Just like with every set, augments are what drives most of your gameplay in TFT. This season has largely the same traits as last set, but with a few exceptions. In this article I’ll rank every Prismatic augment in TFT for Set 17 in the form of tier list, so let’s get right into it!
Tier List

S-Tier

Golden Gamble – Gain 1 gold and flip a coin. If heads, gain a Radiant Lucky Item Chest. If tails, gain 2 Completed Item Anvils.
- Both options from the coin flip here are genuinely fantastic. The Radiant Lucky Item Chest is the better one overall, as Radiant items are far more powerful and unique. That being said, 2 Completed Item Anvils are just about as good. There’s nowhere to go wrong with Golden Gamble. Not much of a gamble really.
Hold the Line – Allies in your back 2 rows gain 10% Ability Power and 9% Attack Damage for each ally that starts combat in your front row.
- I love Hold the Line for any comp that is primarily tanks with one or two carries on the back line. This Set, I really like it for Meeple-based comps with Veigar and Corki, any of the Viktor comps, and the Miss Fortune ones. But you can make it work with almost any, as the vast majority of team comps fall into this type of layout.
Level Up! – When you buy XP, gain an additional 2. Gain 10 immediately.
- This one is simple: get 6 XP when you level up instead of just 4. This makes going to level 9/10 much easier, which allows you access to some of the most powerful team comps in the game. Plus you get 10 XP immediately which is nice.
New Recruit – Gain +1 max team size and 1 4-cost champion.
- New Recruit is also very simple. Getting +1 team size is almost always the best upgrade you can make to your team, plus a free 4-cost isn’t bad. There’s no team comp that can’t benefit from one extra slot, even if you already have all the perks you want. No way to go wrong here.
Pandora’s Box – Round start: items on your bench are randomized. Gain 1 random Radiant item.
- Pandora’s Box is an augment I always love each Set, and it’d be hard to imagine a Set without it in S-tier. It randomizes all your items (excluding consumables and unique items like Tactician’s Cape) that are still on your bench each round. This lets you optimize your items perfectly. Perfect items are the key to winning games, especially late when everyone’s boards are just about finished.
Tactician’s Kitchen – Gain a random Emblem. After 3 rounds, gain a Tactician’s Cape.
- This is the best augment in TFT for Set 17. I don’t even feel like it’s close. A random Emblem is already a good bonus, as Emblems are always powerful and open up access to extremely unique team comps. But getting a free Emblem, plus a Tactician’s Cape in only 3 rounds, is genuinely incredible. The Tactician’s Cape gives you +1 team size, so there’s no way you can pass up on it.
The Trait Tree – Gain 3 random Emblems, a Reforger, and 2 gold.
- I love The Trait Tree because it makes really weird comps more powerful. You can have all kinds of unique team comps with this many emblems. The possibilities are endless. The Reforger is essential here since it lets you reroll the Emblems, and any other Reforgers you can pick up later are even more valuable as well.
Upward Mobility – Buying XP costs 1 less. gain 2 Health and 2 free rerolls whenever you level up.
- Upward Mobility is great since it makes XP only cost 3 gold, letting you shoot for level 9/10 much more consistently. Plus you get some Health and 2 free rerolls each time you level up, which you’ll be doing pretty often with this augment anyway. Obviously, this is better if you get it early. I wouldn’t take it as the third augment.
We Stick Together – Gain a random Emblem and a Completed Item Anvil. Allies that share a trait with that Emblem gain 30% Attack Speed.
- Some people under-rate We Stick Together in my opinion. A random Emblem and a Completed Item Anvil are great to have, but the real appeal is the 30% bonus for allies sharing a trait with the Emblem. For comps where the vast majority or all of the units share the same trait (like NOVA, Meeple, Void, etc.), this is a massive team-wide bonus. It’s not good on comps that go for a wide spread of traits, but in the right situation it’s certainly S-tier.
Win Out – When you reach level 9, immediately level to 10 and gain 8 free Shop rerolls. Gain 6 XP now.
- This is another augment that I have seen a lot of hate for, but I don’t know why. Getting to level 9 is pretty common this set, as a lot of popular comps nearly require it. Going to level 10 immediately after 9 is a super powerful jump to make, plus the 8 rerolls will be very powerful then too. This is a great way to go for 3-star 3-cost champions, which are the most powerful overall “thing” in TFT as a whole. They’re almost entirely unbeatable, so I think it’s worth the risk. The only real downside is that if you fail to reach level 9, you have no augment.
D-Tier

Build a Bud – Gain a random 3-star 1-cost champion. Gain 8 gold.
- Neither of the rewards here are worth having when compared to other Prismatic-level rewards. The odds that the random 3-star 1-cost you get is actually one you want or need are pretty slim, and they don’t really do much by themselves. 8 gold also isn’t that impressive for the Prismatic tier. Even if you get the perfect 1-cost for your comp, it’s still not that great.
Component Heist – After 6 player combats, gain 1 of every item component. Gain a random component now.
- This one is almost at C-tier, but just barely makes D-tier instead. I don’t like that you have to wait 6 player combats for the majority of the rewards, as that’s just too long considering what you get. 1 of each item is good, but it’s not going to win you a game in most situations. And a random component up front is nothing to be excited about either.
Cursed Crown – Gain +2 max team size and your team gains 4% Durability, but you take double player damage when you lose a player combat.
- This augment is bad because it pretty much requires you to maintain a winning streak at all times. Gaining +2 max team size is absolutely incredible, but it’s not so good that it’s worth taking double damage. That will leave you dead in only a few losses, and it’s even worse if you get this augment late and are already low health. 4% increased Durability definitely doesn’t make this worth the pain either.
Shimmerscale Essence – Gain a Mogul’s Mail. In 6 rounds, gain a Gambler’s Blade.
- The reason this is in D-tier is mostly because of the “wait 6 rounds” clause. However, I also don’t really like either item that much. Mogul’s Mail reads “Grants 1 Armor, 1 Magic Resist, and 8 Health when taking damage, stacking up to 35 times”, and Gambler’s Blade reads “Grant 1% bonus Attack Speed per 1 Gold in your bank (up to 30 gold). Each attack has a 6% chance to drop 1 gold”. I’d honestly rather just have Gargoyle Stoneplate and a more useful AD item. It takes too long for these benefits to really stack up, and by that time you’ll be getting beat by people with better Prismatic augments.
Tiniest Titan – Gain 2 player health and 2 gold after every player combat. Your Tactician also moves faster. Gain 10 gold now.
- Since the carousel isn’t a thing in Set 17, there’s really no appeal to Tiniest Titan. The movement speed boost is entirely irrelevant now, unless you’re having trouble picking all your items in time. While the health and gold after player combat is pretty strong, they’re not as good as other health- or gold-related augments. It isn’t as bad as other D-tier augments in all honesty, but the irrelevant nature of it puts it a tier lower.
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