Augments

Augments are the in-match progression system used in place of spell levels. Augments also provide an extra level of customization for how you play your champion each game. They can somewhat be compared to "Masteries" from League of Legends or "Perks" from Heroes of the Storm. Augments are specific to a champion and features enhancements for that champion's stats and skills.

Note, in Circuits, you do not gain "spell levels", i.e. "max Q first". Abilities increase in damage per level automatically, with larger modifications and bonuses being gained through Augments

Augments can be viewed at any time in-match by pushing the 'CTRL' key. You can also view your teammates and enemy augments by using 'TAB' to view the scoreboard.

## Augment Pools

Augments are divided into 3 pools: Pool 1 (P1), Pool 2 (P2), and Pool Ultimate (PU). Augments cannot be in multiple pools, but some Augments may rely on choices in a previous pool (i.e. You must select X augment in Pool 1 in order to use Y augment in Pool 2). Some Augments may also restrict choices in other pools (i.e. picking X augment in P1 means you cannot pick Y augment in P2 because they contradict each other)

Pool 1 points are gained at level 2, 5, and 8. Pool 2 points are gained at level 12, 15, and 18. Ultimate Pool points are gained at Level 10 and 20.

In general, P1 and P2 will have approximately 8-10 choices each, while PU will have 4-5 choices. Pool points can be spent in any order so long as they are in their respective pool, meaning all Pool 1 augments are available at level 2 for selection. This is done to prevent a single level breakpoint containing too many good choices (or all bad ones).

## General Pool Structure

All champion augment pools follow a similar structure between each champion.

P1 will usually contain one or two augments each pertaining to your base Q, W, E, Passive skills. These augments will usually be minor modifications to the base spells, such as increased damage, spell range, area of effect, etc, but some may alter the spell in even greater ways. It may also contains boosts to your base stats or minor effects item-like effects for your champion.

P2 follows a similar format to P1, but has generally more powerful, spell defining augment selections, including ones that may build on augment choices in P1. If an augment in P1 added a brand new effect to one of your champion's spells, P2 may enhance that effect even more. Note, some augments in P2 require a prerequisite augment from P1 to be selected.

PU contains augments strictly related to your ultimate spell or augments that add an extremely powerful boost to your character through various auras/passives.

Note, non-spell augments may be shared between champions. For example, multiple champions may have an augment available in the PU augment pool that gives them a 3-hit proc for extra damage.

## Example Augments

The primary goal behind augments is to help define how you can play your champion in-game. We want to open up pathways for each champion to be played in multiple roles rather than specifically saying "This character should always be played in Mid Lane."

Vexa's W spell Continuity by default can be cast on self/allies and grants them increased movement speed. Example P1 augments may include:
Continuity - Exhaustion: "Continuity can now be cast on enemies as well and slows their movement speed"
Continuity - Marathon: "Continuity now lasts for 2x the original duration"

Through this P1 choice (again, Vexa can choose neither of these if she wants to focus on her other spells), a player can decide if they want to play a more offensive or supportive Vexa based on their team needs and personal preference.

Example P2 augments may include:
Continuity - Extra: "Continuity now has 2 charges"
Continuity - Drain: "Continuity now also replenishes HP if cast on an Ally or drains HP if cast on an enemy"

For non-spell based augments (including PU augments), these generally will provide stat boosts or special effects to your character. P1 may give your champion the choice between your autoattack decreasing enemy armor by 5 temporarily or granting bonus move speed after an autoattack.