All articles
GuideStrategyAugmentsmacOS9 min

How to pick TFT augments: a ten-second decision method

Updated on · The OS FIGHT TACTICS team

At fixed points in a game of Teamfight Tactics, everything stops and the game hands you three cards. A name, an icon, two lines of text each, and a countdown ticking while you read. What you click there matters more than any purchase you will make all game, and it is the decision most players give the least thought to. This article contains no augment list and no rankings: names and numbers are rewritten every set, while the way you decide never changes. If interest, level thresholds and traits are still fuzzy, our beginner guide to Teamfight Tactics comes before this one.

An augment is not a round bonus, it bends the whole game

The first mistake is a filing error. Players slot augments next to item components picked up off a monster wave: a small extra that makes the next fight slightly better. That is not what they are. An augment is never consumed and never sold. It stays active until the final round, it stacks with the ones you take later, and it changes how you spend gold for the rest of the game. The offers arrive at fixed, known points, the same ones for all eight players, always as three cards from which exactly one is kept. That stacking is the real story: three augments pulling in the same direction beat three individually stronger augments pulling apart almost every time.

The five families of augments you should recognise instantly

Ten seconds is not enough to read three full card texts and compare three effects line by line. It is more than enough to file each card into a family and then read only the two still in contention. The names rotate every set. The families do not, and recognising them without thinking is the whole trick.

  • Trait augments: a free breakpoint, an upgraded trait bonus, a free unit carrying that trait. Outstanding if you are already going that way, close to worthless otherwise.
  • Economy augments: extra income per round, better interest, free experience. They make no round better right now; they buy you rounds and a head start.
  • Item augments: components, finished items, or the means to build them. The most readable of the five, because an item goes on whichever unit you choose and commits you to nothing.
  • Combat rule augments: an extra unit on the board, a positioning constraint, an effect applied to the whole team. They do not strengthen your game, they redraw it.
  • Conditional augments: they demand a number of units of a given type, a specific position, a particular trigger. The number on the card is often the biggest of the three, and it means nothing until the condition is met.

The first pick stays open, later picks attach to what you already hold

The first augment arrives too early to be an informed choice. You have two or three units, no finished item, and no idea yet what the shop will actually give you. Picking it on a comp you have decided in advance means choosing your game before you have seen it. At that window, the right card is the one that closes no doors: economy, items, or an effect that works with any board. Later windows work the other way around. By then you know which components you picked up, which carry is forming, which traits are already at a breakpoint, and which units the other seven players are leaving alone. You choose from what is in front of you, never from a plan made before the loading screen, which is the same reasoning our method for learning a new set applies to every other decision.

Your first augment should close no doors. Your last one is no longer allowed to leave any open.

The most common mistake: strongest in the abstract instead of strongest in your game

A player who has read three guides recognises two cards out of three and takes the one with the best reputation. That reflex costs more placements than any other, because an augment has no strength of its own: it has strength in a context. A trait augment that is spectacular for someone already holding four units of that trait does nothing for you when you hold one, and even less when two players at the table are already contesting those units. The painful version of this mistake is taking a famous trait augment and then spending the rest of the game chasing units the shop refuses to offer. You paid a game-long decision for a bonus you will never switch on. Before clicking a card that names a trait, answer one question honestly: am I already seeing those units, and can I afford to go looking for them?

Economy and levelling: the same augment is worth two different things ten minutes apart

This is what separates a correct pick from a good one. An economy augment adds no power, it buys time: gold that makes more gold, level thresholds reached ahead of the lobby, shop rolls the others cannot afford. Taken early, it works for the whole game and pays for itself several times over. Taken late, it has nothing left to fund. Levels are reached, boards are built, and gold arriving after the fact does not buy back a comp. The practical rule fits in one line: the later the window, the more you want immediate power and the less you want promises. The symmetry is just as true and less often remembered. An augment that requires a high level or a full board is an endgame card, and taking it at the first window means playing seven against eight for ten minutes.

