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 Mercenaries Augments in 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
Also read: Best Snipers Augments in Teamfight Tactics
Mutants are by far the most interesting composition in the whole TFT. It is their unpredictability that makes them so popular among the players of the League of Legends universe. Riot has really nailed it with them and the whole unstable evolution theme. The most fun part of The Mutant composition is the fact that they never have the same bonuses with every game. It constantly changes. I mean, you don’t have an infinite number of combinations, but if you were to play 5 games, a good chance is that every time The Mutant trait bonus would be different.
The Mutants also number a large amount of pretty damn good champions, in my respective opinion. Now since the release of the new patch, the comp has had some changes and adjustments, but I think it’s for the better since now you can have all 7 Mutants much earlier, and you don’t have to combine them with a lot of different traits and champions to make it work.
Set 6 had only 5 mutants, so you were basically forced to have some other champions and compositions on the field, which wasn’t always easy as it sounds since you were item-dependant a lot. Now, that is not the case since the sum of all mutants is much larger, and their respective styles can be combined with any item you get. You aren’t tied to 1 carry since their numbers are larger, so you can do a little bit of micromanagement and separate at least 2 carries from the rest of the team.
Depending on the items you have, you can go for the tank, AD, or even AP composition. This is also affected by what you get from the items and what your opponents are playing as well.
Since there are only 6 Mutants available in the shop, you need some luck on your side to get the full potential of The Mutant combination. Luckily for you, the range of options are pretty high. You can get The Mutant emblem from your Augment, The combination of Negatron cloak with The Golden Spatula, and from the forever loved Tome of Traits.
As you see, the chances of you getting 7 Mutants is pretty good. Your job is to survive until the late game, where your most powerful Mutants come along, and they come in hot, with massive amounts of damage!
The composition itself is pretty fun and engaging to play since you have many opportunities and possibilities to turn the tides of the game in your favor.
Mutants weren’t very special by themselves, but when you combined them with Protectors, they could become a fairly viable build. Now they are great all by themselves.
Since you can’t plan around Mutants (due to not knowing their bonuses prior to the game), every match is going to be a fun surprise!
At 3, 5, and 7, Mutants gain a different Trait bonus from game to game.
- Cybernetic Enhancement grants bonus stats to Mutants with at least 1 item.
- Voracious Appetite strengthens Mutants on each ally’s death.
- Voidborne executes targets below a Health threshold and deals true damage.
- Hyper-Adrenal Glands give a chance for Mutants to deal additional attacks.
- Synaptic Web reduces the Mana cost of Mutants’ Abilities.
- Bio-Leeching grants Omnivamp (healing for a percentage of damage dealt) to your team.
- Metamorphosis grants stacking bonuses to Mutants at regular intervals.
- 3 – Bonus Active
- 5 – Bonus Active
- 7 – Bonus Active
Also read: Best Innovators Augments in Teamfight Tactics
Top 5 Best Mutant Augments
- Mutant Crest: Gain a Mutant Emblem and gain a Kassadin.
- Mutant Emblem: Gain two Mutant Emblems.
- Mutant Heart: Your team counts as having one additional Mutant and gain a Kassadin
- Unstable Evolution: Mutants randomly gain one of the following when they reach two-star: 600 health, 40 percent attack speed, 40 attack damage, or 40 ability power. Gain a Rek’Sai. These bonuses stack.
- Ancient Archives: Gain one Tome of Traits.
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.
This is one incredible composition and certainly fun to play because of the sheer unpredictability. This comp is unexpected in every aspect possible. While playing this composition, you will learn many different mechanics and aspects of the game since you will never be fixed to just one composition. Sometimes you will go AD. Other times, you will go AP, and some of the times, you will go for the tanky option.
One thing is for sure. You will never be bored with this composition since it works just like the roll of the dice. And remember to scale that Cho’Gath so you can enjoy feasting on your enemies.
Nom, Nom, Nom!
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