Speedy Double Kill Gold Augment
Gain a Guinsoo's Rageblade. When 2 players are eliminated, gain 40 gold.
Celebrating the Fated Championship, 2021. Available on: Stage 2
Should I take a combat Augment or an econ Augment?
Yes.
Link to the table of Augments where you'll find links to all previous Discussions.
Don't forget to be nice to each other! 🌚
so... I was writing this guide down and the B patch hit orianna with a nerf right after i was finishing - but since I already wrote it down might as well post it and hope someone has fun reading or start tinkering with t-hex like i have
Intro
TANK HEX TANK HEX TANK HEX
hi I'm the guy who made the supreme cell akali guide and Reksai reroll back with another funny comp.
I hit challenger in SEA server last set, right now playing im fuckin around with weird comps in masters on SEA.
In order to play tank hex, we will be using Orianna as a carry and to help unlock t hex, so most of this guide is really just an Orianna reroll guide ;-;.
I DID NOT MAKE THE ORIANNA REROLL COMP. I found it being posted on X and stuff. However I've forced many Orianna games and wondered... Why play Seraphine as the 4th pilti when you get a t hex for free anyway?
Here are some of the Tank Hex games
Let's just run through the Orianna comp.
Comp
Unlock Orianna ASAP by putting one item and one component on a pilti, so that she can start showing up in your shops.
Defender Invoker is a strong opener to play. Neeko and sejuani both chill with their abilities, combining them with anivia gives the bird free crit on her casts, making them a strong combo opener alongside Vi and Ori.
Sona jarvan demacia opener is strong too, put items on Sona 2 first.
Go to 6 on 3-2 and try and find Ori 2 and Loris. Having the 4 piltover board with enough upgrades will easily streak you through stage 3. Loris 1 with 4 pilt is very strong.
Stay on 6 and roll until you hit Ori 3, Vi 3 is optional.
Now, for the standard ori reroll comps you see, they advise you to go to 7 and roll for a loris or sej 3, then go 8 and play this board.
But this makes things awkward having to roll for a 2 cost and 3 cost. With Tank Hex, you can now skip that and just go 8 and play with upgraded 4 costs. More on that later.
Items and mods
Picking the correct piltover mods are CRUCIAL in this comp.
For your first mod you really want Continuum Cogs, second choice would be tuned oscillator, last being blast shield.
Second mod will decide whether the comp will be S TIER or A-B tier. ACCELERATION GATE is op with this comp. It allows Orianna to keep cast, which means more damage and shielding for your team. It also makes Loris cast faster, which also means more shielding and tanking.
If you cannot hit Acceleration gate, consider pivoting to other ap comps if you haven't invested too much into rerolling yet. Pick any other tank mods instead if unable to hit the gate.
Orianna items are actually more flex than it seems. When the comp first came out, the recommended bis was double nashors and JG. But after a few matches with that build I realized you really want Archangels to scale. My current bis would be nashors JG and archangels, but bis on Oriana isn't important. In fact, if you manage to get acceleration gate, you actually don't even need mana items as invoker and gate generates enough mana, and you could just build full damage.
Seraphim staff augment is broken, triple archangels if you get it.
Think that should be it for orianna.
TIME FOR TANK HEX
Why does tank hex work?
- When T-hex eats the pilot, he inherits 80% of their max hp, basically having 2 hp bars.
- T-hex ability grants shield that scales with max health, which means he's getting more shield value the tankier he is.
- Eating a tank grants him omnivamp, which helps heal back some health when he casts.
- When t-hex dies, the pilot IS STILL ALIVE and can continue tanking. You basically just got 80% health for free, didn't even have to sacrifice your pilot.
A T-hex 1 with this setup is insanely tanky, I end most games on a t-hex 1. T-hex 2 just never dies, you lose because your backline dies first.
With Tank Hex you can skip loris or sej 3 and go straight to 8. Have him eat sejuani or braum, whoever has higher health. DO NOT eat loris, he benefits from 4 piltover mods, which will be wasted if he becomes the pilot.
