Teamfight Tactics (TFT) is all about making the most of the choices you get. While there is certainly a random element to what happens, most aspects are at least somewhat controllable by the player. In terms of augments, you get a choice of 3-6 (including re-rolls) on stages 2-1, 3-2, and 4-2. While you might get some back luck, you’re almost guaranteed to get something you can make use of. In this article I’m going to rank all of the Prismatic (highest-tier) augments in TFT as of patch 16.3!
Tier List

S-Tier – The Best Prismatic Augments in TFT

Coronation Crown – Gain a Tactician’s Crown. Tactician’s Crown, Shield, and Cape grant the holder an additional 20% Attack Speed, 25% Attack Damage, and 30% Ability Power.
- Coronation Crown is the best augment in TFT, in my opinion. Gaining a Tactician’s Crown is already an incredible ability that would be solid on its own, but also buffing the holder makes it S-tier. With this augment, putting the Tactician’s Crown on one of your carries is a great bonus. Augments which give combat bonuses are usually strong, which is definitely the case here.
Jeweled Lotus II – Your team gains 35% Critical Strike Chance, 10% Critical Strike Damage, and their abilities can critically strike.
- Jeweled Lotus stands out because it lets your units critically strike with abilities. While this can also be accomplished with an item, this augment lets your whole team do it. It also gives a significant amount of crit strike chance and damage, so it’s incredibly hard to pass up on.
Level Up! – When you buy XP, gain an additional 2 XP. Gain 12 XP immediately.
- Buying XP is one of the most important things to get right in TFT. With how popular going to level 9 or 10 is in the current meta, augments which give XP bonuses are incredible. Level Up! is arguably the best XP-based augment in the game, especially since you get 12 XP for free when you take the augment.
Pandora’s Items III – Round start: items on your bench are randomized. Gain 1 random Radiant item.
- If you don’t have the right items, you don’t have much of a chance to win. All versions of the Pandora’s Items augment are strong, but the third is the best. The Radiant item it gives makes a huge difference, and I’d highly recommend cycling it to get the best one for your team. Pandora’s Items III is also the easiest augment to take because every single strategy needs items.
The World Runes – Gain 2 Emblems from random Region traits. After 4 player combats with 4 Region traits active, gain a powerful reward.
- Emblems are powerful because they let you create unique team comps that wouldn’t typically be possible, and there are quite a few augments which give them. Region traits refer to any trait tied to one of League’s regions. There are a bunch of these in Set 16, so getting 4 of them active isn’t too hard. And any time an augment says “powerful reward”, you know it’s something really good. There is a risk that you end up getting bad luck with the reward, but it’s almost always worth the effort.
Upward Momentum – Buying XP costs 1 less. Gain 2 Health and 2 re-rolls when you level up.
- Upward Momentum just barely makes S-tier. It lets you save 25% on purchasing XP which helps a ton if you’re going for a level 9 or 10 build, and gaining health and getting re-rolls is always nice. It’s not the flashiest augment, but it’d be hard not to put it at S-tier since it makes so many popular strategies easier.
Mid-Tier, But Situationally S-Tier
Band of Thieves II + Lucky Gloves + Radiant Rascal – Thief’s Gloves synergy
- While all of the Thief’s Gloves augments are fairly strong, when combined they easily become S-tier. You don’t need all three of them, but at least two makes a huge difference. For example, Band of Thieves just gives you a Thief’s Gloves, which isn’t super exciting alone. But if you also have Lucky Gloves to make the items right then it becomes much better. And even more so for Radiant Rascal, which gives Radiant items instead of normal ones. Two “correct” Radiant items are much more powerful than 3 non-Radiant ones, so the synergy is really strong.
Commerce Core + Prismatic Ticket – Re-roll synergy
- Commerce Core and Prismatic Ticket are both close to S-tier by themselves. However, together they make one of the most powerful combos in TFT. Commerce Core gives you a bunch of free re-rolls every round, and Prismatic Ticket gives you a chance to gain a free re-roll every time you do so. So Commerce gives re-rolls, which then have a 50% chance to give another one with Prismatic Ticket. This is perfect for hyper roll strategies that rely on 3-star comps, and it’s also strong for more general comps as well.
Bronze for Life II – Good with lots of traits / emblem synergy
- I really like Bronze for Life, but it doesn’t work with every strategy. It really requires you to have a lot of Bronze-tier traits, which isn’t hard but also requires some forethought. If you’re on a strategy that can make it work, though, it’s almost too good.
D-Tier – The Worst Prismatic Augments in TFT

Prismatic Destiny – Gain a random Prismatic Augment and 4 gold.
- Prismatic augments are just too important to risk getting a bad one. 4 gold is nice, but nothing compared to wasting a Prismatic augment.
Spoils of War III – Enemies have a 45% chance to drop loot when killed.
- I feel like whenever I take this, I never notice any decent loot. The only thing I like about it is that it isn’t something I need to change my playstyle for, but that’s mostly because it’s irrelevant.
The Axiomata – Gain 3 random elemental hex augments. Future augment rounds instead grant you items and gold based on the augment’s tier.
- I give this augment props for being unique, but that’s about it. The hex augments aren’t good enough to rely on so heavily, and the items and gold from future augments don’t beat the actual augments themselves.
Trifecta II – Gain 3 3-cost champions. Allies gain 5% Attack Speed. Combat start: 3 random 3-cost champions gain 300 Health and 250 Attack Speed.
- Other than being annoying to read, I don’t think Trifecta does much. If you’re playing a comp that has lots of 3-star troops, then obviously this can be good. But generally speaking it’s just too situational to ever suggest.
Worth the Wait – Gain 2 copies of a random 2-cost champion. Gain another copy at the start of each round for the rest of the game.
- If you get a really good 2-cost champion, this augment might end up paying off. But usually you’ll end up with one that’s either not good or irrelevant to your comp. 2 gold per turn from selling them isn’t terrible, but it’s a lot worse than most Prismatic augments.
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