All new Hextech Augments added in TFT Set 6.5 Neon Nights update

December 2022 · 9 minute read

Riot has expanded the Hextech Augments mechanic in TFT Set 6.5 with more than 80 new buffs being added in the Neon Nights Mid-Set update. Here’s what they do and how they work.

The Hextech Augments system has been a success in TFT Set 6. Launching with Gizmos & Gadgets, the agency granted to players has been praised with a diverse array of options to choose from every game.

Riot is continuing to play with the system in the Neon Nights Mid-Set update with more than 80 new Hextech Augments being added in TFT Set 6.5.

Here’s what you need to know about all the new Augments.

The Radiant Armory from the Dawn of Heroes update is returning for TFT Set 6.5 as a Hextech Augment.

New Hextech Augments in TFT Set 6.5

There are 86 new Hextech Augments overall in TFT Set 6.5. Some of the Augments have drawn inspiration from traits in previous sets, like the Draconic-style Golden Egg, as well as Galaxies’ Tiny Titans (known as Medium Legends back then).

Radiant Items also make their return with a new armory Augment, while some pre-existing Augments like Weakspot have been reworked to increase diversity.

“We didn’t launch with enough generic Augments and so we’re trying to make sure there are more times where you go ‘what does this do, no matter what comp I’m playing,'” developer Stephen ‘Mortdog’ Mortimer explained in an interview.

You can check the full list below, divided into their respective tiers.

Numbers correct as of TFT patch 12.5b.

Tier 1 (Silver)

NameDescription
Arcane Nullifier IYour units’ Abilities ignore 20% of the target’s Magic Resist and reduce healing received by 50% for 8 seconds.
Backfoot IYour units that start combat in the back 2 rows gain 20% Attack Speed.
Battlemage IYour units that start combat in the front 2 rows gain 25 Ability Power.
Blue Battery IAfter casting their Ability, your units restore 10 Mana.
Cybernetic Shell IYour champions holding an item gain 150 Health and 30 Armor.
Cybernetic Uplink IYour champions holding an item gain 150 Health and restore 2 Mana per second.
Debonair HeartYour team counts as having 1 additional Debonair. Gain a Talon.
Disintegrator IYour units’ attacks deal bonus magic damage equal to 1.5% of the target’s maximum Health.
Double Trouble IIf you have exactly 2 copies of a champion on your board, they both gain 30 Attack Damage, Ability Power, Armor, and Magic Resist. When you upgrade to 3-star, gain a 2-star copy.
Electrocharge IWhen your units receive a critical strike, they deal 60 magic damage to nearby enemies.
Free…Healthcare?All units benefit from the Chemtech trait as though they were Chemtech units. This does not affect the number of Chemtech units. Gain a Warwick.
HexnovaThe first time a Hextech champion drops below 60% Health, they increase nearby enemies’ maximum Mana by 50% until they cast. Gain a Nocturne.
Hextech ArmoryAll units benefit from the Hextech trait as though they were Hextech units. This does not affect the number of Hextech units. Gain a Sejuani.
Hextech HeartYour team counts as having 1 additional Hextech. Gain a Sejuani.
Irresistible CharmDebonair champions take 15% less damage. Gain a Leona.
Keepers IAt the start of combat, your units grant adjacent allies a 125 health shield for 8 seconds.
Luden’s Echo IWhen your units cast and deal Ability damage, the first target hit and a nearby enemy take 100 bonus magic damage.
Meditation IYour units without items equipped restore 5 Mana per second.
OverpowerAfter every 2 attacks, Strikers gain 75% Critical Strike Chance on their next attack. Gain a Rek’Sai.
Phalanx IYour units that start combat in the back 2 rows gain 25 Armor and Magic Resist.
RecombobulatorChampions on your board permanently transform into random champions that cost 1 more. Gain 3 Magnetic Removers.
Second Wind IAfter 10 seconds of combat, your units heal 50% of their missing Health.
Stored PowerYour Hextech champions permanently gain 1 Ability Power each time they are hit by your Hexcore’s pulses. Gain a Swain.
Striker HeartYour team counts as having 1 additional Striker. Gain a Rek’Sai.
Study the BladeAll units benefit from the Challenger trait as though they were Challengers. This does not affect the number of Challengers. Gain a Quinn.
Treasure Trove IGain 1 blue and 1 gray loot orb.
Tri Force IYour 3-cost champions gain 133 Health, 13 starting Mana, and 23% Attack Speed.
True JusticeYour Enforcers permanently gain 2% Attack Speed after each combat, and an additional 2% if they survived. Gain a Sejuani.