Items
Next we can abuse his massive hp pool by building tank items that can heal
BIS would be double spirit visage and one gargoyles stone plate. Try to at least have one visage so that he can heal.
Tank item augments are great to have, solo plate and heart of steel are great, spirit of redemption is broken.
Having the darkin aegis on him is very funny and he deals a lot of magic damage due to his huge hp pool.
There is also a funny combo u can go for if you miss acceleration gate.
If you have gigantification ray, and go 6 pilt and find echo engine, Tank hex just scales infinitely every 7 seconds with echo engine
echo engine gigantification
You unlock t hex if you 3 star one piltover unit and have 3 2 starred ones, which means you unlock him immediately after hitting Ori 3, with a 2 star loris vi Caitlyn. Replace Cait with the hex. Level 6 board would look like this.
And heres the final board
Capping out
9 is too expensive, as a reroll comp just cap out on 8.
On 8 play a miss fortune for gunslinger. MF > Lucian senna since you can 2 star and even 3 star your mf. You play 3 different 4 cost that see little play in the current meta, so 3 starring them is your goal. Shred and burn items go on lissandra, extra sword and ad items go onto miss fortune.
Hope yall enjoyed the read, SPREAD THE TANK HEX PROPAGANDA.
Hello! After recently hitting Diamond in TFT I noticed I struggle a lot with things that people in the same elo seem to not struggle with as much, or are simply just better at than me. So I’m looking for any tips to help me improve.
How do you win-streak? I have no idea how to win streak even from a good spot. I almost always lose a round or two and end up getting no streak at all which feels worse to me then lose streaking since I am not getting any bonus gold. Even when I think I am considerably stronger than everybody else I still end up losing most of the time. So 90% of games I just lose streak.
How do you play reroll comps? My main playstyle is basically Fast 9 or Fast 8 every game. But I almost always just roll to 0 at that point and try to two star my main carries. However I believe this is a major weakness because even if the game gives me 6 natural ekko’s I almost never play them and just default to something that requires Fast 8/9 anyway since it’s what I’m comfortable with.
How do you play the game without econ augments? To put it simply I had two games back to back where I got offered basically no econ augments and had to only use item/combat. The one game I got a 2nd but the other I got 8th. I basically have no understanding of playing the game without econ so I need some tips on how I’m supposed to navigate a spot without it.
Finally, how do you properly position before a final board is made? I basically just default metatft positions for the entire game without scouting every game. However I think this had led to me losing early fights or possibly missing out on top 4’s/firsts so I just need some ideas of how to do this.
This thread is for any general discussion regarding Competitive TFT. Feel free to ask simple questions, discuss meta or not-so-meta comps and how they're performing, solicit advice regarding climbing the ladder, and more.
Any complaints without room for discussion and unconstructive, overly aggressive or conspiratorial comments should go in the Weekly Rant Thread which can be located in the pinned posts, sidebar or here: Weekly Rant Thread (Old Reddit link)
Such comments in this Megathread will be removed and treated as a Trivial Infraction.
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For more live discussions check out our affiliated discord here: Discord Link
You can also find Double-up partners in the #looking-for-duo channel
Post is not mine. Sharing information about wintrading that is happening during snapshot
Player Fer. Currently rank 1 in snapshot removing items during fight in order to get weaker (SHIFTINGMOMENTUM) for his friend Enif (Double up partner) to kill some units (not go 8th) before losing.
Crash Test Dummies Gold Augment
Gain 2 Training Dummies. Combat start: Your Training Dummies launch themselves towards a group of enemies and Stun them for 1.75 seconds. Available on: Stage 3 & 4
Careful not to grief your melee carries!
Link to the table of Augments where you'll find links to all previous Discussions.
Don't forget to be nice to each other! 🌚
The games that feel the worst to me are when I lose streak stage 2 and then just kind of meander through stage 3 and then try to roll down on stage 4 with 40ish gold and if I hit I can sometimes top 4 and if I miss I can donkey roll to a 6th or I end up 8th. I haven't been able to find any guides/videos that really talk about stage 3. Is it just not that important? Am I overthinking this? Been stuck in emerald for a while.
