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Rundown of Top Prismatic Augments in TFT (Set 9.5)

Prismatic Augments in TFT have the power to instantly save or ruin your game, so pressure’s on to pick the right one. However, it’s hard to know at a glance which Prismatics are good, and more importantly, why they’re good. That’s where I’ve got you covered – join me as I go over 10 popular Prismatics and explain what makes them useful so you’re more informed for your next game.

Prismatic is the highest tier of Augment in Teamfight Tactics, giving you the power to instantly spike your board or greatly accelerate your win condition when you get offered one. But with great power comes great responsibility – choosing the wrong Prismatic, or misplaying an otherwise good Prismatic, has the potential to instantly tank your game and have you looking down the barrel of a fast 8th.

We’ve all been there – things are going good in your game, your comp is coming together decently, and your Little Legend Augment is looking quite nice up there at the top of the lobby. And then, what’s this, a Prismatic round? Wait, what are these choices? I’ve heard Endless Hordes can be good, but how do you play it? Is this a Golden Egg angle? Why did Mortdog give the reroll player Golden Ticket!? GG.


So many choices… so little time…

Don’t fret, some proper preparation is all you need to feel comfortable when Prismatic rounds eventually show up in your game. Below, I’ll go over a good chunk of the most popular Prismatics in the game, giving you some vital context to take with you into your next game.

Binary Airdrop

Every round,Binary Airdrop gives a temporary full item to your units that have exactly two item slots filled. This gives your board an instant boost of power, and relieves you of having to find a third item for your main tank or carry, if you’re still searching for one.

Binary Airdrop has been incredibly consistentsince it was changed to give your two-item units an ideal item instead of a completely random one. This flexible Augment can succeed in any comp, so long as your units’ item slots aren’t already full when you get offered it.

Tiniest Titan

Extra gold and Little Legend HP every round for doing nothing? Sounds good to me.

Tiniest Titan is generally solid as an economy Augment, especially at 2-1, but is particularly good if you’re playing a comp that incentivizes you to go on a loss streak. Piltover in Set 9.5 is a great example because the extra HP from Tiniest Titan allows you to stay alive longer and build up the power of the T-Hex (which gains power and bigger loot potential with each loss) for an even crazier cashout when all is said and done.

Phreaky Friday

Phreaky Friday gives you two copies of the item Infinity Force, which is a great way to get some above average items on your carries relatively quickly and help you spike your board. It also frees you up to use the four item components you would have normally built on your carries for other things instead, like building out your frontline.

It goes without saying (but I’ll say it anyway) that Phreaky Friday is great in comps with dual carries who can use the many stats it gives to the fullest. Though, the attack speed and damage portions of the item are usually the ones to consider.

The Golden Egg

The Golden Egg is the gamba of all gambas. It requires you to wait several turns until it “hatches,” granting you rewards that are generally more powerful than your average Prismatic Augment (though your mileage may vary).

The problem is that you can only be offered Golden Egg in the late game when boards are close to being completed and Little Legend damage is high, so you better have high HP and a strong board when you take this Augment or you’re getting dumpstered before it pays off. The good news is you can make the egg hatch sooner by winning player rounds, but good luck making that happen when your opponents have a Prismatic Augment and you effectively don’t.

Even if you do get your egg to hatch, you have to play around the random rewards you’re given, which may be a godsend for your comp or a bunch of crap you don’t need. In other words, this Augment’s status as a “streamer Augment” means it’s often more entertaining to watch someone play than it is game winning.

Lucky Gloves

Lucky Gloves is a crazy little Augment that makes the item Thief’s Gloves now roll ideal items each round. This takes away the item’s major weak point (giving your champion items they can’t use well), meaning that each time you make a Thief’s Gloves, you’re getting two solid items for the price of one.

Oh yeah, and the Augment also gives you three Sparring Gloves when you take it. If you have a Sparring Glove already on your bench, that lets you instantly make two Thief’s Gloves – that’s essentially four full, good items on your units that you didn’t have before. Being up so many items is an insane spike for most boards and can really help you streak the early game.

