Augments in Teamfight Tactics are permanent bonuses that are added to the player’s hexcore.
Throughout the game, the player is offered three choices of augments. During each choice, the player must select one out of three augments. Each Augment has a rarity (silver, gold, or prismatic).
Over 140 possible TFT Set 6.5 Hextech Augments can show up in an Armory, with over 80 more getting added in Set 6.5 Neon Nights. Each player receives options that are equal in power and come from the same tier but are different from each other. A total of three tiers of Hextech Augments exist in Set 6.5: Silver, Gold, and Prismatic.
Some options have multiple versions across tiers, while others are unique. Hextech Augments mean to shift the focus off of TFT items, opening the door for flexible gameplay while also possibly doubling down on early-game decisions.
Options are offered to players a total of three times throughout a game via a Hextech Augment Armory. These Armories will appear at Stages 1-3, 3-5, and 5-1. Hyper Roll Hextech Augments will appear at Stages 3-1, 5-2, and 7-2. The total chance of a Prismatic game in TFT Set 6.5 was increased from 31 to 33 percent
Also read: Best Tips And Tricks for Teamfight Tactics
How to See Augments Explanations In-Game?
Players can see what Hextech Augments opponents have received, along with their own, via stationary Hextechs on the board. Right-clicking on the symbols above each Hextech will reveal the Hextech Augments. Prior to the Nov. 3 Set Six launch, Augments Scoped Weapons and Tinker were removed from the list of possible Hextech Augments.
Following Patch 11.24, Innovator Heart was no longer offered as a first Hextech Augment choice, and Innovator Soul was removed as a third Augment option. Silver-tier effects that granted an emblem were renamed to Crests, with a number of them also granting a champion from that trait. And some Prismatic-tier Soul effects were changed to Crown.
From being able to level up to 10 to free Shop refreshes each round, here’s every possible TFT Set 6.5 Hextech Augment and its effect, divided up into the three possible tiers.
Since their release in patch 6, Chemtechs was a comp to go. It is needless to say that it has stayed the same with the release of the new patch 6.5. For me personally, one of my favorite comps since it is pretty straightforward that a child could use it and abuse it.
If you are really going to annihilate your enemies with your ultimate 8 Chemtech compositions, you will be highly augment dependant, but that can all be fixed with The Giant’s belt and The Spatula. So basically, your chances of getting those might 8 Chems are pretty damn high.
But if I am being honest, 6 Chems will do just fine. I have won many games with 7 Chems on my board, both on the old set and new.
The Chemtechs is a comp you wanna play when you just want to sit down and relax, not think about the harmony of your multiple traits and champions. Nope, not at all, you have all together combined 7 Chems, and an easy challenge to get The Chemtech emblem either from augment or from the combination of The Giants Belt and Spatula.
- After dropping below 75% Health, Chemtech champions become chem-powered, gaining Attack Speed, damage reduction, and regenerating a percentage of their maximum Health each second for 8 seconds.
- 15% Attack Speed, 4% Health
- 50% Attack Speed, 7% Health
- 90% Attack Speed, 10% Health
- 135% Attack Speed, 18% Health
The goal of this composition is to build a strong enough frontline for the combination of Trynda and Renata to power through the enemy team’s board. Both champions need time to ramp up, but when they get swinging, they hit hard. The Chemtech trait is perfect when it comes to building a strong frontline since it comes with built-in health regeneration. This allows the frontline tank units in the Chemtech trait to stay alive a lot longer than usual. The trait is also good for the main carry of the composition, Tryndamere, thanks to the extra attack speed.
To win games with this composition, you must have upgraded all their frontline units, an upgraded Tryndamere with top tier items, and another pseudo-carry like Kai’Sa (or if a you have a bunch of AP items, Viktor). You should consider playing this composition when they land an early Chemtech emblem or heart, a lot of Bruisers, or an early Trynda. As for other strong augments to pick up for this comp, Instant Injection, Chemtech Overload, and other generic, good augments like the thrill of the hunt are useful.
5 Best Augments for Chemtech Composition
- Chemtech Crest: Gain a Chemtech Emblem and a Warwick.
- Instant Injection: Chemtech units now additionally trigger their bonuses at the start of combat. Gain a Warwick.
- Chemtech Heart: Your team counts as having one additional Chemtech.
- Chemical Overload (Silver/Gold): Chemtech unites explode on death, dealing 20/30 percent of their maximum health as magic damage to enemies within two Hexes.
- Free Healthcare: All units benefit from the Chemtech trait as though they were Chemtech units. Gain a Warwick.
Augments are for sure something that Riot has brought in, not too long ago and they have become the staple sign of TFT. I can not imagine a game without them and the fact that we had a couple of sets in The Teamfight Tactics without them is incredible to me. I just don’t even remember how that used to work since they are one of the most, or maybe even the most influential part of the Tamfight Tactics game and are an integral part of every composition ou there.
The Chemtech composition is old but gold. With some minor changes in the form of champions and the form now being 8 Chems instead of nine, it still stays relevant to the current set of TFT.
True colors of this comp will always shine the brightest when you have your composition fully upgraded to 8 Chems. This is why your priority in every game is to hit level 8 asap.
Tryndamere, Renata and Viktor are your carries no matter what. Now it all depends on your items.
This is one of those comps that you can roll with through your whole game and never lose a single point. At just level two, you can have your 3 Chems on the field, and on your level five, you can have 5 Chems. It really scales correctly with your levels.
You should use it and abuse it. Good luck!