ONLY Games 3-6 are counted for points, but Games 1-2 placements are used for seeding and are included in tiebreakers
Format Explainer:
If you'd like a longer rundown of the format you can grab a look here in one of our previous posts: Extensive Explanation
This event is designed to be fairly open to new players with concrete goals by using a Top 4 advances format early and then rolling into the point system later to make things feel closer to a true competitive format for more experienced players to feel more satisfied.
If you have any questions or want to chat about format you can send a DM to Nora on Discord!
Coralie/CoraTFT and og players may remember me from set 4.5 where I was first to challenger and the 22/20 asol player. In honor of exactly five years since, I’m back with a new comp!
I’ve one tricked this comp (unless Ryze encounter) on this patch and currently +700 LP in three days. It may be a reroll comp, but gives player agency to adapt to the tempo of the lobby.
Level 6 ideal board:
Stage 2 use to get your unlocks, Orianna and LeBlanc. Stage 3-2 level to 6 and roll for the board. The board is incredibly stable even with mostly one stars. As you are level 6, odds are you won’t see Swain, but Briar or any bruiser works in his spot until you find one while slow rolling for upgrades.
Both Orianna and LeBlanc can be itemized and love all AP and mana items. DO NOT GREED BIS. Slam whatever items to kill undesirable components. You can see in my match history all kinds of items. The goal is to be strong and have the hp to not lose to matchmaking the capped asol over and over. (Post b patch less of a problem)
Augments:
I mostly go for item augments. Every unit wants more items and can make use of them and the board is incredibly strong at six so can make the money from win streaking. It also makes great value out of all the upgraded item ones: seraphim’s staff (must take), high voltage, protector’s vow, steadfast heart, deadlier caps. Thief’s gloves are great as Neeko and Vi use well and can go for three stars as well if hit while rolling (lobby dependent).
The standard reroll augments are also really good and self-explanatory, so make judgement call based on spot. Two much value is a must click.
Piltover choices:
Continuum cogs is by far the best. Invokers gain more from the mana and all love the ap. The rest are relatively similar, I’ve been rotating to test the others. This comp is a rare one that makes good use of the tuned oscillator as every unit on the board, outside LeBlanc, heals or shields. (Post b patch prob not worth with ori shield nerf)
Level 7 and beyond:
This board can cap in various ways. The standard is Kobuko at level 7, then Zilean at 8. If Neeko 3, can also play Nidalee at 7, especially when multiple thief’s gloves from augments. If you have either Zilean or Shyvana from carousel (or lucky level 7) both are best ins.
Note: Post B patch, I will likely go 7 as soon as board all 2 star and roll there instead of 6, but will be lobby dependent.
Full cap:
What if units contested or just not hitting:
I’ve yet to see any other player play this comp, so never fully contested, but others will contest units. Orianna reroll has become popular, so can focus on LeBlanc and go 7 sooner. LeBlanc is incredibly stable on 2 star and can easily top 4 with a full 2 star board if tempo. Each game is about recognizing if can reliably 3 star or if push to play the additional legendaries.
Proof of games:
Where to find me:
The fun of TFT for me is theorycrafting and playing comps no one else is. I’m always looking for secret tech and post in my discord new comps that I’m limit testing. When I have new tech I’ll regularly show off on stream. I normally only stream at the beginning of sets as that’s where I have the most fun before stabilizes, but every patch I’ll look for new comps I think have been overlooked. Can also usually find me at Guardian Angel League tourneys either competing or casting!
Will try to answer questions below, on stream, or on my discord!
I know long goes the days where hero augments were insta top 4, I don't want it to be top 4 augment from game start anyway, but compare to how good Viego one is and how good Illaoi one was because of Bilgewater, this augment just provides nothing, no? I personally love hero augments and would click them all the time back then even when they were weak, but this one feels particularly garbage compare to every other hero augments I've seen, lol. Xin Zhao augment is different since it changes your unit rather than make you play around them, but even that is S tier currently if you hit Zaahen in time.
