Gain a Jax and a Nami.

Remember Your Roots
Allies sharing a trait with your Headliner gain 200 Health and 10% Attack Speed.

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

Retro Gamers
Heartsteel Champions gain 4% Attack Damage for each 8-bit champion fielded. Whenever you beat a high score, gain 20 Hearts multiplied by the number of times it's been beaten. Gain an Aphelios and a Garen.

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).

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 2 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.

Shield Bash
Sentinels gain 5% bonus Armor and Magic Resist. Every 4 seconds, their next attack deals 75% of their total resistances as magic damage. Gain a Garen.

Shop Glitch
During non-player combat rounds, your shop refreshes for free every 2.5 seconds for 28 seconds.

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.

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.

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

Submit to the Pit
For each adjacent ally at the start of combat, Moshers gain 4 Armor, 4 Magic Resist, 4% Attack Damage, 4 Ability Power, and 4% Attack Speed. Gain a Jax and a Gnar.

Support Cache
Choose 1 of 4 Support items.

Teaming Up II
Gain 1 random Support item and 2 random 4-cost champions.

That's Jazz, Baby!
Gain a Bard. Combat start: Jazz champions gain permanent bonuses based on the number of active traits.
3: 20 max Health
5: and 2% Attack Speed
7: and 2% Attack Damage and 2 Ability Power

The Band Is All Here
When you have 3 3-star Punks, gain a Yorick and a Bloodthirster. Punks gain 4% Damage Amp for each Pentakill champion fielded. Gain a Gnar and a Twitch.

The Ol' Razzle Dazzle
The damage over time effect from your Dazzlers lasts 2 seconds longer and deals 100% more damage. Gain a Nami and a Bard.

Thorn-Plated Armor
Gain a Bramble Vest. Your Bramble Vests deal 1-180% more damage (based on Stage) and heal the holder for 35% of the damage dealt.

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

Too Big to Fail
On death, Bruisers deal 35% of their max Health to enemies within 1 hex. After 20 seconds, expand the range to 2 hexes. Gain an Olaf and a Gragas.

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 2 gold.

Trait Tracker
The first time you activate 8 non-unique traits for 1 combat, gain 5 random emblems.

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

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 two-cost and 2 random 2-star one-cost champions.

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

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

Warpath
Gain a 2-star 2-cost champion. After dealing 80 player damage, gain a chest of high cost champions and items.

What Doesn't Kill You
Gain 2 gold after losing a player combat. Gain a random component after every 4 losses.

Worth the Wait
Gain a random two-star 1-cost champion. After 2 rounds, gain another copy of them at the start of each round for the rest of the game.
Tier 3 Augments

An Exalted Adventure
Gain three 2-cost champions. If you 3-star two of them, gain an orb filled with loot. Gain a Lesser Champion Duplicator at the start of next 2 stages.

Belt Overflow
Gain 5 Giant's Belts. Your Giant's Belts grant +60 bonus Health.

Birthday Present
Gain a 2-star champion every time you level up. The champion's cost tier is your level minus 4 (min: 1-cost).

Blazing Soul II
Combat start: Your highest Attack Speed champion gains 35 Ability Power and 35% Attack Speed. Repeat on another ally every 3 seconds.

Blinding Speed
Gain a Red Buff, Guinsoo's Rageblade, a Recurve Bow and a Magnetic Remover.

Bronze For Life II
Your team gains 4% Damage Amp and 1% Durability for each Bronze-tier trait.

Build a Bud!
Gain a random 3-star 1-cost champion. Gain 8 gold.

Bulky Buddies III
Allies that start combat next to exactly 1 other ally gain 300 Health. When that champion dies, the other gains a 18% max Health Shield for 10 seconds.

Buried Treasures III
Gain a random item component at the start of the next 6 rounds (including this round).

Calculated Enhancement
Each combat, 4 random champions in your last two rows gain 40% Attack Damage and 50 Ability Power.

Call to Chaos
Gain a powerful and random reward.

Caretaker's Chosen
As you level, gain more powerful items.
[list]
[*]Level 4: component anvil
[*]Level 6: completed item anvil
[*]Level 8: choose 1 of 5 Radiant items
[/list]

Coronation
Gain a Tactician's Crown. Tactician's Crown, Shield, and Cape grant the holder an additional 20% Attack Speed, 25% Attack Damage, and 30 Ability Power.

Cybernetic Bulk III
Your champions holding an item gain 500 health.

Cybernetic Implants III
Your champions holding an item gain 200 Health and 30% Attack Damage.

Cybernetic Uplink III
Your champions holding an item gain 200 Health and restore 3.5 Mana per second.

Dual Purpose
The first time you buy XP each round, gain 2 gold. Whenever you buy XP, reroll your Shop.

Expected Unexpectedness
Now and at the start of the next 2 stages, roll 3 dice. Gain various rewards based on their total.

Final Polish
Gain a Support Anvil and a completed item anvil.

