Best Mercenaries Augments in Teamfight Tactics (2022)

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

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 possibilities.

Also read: Best Tips And Tricks for Teamfight Tactics

Mercenaries

Mercenaries have been one of my favorite comps since their release. I simply loved them since they are kind of lucky number Mutants. They are one of the most fun compositions to play, and they can be very strong when combined with snipers. Those two comps are very compatible, and they are in great harmony with each other. 

The most important champion for both compositions is Miss Fortune. She is not the strongest champion for snipers, nor for mercenaries, but she is the only one that shares both traits. She is like a glue that holds everything in place and makes these two compositions compatible.

Mercenaries are the composition to go almost always since its champions aren’t really used much for other comps apart from Quin, which is very useful in Challenger comp.

The Mercenaries composition can be very useful. It really depends on how many mercenaries you have got. With three, you aren’t going to do much, but when you assemble 5 Mercs on the field, you are in some serious business. And if you manage to assemble all 7, then you can not lose that game.

Mercenaries: Gain a treasure chest that opens when you win combat against a player. At the start of each planning phase vs a player, dice rolls add loot to the chest. The longer you’ve gone without opening the chest, the luckier the dice.

  • 3 – Roll 2 dice
  • 5 – The dice are even luckier!
  • 7 – Upon winning, roll a 3rd die that grants bonus loot.

Updates to The Mercenary Table

  • Chest plus “X”: Gold reduced from five to four
  • Sword plus “X”: Gold reduced from eight to seven
  • Kraken/Soldier: Loaded Dice plus five gold reduced to Loaded Dice and two gold
  • Seven Mercenary: Item and four gold changed to just an item
  • Seven Mercenary: Neeko and six gold changed to Neeko and three gold
  • Seven Mercenary: Five-cost unit and six gold changed to a five-cost unit and two gold

Zero Losses

  • X/X: Boot low-roll at one percent
  • Fish/X: One gold at 78 percent
  • Coin/X: Two gold at 10 percent
  • Bag/X: Three gold at 10 percent
  • Fish/Fish: High-roll of four gold at one percent

Also read: Best Augments for Chemtech Comp

One Loss

  • Coin/X: Low-roll of two gold at 30 percent
  • Bag/X: Three gold at 10 percent
  • Fish/Coin: Three gold at 5 percent
  • Soldier/Coin: One three-cost champion at 15 percent
  • Soldier/Fish: A total of two 2-cost champions at 10 percent
  • Chest/X: Five gold at 10 percent
  • Bag/Bag: High-roll of an item component at 10 percent

Two Losses

  • Bag/X: Low-roll of three gold at 15 percent
  • Bag/Soldier: Low-roll of three-cost champion at 15 percent
  • Bag/Fish: Five gold at 15 percent
  • Chest/X: Five gold at 15 percent
  • Soldier/Fish: A total of two 2-cost champions at 20 percent
  • Bag/Bag: High-roll of an item component at 20 percent

Three Losses

  • Soldier/X: Low-roll of four gold at 30 percent
  • Sword/Fish: Offensive component at 10 percent
  • Shell/Fish: Defensive component at 10 percent
  • Book/Fish: Utility component at 10 percent
  • Kraken/Fish: Neeko at 10 percent
  • Bag/Coin: Six gold at 10 percent
  • Soldier/Bag: A total of two three-cost champions at 10 percent
  • Sword/Sword: High-roll Thieves Gloves at 10 percent

Four Losses

  • Soldier/X: Low-roll of four gold at 25 percent
  • Ship/Coin: One four-cost champion plus three gold at 30 percent
  • Kraken/Coin: One Neeko plus two gold at 10 percent
  • Chest/Fish: Eight gold at 10 percent 
  • Sword/X: Eight gold at 10 percent
  • Sword/Sword: High-roll Thieves Gloves at 15 percent

Five Losses

  • Chest/X: Low-roll of five gold at 10 percent
  • Bag/Fish: Low-roll of five gold at 20 percent
  • Bag/Coin: Six gold at 20 percent
  • Kraken/Chest: Loaded Dice at 10 percent
  • Soldier/Chest: A total of three 3-cost champions at 10 percent
  • Chest/Fish: Eight gold at 20 percent
  • Book/Book: High-roll of Tome of Traits

Six Losses

  • Chest/X: Low-roll of five gold at 21 percent
  • Kraken/Fish: Neeko at 10 percent
  • Bag/Bag: Item component at 10 percent
  • Sword/Fish: Offensive component at eight percent
  • Shell/Fish: Defensive component at eight percent
  • Book/Fish: Utility component at eight percent
  • Kraken/Coin: Neeko plus two gold at 10 percent
  • Chest/Fish: Eight gold at five percent
  • Spatula/Fish: Spatula at 10 percent
  • Book/Book: High-roll of Tome of Traits at 10 percent
  • Soldier/Soldier: High-roll of two four-cost champions at five percent