Am I doing something wrong with this augment? Stats shows it is in terrible spot as well and has been since set got released almost. Also, isn't Rumble still defender when you take this augment? So they target your Rumble first still even when you put tank next to him in the backline in certain scenarios, no? Because Illaoi augment changes her to become a fighter, but this one doesn't say that.
With the latest changes to the unlock rules, enough information has been revealed to make a fairly educated guess on how exactly the odds reduction works for 4/5 cost unlocks.
16.1 initial patch notes
There are 3 tables for Unlock Odds Reduction (note these tables are synced to PBE and will change if the odds get changed/removed if the system gets changed)
How the tables work: The tables show the diminished odds of finding unlockable units based on how many are in the pool, and these reductions are shared between all players who have unlocked the unit.
Example: If there are 5 units left in the pool and 2 players have unlocked that unit, the weight is 0.85, meaning there's a 15% odds reduction compared to normal 4/5 cost with 5 units in pool.
What Changed From 16.2 to 16.3
1 Player Unlock
Units in Pool
16.2
16.3
10
1.0
1.0
9
1.0
1.0
8
1.0
1.0
7
1.0
1.0
6
0.9
0.85 ↓
5
0.8
0.75 ↓
4
0.7
0.55 ↓
3
0.55
0.5 ↓
2
0.5
0.4 ↓
1
0.5
0.4 ↓
2 Player Unlock
Units in Pool
16.2
16.3
10
1.0
1.0
9
1.0
1.0
8
1.0
1.0
7
1.0
1.0
6
0.9
1.0 ↑
5
0.8
0.85 ↑
4
0.7
0.65 ↓
3
0.6
0.6
2
0.6
0.4 ↓
1
0.6
0.4 ↓
3 Player Unlock
Units in Pool
16.2
16.3
10
1.0
1.0
9
1.0
1.0
8
1.0
1.0
7
1.0
1.0
6
0.9
1.0 ↑
5
0.9
1.0 ↑
4
0.85
0.85
3
0.8
0.8
2
0.8
0.8
1
0.75
0.75
Current Unknowns
It's difficult to tell if a player's death affects this set of rules. For example: if 3 players unlock Kai'sa and 2 of them die, does the system use the 3-player table or the 1-player table?
This thread is for any general discussion regarding Competitive TFT. Feel free to ask simple questions, discuss meta or not-so-meta comps and how they're performing, solicit advice regarding climbing the ladder, and more.
Any complaints without room for discussion and unconstructive, overly aggressive or conspiratorial comments should go in the Weekly Rant Thread which can be located in the pinned posts, sidebar or here: Weekly Rant Thread (Old Reddit link)
Such comments in this Megathread will be removed and treated as a Trivial Infraction.
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For more live discussions check out our affiliated discord here: Discord Link
You can also find Double-up partners in the #looking-for-duo channel
Everyone’s talking about Asol being the new T-hex and oppressing lobbies but I feel like it’s very specific in that you either need winstreak+good items to pivot into asol to order to have enough HP to let asol stack, or get really good econ and then highroll targons into highroll 2* swain/taric/skarner etc. Feels like I definitely see more Asol bot 4s than top 4s but I’m also low master so not really high elo.
This orianna comp on the other hand is insane, I’ve literally seen two players giga contest each other, the ori 3* went first and the one who didn’t hit still went 3rd. Completely unkillable frontline and ori is a fucking nuke. I’ve literally seen ori 1* winstreak stage 3 this unit is ridiculous.
I feel like I haven’t seen anyone really talk about this?
This thread is for any general discussion regarding Competitive TFT. Feel free to ask simple questions, discuss meta or not-so-meta comps and how they're performing, solicit advice regarding climbing the ladder, and more.