Additionally, since any Thief’s Gloves you build throughout the game will have this same Lucky Gloves effect, you can just turn your brain off when it comes to building items. Just grab all the Gloves you can get your hands on.

Lucky Gloves is useful in any comp, but especially when you’re rolling for multiple 3-star units, playing multiple carries, or generally fielding any comp that is item hungry and benefits from slapping items on several units.

Jeweled Lotus III

If your units have high base damage, you want them to crit. Simple. Jeweled Lotus III gives your whole team critical strike chance and lets their spells crit, meaning it’s really good with traits that inherently give high amounts of either AD or AP, and synergizes well with items like Deathblade, Rabadon’s Deathcap, and Archangel’s Staff.

However, one drawback to Jeweled Lotus III is that it becomes more powerful the more items and units you’re playing, which naturally peaks in the late game. In other words, you don’t love to get offered it at 2-1, and by the time you get offered it at 4-2, you might have already built a Jeweled Gauntlet or Infinity Edge on your carries, making this Augment kind of moot as a result.

Shopping Spree

This is the one you take for reroll comps, but it’s a little bit different from its Gold brother, Trade Sector. With Trade Sector, you get a reroll every round, meaning you can roll more often in the early game (when gold is tight) and hit 1-cost units much easier.

However, Shopping Spree gives you rerolls equal to your level every time you level up. These can be banked, meaning you’ll likely get more value out of the Augment if you save your rerolls to hit 2- and 3-cost units later on in the game instead of blowing them as soon as you level up. But hey, you do you.

Double Trouble III

Double Trouble is a super fun Augment that can lead to some funky-looking, yet extremely powerful boards. Inevitably every set, there are one or two units that really benefit from the DT treatment more than others. So, while I have all the respect in the world for you innovators out there, it might be a good choice for your LP to watch the meta and play only established DT comps instead of trying to experiment with this Augment on a whim.

Golden Ticket

Golden Ticket is one of those Augments that really taps into the heart of what makes TFT fun: hitting the D key. Golden Ticket gives you a 50% chance to get a free shop refresh every time you get a new shop, which means you can put together long chains of free refreshes in a single round. So obviously, this Augment is amazing for reroll comps of any variety.

One pitfall to avoid when using this Augment, however, is over-rolling and/or holding on to too many extra units when you don’t have the gold to do so. Yes, the shop refreshes are free, but it costs gold to buy units, and missing your econ breakpoints can make it hard to keep pace with the lobby. Things get especially rough if you’re rolling to zero every turn because then, even if you do hit your units, you’ll have to lock your shop to buy them (and lose out on more free rerolls).

It’s so easy to think to yourself, “Oh, if I just reroll one more time, I’ll get a ton of free refreshes. I’m not addicted to rolling, I’m not!” but knowing when to greed rerolls and when to hold the line is an important restraint to develop with this Augment, and with TFT as a whole.

Endless Hordes

I’ll round out this list by talking about Endless Hordes, which has to be one of the most interesting Augments in the game. Essentially, your units get easier to kill and can only hold one item, but you can field a lot more of them. Not many people have Endless Hordes figured out yet, so it’s hard to know when to take it, but let me lay out some key observations:

First, Endless Hordes is naturally weaker when the meta is full of comps that do powerful AOE damage and can blow up several units at once. Second, the increased army size is an opportunity to maximize trait synergies, especially those that give a team-wide buff. It can also be useful with traits that supply a lot of damage, helping your team to burst down the opponent’s board before they have a chance to burst yours. Last, and definitely not least, the item Thief’s Gloves works on Endless Hordes units, so if you’re already playing a lot of Thief’s Gloves (like if you have Lucky Gloves) then you can skirt around the one item rule and cheat a lot of power into your Hordes comp.

If you’re thinking of trying Endless Hordes, good luck, but don’t say I didn’t warn ya.

Conclusion

So there you have it! I hope you found that this rundown provided you with some useful context to help you better understand Prismatic Augments so that you can make an informed decision the next time you hit the Convergence (yes, that’s what it’s called). Until next time!

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