Seven Losses

  • Book/X: Low-roll of six gold at 10 percent
  • Soldier/Bag: A total of two three-cost champions at 20 percent
  • Kraken/Soldier: Loaded Dice plus five gold at five percent
  • Soldier/Chest: A total of three 3-cost champions at 30 percent
  • Soldier/Soldier: A total of two four-cost champions at 20 percent
  • Kraken/X: 10 gold at five percent
  • Monster/Monster: High-roll of one item and one Neeko at 10 percent

Eight Losses

  • Sword/X: Low-roll of eight gold at 15 percent
  • Soldier/Sword: A total of two four-cost champions at five percent
  • Sword/Coin: Offensive component plus two gold at 12 percent
  • Book/Coin: Utility component plus two gold at 12 percent
  • Shell/Coin: Defensive component plus two gold at 12 percent
  • Kraken/Bag: Neeko plus five gold at 19 percent
  • Monster/X: 10 gold at 10 percent
  • Monster/Monster: High-roll of one item and one Neeko at 10 percent
  • Ship/Ship: High-roll of a total of two five-cost champions at five percent

Nine Losses

  • Ship/X: Low-roll of 10 gold at 10 percent
  • Soldier/Ship: A total of three four-cost champions at 10 percent
  • Sword/Monster: Offensive component plus a Neeko at five percent
  • Book/Monster: Utility component plus a Neeko at five percent
  • Shell/Monster: Defensive component plus a Neeko at five percent
  • Ship/Chest: One four-cost champion plus 10 gold at 20 percent
  • Ship/Sword: One five-cost champion plus 10 gold at 11 percent
  • Book/Book: High-roll of Tome of Traits at four percent
  • Chest/Chest: High-roll of two item components at 15 percent
  • Spatula/Spatula: High-roll of Force of Nature at 15 percent

10 Losses

  • Spatula/Coin: 25 gold at 10 percent
  • Soldier/Ship: A total of three four-cost champions at 10 percent
  • Sword/Monster: One offensive component and Neeko at 10 percent
  • Book/Monster: One utility component and Neeko at 10 percent
  • Shell/Monster: One defensive component and Neeko at 10 percent
  • Ship/Ship: A total of two five-cost champions at 10 percent
  • Book/Book: One Tome of Traits at four percent
  • Chest/Chest: Two item components at 20 percent
  • Spatula/Spatula: High-roll of a Force of Nature at 15 percent

11 Losses

  • Spatula/Bag: 50 gold at 10 percent
  • Spatula/Book: One Chalice of Power, one Zeke’s Herald, and 10 gold at 12 percent
  • Spatula/Shell: One Dragon’s Claw, one Bramble Vest, and 10 gold at 11 percent
  • Spatula/Sword: Two Thieves Gloves and 10 gold at 11 percent
  • Spatula/Soldier: Two Loaded Dice and two four-cost champions at 10 percent
  • Book/Book: One Tome of Traits at 15 percent
  • Chest/Chest: Two item components at 11 percent
  • Kraken/Kraken: One item and one Neeko at 10 percent
  • Spatula/Spatula: One Force of Nature at 10 percent

12 Losses

  • Spatula/Gold: 50 gold at one percent
  • Spatula/Book: One Chalice of Power, one Zeke’s Herald, and 10 gold at 12 percent
  • Spatula/Shell: One Dragon’s Claw, one Bramble Vest, and 10 gold at 11 percent
  • Spatula/Sword: Two Thieves Gloves and 10 gold at 11 percent
  • Spatula/Soldier: Two Loaded Dice and two four-cost champions at 10 percent
  • Spatula/Ship: A total of two five-cost champions at 10 percent
  • Spatula/Kraken: One full item and two Neeko’s at 15 percent
  • Spatula/Chest: One random full item and two components at 15 percent
  • Spatula/Spatula: One Force of Nature at 15 percent

Mercenary Seven Table

  • One item and four gold at 50 percent
  • One Spatula at eight percent
  • One five-cost and six gold at 15 percent
  • One Thieves Gloves at three percent
  • Two five-cost champions at 10 percent
  • Three items at one percent
  • One Neeko and six gold at 10 percent
  • One Force of Nature at three percent

Also read: Best Yordle Augments in Teamfight Tactics

Top 5 Best Mercenaries Augments

  • Mercenary Soul: Your team counts as having two additional Mercenary.
  • Mercenary Crest: Gain a Mercenary Emblem and three gold.
  • Pirates: Mercenary units have a 50 percent chance to drop one gold when they kill an enemy. Gain a Quinn.
  • Gold Reserves: Mercenary units deal two percent more damage per one gold you have. This caps at a maximum of 50 percent, achieved at 30 gold. Gain a Quinn.
  • Mercenary Heart: Your team counts as having one additional Mercenary.

Conclusion

Augments are for sure something that Riot has brought in, not too long ago and they have became 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 integral part in every composition ou there.

The Mercenaries composition is one of the best compositions if you can pull it off. The 7 mercenaries are a golden composition for receiving many items. Sometimes if you can pull it off, you can end up with 15 items, compared to other players who will at max have 7 or 8. 

You are pretty augment-dependant, and since you can not create The Mercenaries emblem with Spatula, this composition is not something you will manage to pull off every time you play TFT. The thing is, even if you aren’t doing so well and keep losing some fights and after a while, you win a fight, your loot will be even luckier!

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