Gold augments are the second-tier ones, less powerful than Prismatic and more powerful than Bronze and Silver. The strength of gold augments varies wildly, with a handful standing out (and below) the rest. Below, I’ll discuss the best and worst of the gold augments, so let’s get right into it with a tier list.
All Gold Augments Ranked – Tier List

S-Tier – The Best Gold Augments in TFT

Bringer of Ruin – Every takedown Atakhan scores permanently grants him 1% ability power and 40 max health. Gain a Briar and a Sion.
- Bringer of Ruin is incredibly powerful for Noxus comps. If you can get this augment early, you can get some huge buffs to Atakhan which make him really hard to deal with. Obviously this is only good for Noxus comps so you can’t just take it randomly and hope it works out, but when it’s good it’s perfect. For Noxus comps, this is definitely one of my favorite augments, especially if I’m able to get it early or when I’ve already committed to playing Noxus.
Big Grab Bag – Gain 3 random components, 2 gold, and 1 Reforger.
- This one is pretty simple, but it’s fantastic. Any comp can make use of more items and gold, and a Reforger is an excellent resource to have late in the game. Big Grab Bag is great if you’re still looking for one or two more items to get your comp where you want it to be, so it’s an easy S-tier. Any augments that are good no matter what comp you’re playing are strong, and this is no exception.
Epic Rolldown – When you reach Level 8, gain 20 shop rerolls.
- Epic Rolldown might be the overall best gold augment in TFT. Level 8 is the endgame for most comps, so 20 free rerolls once you get there is extremely hard to beat. With how many comps want to hit level 8 and immediately roll a bunch of times, this is the perfect augment for the current meta. Even in the worst scenario, this is still a pretty good augment. And in the best ones, it’s nearly unbeatable.
Indecision I – In 3 rounds, choose a new augment of the same tier. Gain 5 gold now.
- Indecision is a fantastic augment since it lets you cycle for some better options and get some free gold. While it could be seen as a downside to have to wait a few more rounds before getting your actual augment, it’s almost always worth it. Unless I get a really good pick in its place, I almost always take Indecision whenever I get the chance. The only exception to this is if I have a comp that’s really dependent on a certain type of augment.
Infinity Protection – Gain 4 gold now. On Stage 4-3, gain an Infinity Force. Infinity Force gives allies in the same row a 15% health shield.
- This augment is almost impossible to pass up whenever you’re playing a comp with a fighter carry. Infinity Force is an excellent item for fighters or really any Champion with good melee DPS, and the shield makes it even better. You can give your entire front row a 15% health shield, which makes a huge difference. For most comps, this means at least 6 or more troops will get the bonus, which can easily make the difference between winning and losing.
Savings Account – After you gain 50 gold in interest, gain 30 gold. Your max interest is increased to 7. Gain 4 gold now.
- Savings Account is the best Gold augment for gaining gold. Since you’ll want to be maintaining 5 interest per turn anyway (most of the times), it’s not much harder to get to 7. Then, the free 30 gold once you make 50 in interest is a potential game-ending boost. This augment promotes better gold management and late game scaling, which is incredibly strong in this set.
Trade Sector – Gain a free shop reroll every round. Gain 4 gold.
- This one is self-explanatory. Trade Sector simply gives you a free shop reroll every round and 4 gold. Shop rerolls are always good, so getting a free one every round is one of the best bonuses you can get. Of all the gold augments, this might be the simplest good one.
D-Tier – The Worst Gold Augments in TFT

Clear Mind – If there are no Champions on your bench at the end of player combat, gain 3 XP.
- I really don’t like Clear Mind because it encourages a bad playstyle. You don’t want to limit yourself to not having Champions on your bench, as it’ll prevent you from getting 2- and 3-star Champions. I won’t say there aren’t some strategies that can make this work, but generally speaking I don’t ever recommend taking Clear Mind.
Crash Test Dummies – Gain 2 Training Dummies. Combat Start: Your Training Dummies launch themselves towards a group of enemies and stun them for 1.8 seconds.
- Training Dummies just aren’t valuable enough to make this augment worthwhile. While they do offer a decent distraction for enemy troops, it doesn’t take long for them to get killed. Plus, while the stun is pretty solid, it just doesn’t do enough to make this augment worth using. If you have other Test Dummy augments then you can make this almost decent, but even then I don’t think it’s better than just taking a better one.
Gold Destiny – Gain a random Gold augment and 3 gold.
- I absolutely do not like getting a random augment, especially when it’s a Gold or Prismatic augment. There are simply too many bad or neutral augments to take this risk. If you literally have no better options, then I guess you could go with it. But I’d only ever take this augment if my other options were also D-tier picks, which is unlikely. Even then, some D-tier options are better.
NO SCOUT NO PIVOT – Champions that fight in player combat cannot be benched or sold. Your team gains 1% health and 1.5% ability power and attack damage after each player combat.
- NO SCOUT NO PIVOT sounds like it might be good, but it almost never is. It is extremely rare that you want to leave everything in play after every combat, so I just have a hard time finding ways to use this augment without losing because of it. If you’re very confident in your current comp and you know exactly what you want to do, then you can go with it. However, I just don’t see that happening often.
Warpath – Gain a 2-star 2-cost Champion. After dealing 80 player damage, gain a chest of high-cost Champions and items.
- First off, a 2-star 2-cost Champion isn’t that exciting. And to get the other half of this augment’s bonus, you’ll need to deal 80 player damage. Even if you’re on a hot streak, this is going to take quite a bit of time. If you do manage to do this, though, the reward is pretty fantastic. It’s a high risk, high reward augment, but I feel like the risk is just way too high here.
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