Flexible
Gain 1 random emblem. At the start of every Stage, gain a random emblem. Your team gains 20 Health for each emblem they are holding.

Flurry of Blows
Gain a Zeke's Herald. Champions buffed by Zeke's also gain 45% Critical Strike Chance.

Going Long
You no longer gain interest. Round start: gain 4 XP. Grants 8 gold immediately.

Greater Moonlight
Combat Start: 1 random 1-cost champion is upgraded to 4-star for that round and gains 5% Attack Damage and 5 Ability Power.

Hard Commit
Gain a random emblem. Now and at the start of each stage, gain a 1-star champion of that trait with a cost equal to the Stage (max 5) and 3 gold.

Hedge Fund
Gain 25 gold. Your max interest is increased to 10.

Hologram
Create a clone of your Headliner champion with 100% -130% of its base health (based on stage level). You cannot equip items on the clone.

I'm the Carry Now
Get a Golem with tailored offensive items. It gets stronger at the start of each Stage.

Immovable Object
Gain a Randuin's Omen. Its range is increased by 1 hex and its effect is increased by 33%.

Invested+
Gain 26/45 gold. At the start of each round, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).

Investment Strategy II
Your champions gain 8 permanent max health per interest you earn. Your max interest is increased to 7. Gain 3 gold.

Level Up!
When you buy XP, gain an additional 2. Gain 8 immediately.

Living Forge
Gain an Artifact anvil now and after every 10 player combats.

Lucky Gloves
Thief's Gloves will always give your champions ideal items. Gain 2 Sparring Gloves.

Lucky Gloves+
Thief's Gloves will always give your champions ideal items. Gain 3 Sparring Gloves.

Max Cap
Your max level is 7. Gain 1 Tactician's Shield which increases your team size by +1, and 40 gold.

One Buff, Two Buff
Gain a Red Buff, a Blue Buff, and a Champion Duplicator.

Pandora's Items III
Round start: items on your bench are randomized (excluding Tactician's Crown and Spatula).
Gain 1 random Radiant item.

Phreaky Friday
Gain an Infinity Force. After 5 player combats, gain another.

Phreaky Friday +
Gain an Infinity Force. After 3 player combats, gain another.

Piercing Lotus II
Your team gains 20% Critical Strike chance, and their Abilities can critically strike. Critical strikes 20% Shred and Sunder the target for 3 seconds.

Prismatic Pipeline
The next non-player combat round will drop an additional Prismatic Orb full of amazing loot.

Prismatic Ticket
Each time your Shop is rerolled, you have a 45% chance to gain a free reroll.

Pumping Up III
Your team gains 12% Attack Speed now. Each round after, they gain 2% more.

Radiant Refactor
Gain a Masterwork Upgrade and 1 component anvil.

Radiant Relics
Choose 1 of 5 Radiant items. Gain a Magnetic Remover.

Roll The Dice
Gain a Rascal's Gloves item. This equips 2 random Radiant items every round.

Shimmerscale Essence
Gain a Mogul's Mail. In 5 rounds, gain a Gamblers Blade.

Shopping Spree
Gain 1 gold per round. When you level up, gain a number of free shop refreshes equal to your level, which carry over between rounds.

Spoils of War III
Enemies have a 40% chance to drop loot when killed.

Sponging
Combat start: Up to 6 champions with 1 or fewer items gain a copy of a random completed item from the nearest itemized ally.

Sword Overflow
Gain 5 BF Swords. Your BF Swords grant +2% Attack Speed.

Tactician's Kitchen
Gain a random Emblem. After 6 player combats, gain a Tactician's Cape.

Talent Search
All of your champions gain their unique Headliner effect. In Addition, your Headliner gains 100 Health and 10% Attack Speed.

Tiniest Titan
Your Tactician is small and speedy. After each PVP round, heal 2 Health and gain 1 gold.

Tiniest Titan+
Gain 2 player health and 1 gold after every player combat. Your Tactician also moves faster. Gain 15 gold now.

Tomb Raider II
Gain 1 completed item Anvil. Every time a player is eliminated, choose one of their completed items to keep.

Trifecta II
Gain 3 3-cost champions. Allies gain 5% Attack Speed. Combat Start: 3 random 3-cost champions gain 300 Health and 25% Attack Speed.

Upward Mobility
Buying XP costs 1 less. Gain 2 Health and 2 free rerolls whenever you level up.

Void Swarm
Gain a Zz'Rot Portal and another after every 10 player combats. Zz'Rot Portal Voidlings gain 30% Attack Speed and 30% Omnivamp.

Wand Overflow
Gain 5 Needlessly Large Rods. Your Needlessly Large Rods grant +5% Attack Speed.

Wandering Trainer II
Gain a Training Dummy. It has 3 random Emblems equipped, which cannot be removed. Gain 6 gold.

Worth the Wait II
Gain a random 2-cost champion. Gain another copy of them at the start of each round for the rest of the game.