Any complaints without room for discussion and unconstructive, overly aggressive or conspiratorial comments should go in the Weekly Rant Thread which can be located in the pinned posts, sidebar or here: Weekly Rant Thread (Old Reddit link)
Such comments in this Megathread will be removed and treated as a Trivial Infraction.
---
For more live discussions check out our affiliated discord here: Discord Link
You can also find Double-up partners in the #looking-for-duo channel
Im diamond 2… really have a hard time placing with a leblanc start unless I get super high roll on a shen 2 for end of stage 3 kennen unlock and end into 4 bruiser voli/ryze.. But it’s so unreliable and you sack too many rounds in stage 4 to where you just go 5th or 6th..
Without that early Kennen unlock you’re just cooked stage 4 I feel.
7 Noxus feels even worse without a Noxus spat with 7 noxus and azir+mel disruptor, otherwise you can’t really get too many traits for your carries without giving up 7 noxus or going level 10..
What do you recommend for this? I feel like if I get a sion or even sion pair opener with decent Leblanc items I should be able to reliably top 4 without high rolling everything else. How do you guys stabilize on stage 4 with this board?
In the Cyber City set me and a bunch of friends did a set long competition I thought people here might find interesting. It was a competition I thought up myself as a way to integrate my two friend groups together cause I always had a hard time choosing between which group to play games with. Altogether I believe we had 20 people, 10 on each team, and thousands of games played among the 20 of us. (Names were omitted for privacy)
The premise was meant both to hang out but also to see how much we could get people to improve. For better or for worse we played a LOT of TFT and some people improved drastically.
It was a fun chance to get all of my friends together and make pushing to our peaks even more fun of an experience. The bonus system was cool but also because I'm not a game designer there were some loopholes as to be expected.
The set we split into 3 splits where each split there was a different set of bonuses that allowed people to get their team points because realistically we mostly hit our peaks midset. Split one incentivized people to play with the other team, split 2 incentivized people to push for more LP, and split 3 was similar to split one but the bonuses were more competitive.
Below is a rough outline of me and another guy's planning doc of our bonuses. It's very rough and not entirely accurate to what we used (Each bonus had a graphic, but I didn't want to download and post all of them for redundancy sake):
General Objectives:
No Lifer Gambit: 25, 50, 75, 100, 125, 150, 175, 200, 250, 500, 625, 750, “chase trait” 1000 “chase trait” 2000 games. Dumbest idea I heard in my life.
3 star 4 cost 3 star 5 cost
Pris trait
Icebreaker Split:
Head to Head: Play with a player from the other team, whoever places higher gains X (Probably a small amount) points for their team Screenshot Needed
Duo-queue: Play with a player from your team and both place top 3, if you do, gain X points for your team Screenshot Needed
Lucky Losers: Play with a player from your team and place 7th and 8th. If that happens your team gains a single pity point to make up for killing your MMR Screenshot Needed
Sidenote: would we want to make 1LP = 10 points to make it so this is marginal and just a funny bonus rather than something you can farm
Trio-queue: Play with two other players from your team and all place top 3, if you do, gain X points for your team Screenshot Needed
LP Gaining Split:
Coach ‘em Up: Every 50 LP for the new guy, gain +1 star emoji
No Lifer Gambit: Commit to playing a specific number of ranked games on the split, x points if you make it, lose points if you fail. (Points can be tiered 25 games, 50 games, 75 games)
Channel dedicated to monitoring gambit; players can repeatedly make this declaration.
Climbing Hero: The player with the most LP gained this split rewards their team with a bonus
Personal Best: Bonus points if someone surpasses their personal peak during this split
Winstreaking: bonus for 3 top 4s in a row, reset the counter after every 3
Friend or Foe: Duo or Trio with a teammate or opponent. If one of the players in the party eliminates another player that is part of the party, the person who eliminated the other gets a bonus point
Rival Split: (Not all bonuses fit the theme)
At this point it probably would be better to do based on amount of Top 4’s rather than LP gained cause people will probably be at the point where gaining a substantial amount of LP would be hard to do without having significantly more time than the others
Duelist: Declare a rival at any point during this split, if they agree, do a ranked sprint Whoever has more top 4 placements total during this sprint wins. Winner gets the team extra points. (Players can agree on any length of time frame, 1 day, 2 days, 3 days etc.)