Tier 2 (Gold)

NameDescription
Arcane Nullifier IIYour units’ Abilities ignore 40% of the target’s Magic Resist and reduce healing received by 50% for 8 seconds.
Archangel’s EmbraceUpon casting their Ability, your units gain Ability Power equal to 25% of their maximum Mana.
Backfoot IIYour units that start combat in the back 2 rows gain 30% Attack Speed.
Battlemage IIYour units that start combat in the front 2 rows gain 35 Ability Power.
Component Grab BagGain 3 random item components.
Concussive BlowsStriker’s critical strikes stun their target for 1.5 seconds. Each target can only be stunned once every 6 seconds. Gain a Rek’Sai.
Cybernetic Shell IIYour champions holding an item gain 250 Health and 45 Armor.
Cybernetic Uplink IIYour champions holding an item gain 250 Health and restore 3 Mana per second.
Debonair CrestGain a Debonair Emblem and a Syndra.
Disintegrator IIYour units’ attacks deal bonus magic damage equal to 2.5% of the target’s maximum Health.
Double Trouble IIIf you have exactly 2 copies of a champion on your board, they both gain 40 Attack Damage, Ability Power, Armor, and Magic Resist. When you upgrade to 3-star, gain a 2-star copy.
Electrocharge IIWhen your units receive a critical strike, they deal 100 magic damage to nearby enemies. 1 second cooldown.
Four ScoreGain 4 random 4-cost champions.
Future Sight IKnow who you will fight next. Gain a Zephyr.
Golden Gifts IGain 1 golden loot orb.
Hextech CrestGain a Hextech Emblem and a Nocturne.
Jeweled LotusMagic and true damage from your units’ Abilities can critically strike. Your units additionally gain 25% Critical Strike Chance.
Keepers IIAt the start of combat, your units grant adjacent allies a 175 Health shield for 8 seconds.
Luden’s Echo IIWhen your units cast and deal Ability damage, the first target hit and a nearby enemy take 150 bonus magic damage.
Meditation IIYour units without items equipped restore 7 Mana per second.
Phalanx IIYour units that start combat in the back 2 rows gain 35 Armor and Magic Resist.
Second Wind IIAfter 10 seconds of combat, your units heal 75% of their missing Health.
Striker CrestGain a Striker Emblem and a Rek’Sai.
Thieving RascalsFree Yordles from the portal have 33% chance to arrive holding an item component. Gain a Lulu.
Three’s CompanyGain 4 random 3-cost champions.
Tiny TitansYour Tactician heals 35 Health, grows larger, and has 135 maximum Health.
Treasure Trove IIGain 2 blue and 1 gray loot orbs.
Tri Force IIYour 3-cost champions gain 233 Health, 23 Mana, and 33% Attack Speed.
True TwosGain 2 random 2-star 2-cost champions.
Very VIPWhen an ally dies, they grant the Debonair VIP 25% of their maximum Health for the rest of combat. Gain a Syndra.
Weakspot IIYour units’ attacks ignore 40% of the target’s Armor and reduce healing received by 50% for 5 seconds.
Woodland TrinketAt the start of combat, your highest Attack Speed champion creates two 300 Health copies of themself (excluding items).

Tier 3 (Prismatic)

NameDescription
Arcane Nullifier IIIYour units’ Abilities ignore 60% of the target’s Magic Resist and reduce healing received by 50% for 8 seconds.
Backfoot IIIYour units that start combat in the back 2 rows gain 45% Attack Speed.
Battlemage IIIYour units that start combat in the front 2 rows gain 50 Ability Power.
Blue Battery IIAfter casting their Ability, your units restore 20 Mana.
Cybernetic Shell IIIYour units holding an item gain 350 Health and 60 Armor.
Cybernetic Uplink IIIYour units holding an item gain 350 Health and restore 4 Mana per second.
Debonair CrownGain 2 Debonair Emblems.
Disintegrator IIIYour units’ attacks deal bonus magic damage equal to 4% of the target’s maximum Health.
Double Trouble IIIIf you have exactly 2 copies of a champion on your board, they both gain 50 Attack Damage, Ability Power, Armor, and Magic Resist. When you upgrade to 3-star, gain a 2-star copy.
Electrocharge IIIWhenever your units receive a critical strike, they deal 160 magic damage to nearby enemies. 1 second cooldown.
Future Sight IIKnow who you fight next. Gain a Radiant Zephyr.
Golden Gifts IIGain 2 golden loot orbs.
Hextech CrownGain 2 Hextech Emblems.
High FiveGain 5 random 5-cost champions.
Luden’s Echo IIIWhen your units cast and deal Ability damage, the first target hit and a nearby enemy take 200 bonus magic damage.
Meditation IIIYour units without items equipped restore 10 Mana per second.
Phalanx IIIYour units that start combat in the back 2 rows gain 50 Armor and Magic Resist.
Radiant RelicsOpen an Armory and choose 1 of 4 unique Radiant items.
Striker CrownGain 2 Striker Emblems.
The Golden EggGain a massive golden egg that hatches in 5 turns.
Treasure Trove IIIGain 3 blue loot and 2 gray loot orbs.
Tri Force IIIYour 3-cost champions gain 333 Health, 33 Mana, and 43% Attack Speed.
Verdant VeilYour units are immune to crowd control effects for the first 12 seconds of combat.
Weakspot IIIYour units’ attacks ignore 60% of the target’s Armor and reduce healing received by 50% for 5 seconds.

Removed Hextech Augments in TFT Set 6.5

Riot are keeping more Augments in than they’re cutting — only trait-specific Augments related to the outgoing Academy, Protector, and Imperial units are leaving.

They are as follows:

When is TFT Set 6.5 releasing?

TFT Set 6.5 released on TFT patch 12.4, which went live on February 16, 2022.

The Neon Nights update will include more than 20 new champions and traits, a new battle pass, a reworked Scouting system, and more.

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