Just like with Prismatic and Gold augments, Silver augments have a big impact on the game, too. While they’re the weakest of the three tiers, there are still quite a few Silver augments that stand out as exceptionally good (and a few that are really bad, too). In this article I’ll go over my tier list ranking all the silver augments in Set 17, looking at the best and worst in detail. Let’s get right into it!
Tier List

S-Tier – Best Silver Augments

Crafted Crafting – Whenever you craft a completed item, gain 2 rerolls.
- Crafted Crafting is a personal favorite of mine. Since you’ll be crafting a lot of items throughout every game, you’ll be able to get a lot of free rerolls out of this augment. If you’re going with Kayle for your God Gifts, it’s even better since she gives a bunch of extra items. You can’t really go wrong with Crafted Crafting.
Exiles I – Your champions that start combat with no adjacent champions gain a 20% max health shield for 10 seconds.
- Exiles I is truly excellent. I like the Exiles augments at each tier, but this Silver one is the only one I’d put at S-tier. A 20% max health shield at the start of the game makes a huge difference, and the requirement that champions start with no adjacent allies isn’t hard to meet. Exiles I is good for any team comp, so you can use it any time you see it. It’s reliable and consistent, which makes it one of the best augments at the Silver tier.
Firesale – Each round, steal a random 3-cost or lower champion from the shop. Gain 1 gold.
- Firesale is often underrated. Gaining a free champion from the shop each turn is a really impactful ability, especially if you get lucky and mostly get 2- or 3-cost champions. This is obviously better for comps that want to actually play the champions you get, but it’s also good even if you only plan to use it for the free gold. The “gain 1 gold” part is kind of random and I’m not sure if it actually matters at all, but it’s not bad either.
One, Two, Five! – Gain 1 random component, 2 gold, and 1 random 5-cost champion.
- This augment is a bit risky, but when it pays off, it pays off huge. The most important part of this augment is the 5-cost champion, especially if you get it as either your first or second augment when the 5-costs are harder to get. If you get a 5-cost that works with your team comp, then you’ll be heavily favored to win the game (or at least get top 4). Even if the 5-cost you get is useless, it’s still 5 gold. That raises the overall rewards here to a random component and 7 gold, which by itself would still be at B-tier at least.
Pandora’s Items – Round start: items on your bench are randomized. Gain 1 random component.
- Pandora’s Items is my favorite silver augment in TFT this Set. At the start of each round, it randomizes all of your bench items except consumables and unique items. This lets you hold components until you can make the perfect items for your comp. Having perfect items is extremely helpful, and I really can’t overstate how easy Pandora’s Items makes accomplishing that. It’s rare that I see Pandora’s Items at Silver tier and don’t take it, unless I already have the majority of items I want.
Rolling for Days I – Gain 10 free shop rerolls.
- 10 free shop rerolls are just too good to pass up. If you’re playing a comp that wants to roll a ton, then this is the perfect way to advance your strategy. If you’re playing a comp that wants to wait until late game to roll, you can save them until then. There’s no wrong way to use Rolling for Days I, and it always helps no matter what. 20 gold worth of free rerolls is nothing to overlook, and it remains good even if you get it as your final augment.
Slice of Life – Twice per stage, gain a random champion. Its cost increases by stage. This effect ends after receiving 1 5-cost champion.
- I’m a big fan of Slice of Life, as the gold it provides is great, and if even a couple of the champions you get match your comp then it’s even better. The biggest appeal is that you get a free 5-cost at the end of its effects, even though it does take a few Stages to get. This is probably my least favorite of the S-tier augments since it can be a bit too random at times and takes a while to get the benefits from, but it would be wrong not to put it in S-tier, as the rewards are great if you’re patient.
D-Tier – Worst Silver Augments

Good for Something I – Champions that aren’t holding items have a 40% chance to drop 1 gold on death.
- Good for Something is really not good for anything. Giving champions with no items a chance to drop 1 gold on death just doesn’t matter much. You might get a couple gold each round, but I’d rather have almost any other augment. It feels like an augment that’s meant to let you make the most of a poor comp, which by itself isn’t that appealing. I just can’t imagine a situation where the other two options aren’t better than this in at least some way.
Lunch Money – Every 8 damage you deal to enemy tacticians gives you 2 gold.
- Lunch Money is the worst Silver augment in TFT Set 17. Even if you deal 8 damage every single round, you’re still only gaining 2 gold per turn. Maybe 4 if you beat them really bad. I’m just not at all interested in an augment that awards 2 gold for winning a round. This is a useless augment and I can’t imagine any situation where I would take it.
The Tower – Gain a giant Training Dummy with increased Health (increases with stage). Every 4 seconds, it zaps the 3 nearest enemies dealing 5% max health true damage.
- The Tower is a truly bad augment. Training Dummies are pretty useless themselves, and the bonus health and damage don’t make things much better. If you have the augment that lets you throw your Training Dummies at enemies to stun them then this is slightly better, but if you’re taking multiple Training Dummy augments, I don’t know what to tell you. I could see it being fun, but I certainly can’t see winning with it.
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