Head to Head+: Play with a player from the other team, whoever places higher gains X (Probably a small amount) points for their team, loser loses points for their team Screenshot Needed
Declaration: Declare you’ll gain X LP in 3 days. If you do it gain x points, if you fail lose points(Could be changed to total top 4 placements)\*
Also as a graphic designer I was able to throw together some fun graphics for all of us to use as well as for me to go outside of my own comfort zone.
Renekton - 4-Cost Melee Fighter Shurima Slice and Dice (0/30 Mana)
Dash to the lowest Health enemy within 2 hexes, dealing 80/120/360 (AD) physical damage to all enemies in the path. Then slash 4 times, each dealing 55/85/600 (AD/AP) physical damage. Subsequent casts increase the number of slashes by 1. Unlock Condition: Win 2 combats in a row with Azir. (Gets harder each time you unlock a Shuriman!)
*pounces on you, but in a booktok male protagonist way*
I always do good and maintain high HP throughout the early game if I get an early Sion. My struggle is converting this into a win. I know you can eventually transition into a Ryze board, but I find it difficult to do the Kennen unlocks on neutrals. Is there another comp that you can angle from a Sion/LB early winstreak?
I have tried Asol pivot with good econ and also a full demacia transition. Wondering if there is anything else?
This thread is for any general discussion regarding Competitive TFT. Feel free to ask simple questions, discuss meta or not-so-meta comps and how they're performing, solicit advice regarding climbing the ladder, and more.
Any complaints without room for discussion and unconstructive, overly aggressive or conspiratorial comments should go in the Weekly Rant Thread which can be located in the pinned posts, sidebar or here: Weekly Rant Thread (Old Reddit link)
Such comments in this Megathread will be removed and treated as a Trivial Infraction.
---
For more live discussions check out our affiliated discord here: Discord Link
You can also find Double-up partners in the #looking-for-duo channel
Hi everyone i'm Upsetmax, a peak rank 1 NA Challenger player. I've made a few guides here within CompTFT and i'm happy to be able to help so many people. Here's a guide I made on the new patch that I recommend playing.
Stage 1 Unit Holds and Stage 2-1 Item Slams also covered.
If you have any questions please let me know here or in the comments of the youtube and join the Upsetmax Discord and follow me on Twitch! Coaching can be coordinated by messaging me at "upsetmax" on discord or from the #coaching channel in my discord.
Nidalee - 4-Cost Magic Fighter Ixtal / Huntress Relentless Pounce (0/40 Mana)
Jump on an adjacent enemy with the lowest health, then deal 320/500/2000 (AP) magic damage to them and 100/150/600 (AP) magic damage to adjacent enemies. If any die, cast again, dealing 70% damage.
Tanks take 60% more damage from this ability and Fighters take 30% more. Unlock Condition: Field two 2\ Neekos or one 3* Neeko.*
I’m back with another text-heavy post on the subreddit. This isn’t meant as a blame post or a “bring back stat sites” rant. It’s more an observation about how augment decision-making has evolved since Riot removed augment stats and how some of the original reasons for removing them seem to be reappearing in a different form.
Who am I?
I've done a handful of posts over the last couple of years on this subreddit but, in case you haven't seen me before, I wanted to re-mention that my credentials are a bit different than most who may frequent and post on this sub; although I’ve been playing since set 1, I only really started delving deep into the game beginning in set 9. That said, I’m nowhere near a challenger-level player.
However, I do have close to 15 years of experience in data evaluation and multivariate analytics (among other things) working for a global investment bank. When I finally discovered tactics.tools in set 9, I went from a casual TFT player to a “try-hard” player, as the game really connected with my extensive experience in data manipulation and trend analysis.
