Time Freeze
It’s unclear whether it’s due to its overwhelmingly powerful abilities or some other reason, but the Time Freeze augment is one of the rarest upgrades in Teamfight Tactics. While it doesn’t increase any attack or defense stats, this augment freezes the entire battlefield for 4 seconds, except for Mechanical units. This effect is incredibly strong as it provides enough time for Jhin or Orianna to unleash their abilities, taking down enemies or at least bringing their health to a dangerous threshold.

Therefore, if you are playing a Jhin – Innovator composition or any team comp related to this Deadly Artist, always choose the Time Freeze augment. Besides the direct support it provides to Mechanical champions, it can also help your team survive rounds that seem certain to end in defeat. For example, when your team is approached by Assassins, activating this augment allows Jhin to take down the enemy’s main damage dealer in 4 seconds, protecting the fragile units on your side.
Solo Path
Although it is an extremely powerful augment with a very high chance of reaching the top 4, the Solo Path augment is often overlooked by many players. The requirement to play without activating any traits seems to contradict the thinking of many players, which is why the Solo Path augment is frequently passed over. In reality, to effectively use the Solo Path augment, you don’t always have to maintain the lack of activated traits. Players only need to focus on their main damage dealers who require health and attack speed.

The traits you should activate when using this augment are Mystic (as it provides a strong buff for a carry) and Sorcerer (due to the high versatility of the champions). By doing this, you will give your team superior stats in the early and mid-game, thereby snowballing the match to accumulate a significant amount of gold. Then to secure victory, you must always play around a 5-cost carry like Zeri or Kai’Sa… as only they can compete against fully built teams.
One for All
Although it is a Silver tier augment, One for All is not an upgrade you should pick early, especially in rounds 1-3. The reason is that in the early game, you can at most activate the 3 Syndicate trait, making the stats provided by the One for All augment very low. You may not even be certain that you will continue with a Syndicate build until the end of the match as the shop may lead your build in a different direction in later rounds.

Therefore, the advice here is that you should only choose the One for All augment when you are certain you want to go with the Syndicate team or have at least 4-5 units of this trait on the board. Additionally, equipping your carries with recovery and tanking items to take advantage of the extra stats from this augment is also essential. For example, Ahri definitely needs a Hextech Gunblade, while Ashe should have a Hand of Justice or Bloodthirster.