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UniversityFundamentalsLesson 11 of 113 minute read

Choosing an augment

Three offers a game, and each pick stays with you. Take what your game needs: power now, a payout while there is time, or a trait your board already leans toward.

Checked for patch 18.5. The numbers come from the live Set 18 data and follow every patch.

The idea

At 2-1, 3-2 and 4-2 the game offers you 3 augments, and the one you pick stays with you for the rest of the game: 3 in all. Every augment in an offer is the same tier: silver, gold or prismatic, from weakest to strongest. This set has 72 silver, 110 gold and 71 prismatic augments.

Augments pay out in different ways. Some make your board stronger right away: stats, damage, a free unit. Some pay later: gold, experience, or items that keep coming. Some only pay in one comp, because they name a trait. The right pick is the one that pays the most in the game you are in, not the one that sounds strongest.

When you pick changes the answer. A payout that comes every round is worth that payout times the rounds you have left to collect it, the same way a bank is. So something that pays over time is at its best on the first pick and at its weakest on the last, when power for the next fight is usually worth more. Health decides too: with plenty of it you can wait for a payout, and low on it you need to win fights now.

An augment that names a trait is a chance and a trap. One for a trait you already play, or can reach with the units and items you hold, can carry a game. One for a trait you would start from nothing pulls you toward a comp your items, your shop and the lobby did not pick. Take it when your board already leans that way, and treat it as a pivot when it does not, the way Picking a comp and reading the lobby treats any other signal.

One thing HexKey cannot tell you is how an augment did. Riot does not allow augment win rates, and match data does not record which augments a player picked, so the game review never grades your augments. The choice is yours, and the questions above are how to make it.

See it live

This set's augments by tier, sorted by what their text names: a trait, gold or experience, items, or none of these. Pick a tier and a group, and read real augments from it.

TierEvery augment in one offer is the same tier

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The rule of thumb

Pick the augment your game needs: power now when health is short, payouts early while you have the rounds, and a trait only when your board already leans that way.

Every rule of thumb, on one page

Check yourself

Your turn

It is the last augment of the game. You have little health left and your board is losing fights. Which augment do you take?

Pick an answer.