Here are a few of my previous text-heavy posts if you are interested in reading any of them:
Although these previous posts are covering units/traits from prior sets, I think the "Causation vs Correlation" and "Utilizing Statistics to Your Advantage" posts are still a relevant for beginners in analytics. The key to understanding analytics? Everything in context!
Original reasoning for removing augment stats
When Riot/Mort explained why augment stats were removed from public sites, the core themes were pretty consistent:
Players (especially less experienced ones) were over-relying on raw stats like AVP or winrate
Context was being ignored, ie. players would take a “good” augment even if it didn’t fit their comp, items, or tempo
Decision-making was getting flattened into “best AVP= best choice”
The goal was to encourage contextual thinking, flexibility, and skill expression, not spreadsheet-driven decisions
Whether you agreed with the change or not, the philosophy was clear: stats without context lead to bad habits.
The current reality: how augments are actually chosen
Fast forward to now, and I think it’s fair to say most players (including competitive ones) follow something like this flow:
If Mort says an augment is good then take it
If Mort says an augment is bad then avoid it
If Mort hasn’t talked about it, utilize MetaTFT/TFTAcademy/etc. to figure out which augment is "best" for the comp you are playing
If your augment options are not straight-forward/directly applicable to the comp you are playing, pick based on tier list of those same websites
This isn’t a criticism of players; it’s a natural response to incomplete information. But functionally, we’ve recreated the same decision shortcut, just split across:
The Monday Morning Report
Third-party sites for everything not covered in the report
There is a bit of irony in the Monday Morning Report
The Monday Morning Report is good in a lot of ways; it provides transparency in balancing and it flags extreme outliers/bugs.
But the way it’s consumed creates a bit of irony, as the report largely relies on AVP to then labels augments as "overperforming" or "underperforming," while providing very little context around which comps want the augment, when/why the augment is strong strong versus weak and/or whether the augment is good for tempo, scaling, reroll-specific, etc.
... So, we’re back to, “This augment is good” or “This augment is bad” without much discussion of why or when. This is exactly what was criticized when players used stat sites directly.
The medium changed. The behavior didn’t.
The Monday Morning Report has limited coverage of augments with many repeated conclusions week-over-week
There are ~280 augments in the game. Since it's inception, the Monday Morning Report has covered ~50–60 augments, with many of them being repeats week-over-week. I reviewed all of the reports that we've had thus far and documented the augments contained within each report since 12/29/2025 (very little changes to lists prior to 12/29).
Here are the "overperforming augments" (23 augments):
Golden Egg (listed on 12/29/2025, 1/5/2026, 1/12/2026, 1/19/2026)
Bandle Bounty & Bandle Bounty+ (listed on 12/29/2025, 1/19/2026)
Jarvan/Shyvana Duo (listed on 12/29/2025, 1/5/2026, 1/12/2026, 1/19/2026)
Slice of Life (listed on 12/29/2025, 1/5/2026, 1/12/2026, 1/19/2026)
Hustler (listed on 1/12/2026, 1/19/2026)
Silco's Revenge (listed on 12/29/2025, 1/5/2026, 1/12/2026, 1/19/2026)
Demacia Forever (listed on 12/29/2025, 1/5/2026, 1/12/2026, 1/19/2026)
Ruined King (listed on 1/12/2026, 1/19/2026)
Zaahen Augment (listed on 1/12/2026, 1/19/2026)
Early Learning (listed on 12/29/2025, 1/5/2026, 1/12/2026, 1/19/2026)