Judging an augment you have never seen: read the condition before the effect

  1. 1Find the condition first. Card text usually leads with the effect, which is spectacular, and ends with what you must assemble to get it, which is decisive. Read the end first.
  2. 2Ask whether the condition is already met, or one purchase away. If it implies changing your board, the card is not free: its real price is the comp you give up.
  3. 3Work out when the effect pays. Some make the next round better; others only return value after several rounds. Compare that pace with the window you are in.
  4. 4Check that the effect applies to something you already own. A bonus restricted to a unit type, a range, or a zone of the board sometimes touches none of your units.
  5. 5On a tie, take the more flexible card. Gold and items recycle into any direction; a specialised effect does not.

Three dense cards, a countdown, and the size of your screen

This last point is not strategy, but it decides the quality of every pick above: you still have to read all three cards before the timer runs out. The same selection screen on a six-inch phone and on a Mac display is not read at the same speed. Three blocks of small text side by side take real effort on mobile, and that effort costs exactly the seconds you then need for comparison. It is the most concrete argument for playing on a big screen when you have one. On a Mac there is a detour to know about: since patch 18.1, the one that opens Set 18 and moves Teamfight Tactics onto Unreal Engine, macOS is no longer supported by the game, with no support and no fixes. Riot presents the removal as temporary and says it is working to support the system in a future update, without announcing a date. Android remains supported, and that is the version OSFT Launcher runs on Apple Silicon Macs, full screen and on your keyboard. Our installation guide walks through the setup.

The five-step routine to run at every augment window

  1. 1Sort the three cards into families before reading anything: trait, economy, items, combat rule, conditional.
  2. 2Immediately drop the ones whose condition is not met and will not be met within two rounds.
  3. 3Look at your board rather than the card: which components, which carry, which trait is already at a breakpoint.
  4. 4Choose by window: open and profitable on the first pick, increasingly immediate and committal on the later ones.
  5. 5If you are still torn, take the card that keeps the most options open. A mediocre flexible pick beats a specialised one the game never confirms.

What exactly is an augment in Teamfight Tactics?

It is a choice between three offers, presented at fixed points in the game and identical for all eight players. Unlike an item or a unit, it is never consumed and never sold: it stays active until the last round and stacks with the ones you take afterwards. That makes it a decision that bends the entire game rather than a bonus that improves the next round.

Should I pick augments based on a comp I planned before the game?

No, and that is the most expensive habit in the game. The first offer lands before the game has shown you anything, so the right card there is the one that closes no doors, usually economy or items. Later picks are made by looking at your actual board: the components you picked up, the carry taking shape, the traits already at a breakpoint, and the units the rest of the lobby is leaving alone.

Is an economy augment better than a power augment?

It depends entirely on when it is offered. An economy augment adds no strength, it buys time: gold that makes more gold, levels reached ahead of the lobby. Taken at the first window it repays itself several times. Taken at the last, it has nothing left to fund and is clearly worse than an effect that works immediately. The later the window, the more you should favour what acts right now.

How do I evaluate an augment I have never seen before?

Read the condition before the effect. Card text leads with the result, which always looks good, and buries what you need to assemble at the end of the sentence. Then check three things: whether the condition is already met or one purchase away, how many rounds before the effect pays, and whether it applies to units you already own. On a tie, take the more flexible card.

Are augments the same on mobile, PC and Mac?

Yes. It is the same game, the same queues and the same balance, so the same offers at the same points. What changes between platforms is reading comfort. Three dense cards side by side under a countdown are compared far faster on a large display than on a phone, and that is thinking time gained at every single window.

Can I still play on a Mac now that macOS is not supported?

Yes, just not through an official client. Patch 18.1, which opens Set 18 and moves Teamfight Tactics onto Unreal Engine, removed macOS support: no support, no fixes. Riot describes the removal as temporary and says it is working to support the system in a future update, with no date announced. The same patch also dropped the oldest, lowest-memory Android and iOS devices. Android is still supported, and that is the version OSFT Launcher runs on Apple Silicon Macs. No account is reset: progress, rank and purchases stay tied to your Riot account.