u/Aqlow

There's too many bait augments in the game

Aim for the Head - Pretty bad augment. Reduces damage in most cases. I think it's intended for guaranteed crit cases like Shaco, Fiendhunter Bolts, etc, but I've seen so many ADCs pick this up and just lose.

Cannon Fodder - This augment used to be gold btw.

Demon's Dance - Bugged to reduce your max health instead of increase it. Even before the bug this augment was pretty bad in most cases (except for energize synergy), along with most other rune augments.

Combo Master - Bad.

Keystone Conjurer - Bad.

Hat Trick - This augment has always been pretty bad. Generally, I've only seen this taken for the Mad Hatter synergy.

Quest: Mad Hatter - This augment was gutted after being released in an OP state. Even before this major update, it was pretty bad and not worth taking and now Juice Press is gone, cutting the synergy options in half.

Mercy - Feels super niche. Generally if you are combo breaking your opponents consistently you are already winning rounds.

Twice Thrice - Don't know if this one is necessarily bad, but it's hard to justify it being the same tier as Double Tap which applies 4x more on-hits (at the cost of building crit).

Flashy - Also wouldn't necessarily say this one is bad, but it's just a worse version of Summoner Revolution right now, which is in the same tier.

Upgrade Hubris - Really bad. Would need substantial buffs to be anywhere worth taking, even as a silver augment.

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u/Aqlow — 7 days ago