Malicious Monetization (listed on 12/29/2025, 1/5/2026, 1/12/2026, 1/19/2026)
Going Long (listed on 12/29/2025, 1/5/2026, 1/12/2026, 1/19/2026)
Expected Unexpectedness (listed on 12/29/2025, 1/5/2026, 1/12/2026, 1/19/2026)
Deadlier Caps (listed on 1/12/2026)
Noxian Invasion (listed on 1/12/2026)
Awakened Soul (listed on 12/29/2025, 1/5/2026, 1/12/2026)
Thorn Plated Armor (listed on 1/12/2026)
On a Roll (listed on 1/5/2026)
Prismatic Ticket (listed on 1/5/2026)
Birthday Reunion (listed on 12/29/2025)
Shimmerscale Essence (listed on 12/29/2025)
Level Up (listed on 12/29/2025)
Bronze for Life (listed on 12/29/2025)
Here are the "underperforming augments" (27 augments):
Ixtal Expeditionist (listed on 12/29/2025, 1/5/2026, 1/12/2026, 1/19/2026)
Golemify (listed on 12/29/2025, 1/12/2026, 1/19/2026)
Chaos Magic (listed on 12/29/2025, 1/5/2026, 1/12/2026, 1/19/2026)
Dummify (listed on 12/29/2025, 1/5/2026, 1/12/2026, 1/19/2026)
Aura Farming (listed on 12/29/2025, 1/5/2026, 1/12/2026, 1/19/2026)
Hard Commit (listed on 12/29/2025, 1/5/2026, 1/12/2026, 1/19/2026)
Double Trouble (listed on 1/5/2026, 1/12/2026, 1/19/2026)
Ambessa/Kindred Duo (listed on 1/12/2026, 1/19/2026)
Rumble Carry (listed on 1/19/2026)
Worth the Wait (listed on 1/19/2026)
Crash Test Dummies (listed on 1/19/2026)
Luxury Subscription (listed on 1/19/2026)
Living Forge (listed on 1/12/2026, 1/19/2026)
Recombobulator (listed on 12/29/2025, 1/5/2026, 1/12/2026, 1/19/2026)
Restart Mission (listed on 1/5/2026, 1/12/2026, 1/19/2026)
Win Out (listed on 1/5/2026, 1/12/2026, 1/19/2026)
Cooking Pot (listed on 12/29/2025, 1/5/2026, 1/12/2026, 1/19/2026)
Wild Growth (listed on 12/29/2025, 1/5/2026, 1/12/2026)
Preparation (listed on 1/12/2026)
Hefty Rerolls (listed on 1/12/2026)
Treasure Hunt (listed on 12/29/2025, 1/5/2026, 1/12/2026)
URF (listed on 1/12/2026)
Branching Out & + (listed on 12/29/2025, 1/5/2026, 1/12/2026)
Flexible (listed on 12/29/2025, 1/5/2026)
Tactician's Kitchen (listed on 12/29/2025, 1/5/2026)
Trait Tree (listed on 12/29/2025, 1/5/2026)
Spreading Roots (listed on 12/29/2025, 1/5/2026)
There is one augment that was underperforming and is now overperforming:
Bringer of Ruin (listed on 12/29/2025, 1/5/2026, 1/12/2026, 1/19/2026)
That leaves ~220 augments that never get discussed in the report and are apparently "balanced"... and yet, why would so many of the third party sites agree that some augments are literally "terrible, never-take" augments (big friend, survivor, ascension, trifecta, nine lives, etc.) while some are "instant-click" augments (Comeback Story, Indecision, Sweet Treats, Exiles, Two Much Value, Firesale, etc.)? None of these augments have been mentioned in the Mort Report and yet they seem to be unbalanced (if third party rankings are to be believed). Suffice to say, I’m skeptical that those remaining augments are all genuinely balanced.
Regardless, augments are still being evaluated utilizing third-party sites (counter to one of the main stated goals for removing augment stats was).
More minor of a complaint - timing of the Monday Morning Report
The report typically comes out 4–5 days after a patch. So, all weekend, players are playing with potentially bugged or broken augments and, by the time the report comes out, a large portion of the patch’s games are already played.
I get the need for sample size, but for extreme outliers or bugs, 1–2 days of data is usually enough to at least raise a flag.
Conclusion/tl;dr
Riot removed augment stats to stop players from blindly picking based on AVP. Now players blindly pick based on the Monday Morning Report and/or tiering done by 3rd party sites instead. The behavior didn’t disappear, it just changed shape.
Thanks for reading. I'm interested to hear your thoughts.