Honkai: Star RailAventurineBest build, teams and other guides

Character
Introduction

Aventurine is a 5 character from the Imaginary element who follows the Path of Preservation.

A senior manager in the IPC Strategic Investment Department and one of the Ten Stonehearts. His Cornerstone is "Aventurine of stratagems." He possesses an air of frivolity and doesn't shy away from taking risks. His constant smile makes it difficult for people to discern his true feelings. He won his current position by wagering against fate itself. He views life as a high-stakes, high-return investment, and he plays this particular gamble with masterful ease.

To learn more about Aventurine check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - kit, traces, review or build guides.

Video guide

Aventurine has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:

Last updated

Aventurine build details and review have been last updated on April 23rd, 2024.

To learn more about Aventurine check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - kit, traces, review or build guides.

Profile

Review

Build and teams

MoC/PF Statistics

Calculations

Profile

Skills
Basic ATK

Straight Bet

Single Target

Lv. 1

Energy gain: 20

Break: 30

Deals Imaginary DMG equal to #1[i]% of Aventurine's DEF to a single target enemy.
Skill

Cornerstone Deluxe

Defense

Lv. 1

Energy gain: 30

Break: -

Provides all allies with a Fortified Wager shield that can block DMG equal to #1[i]% of Aventurine's DEF plus #2[i], lasting for #3[i] turn(s). When repeatedly gaining Fortified Wager, the Shield effect can stack, up to #4[i]% of the Shield provided by the current Skill.
Ultimate

Roulette Shark

Single Target | 110 energy cost

Lv. 1

Energy gain: 5

Break: 90

Randomly gains 1 to #1[i] points of Blind Bet. Then inflicts Unnerved on a single target enemy, lasting for #4[i] turn(s). And deals Imaginary DMG equal to #2[i]% of Aventurine's DEF to the single target enemy. When an ally hits an Unnerved enemy target, the CRIT DMG dealt increases by #3[i]%.
Talent

Shot Loaded Right

Bounce

Lv. 1

Energy gain: 1

Break: 10

The Effect RES increases by #4[i]% for a single ally with Fortified Wager. And when this allied character gets attacked, Aventurine gains 1 point of Blind Bet. When Aventurine has Fortified Wager, he can resist Crowd Control debuffs. This effect can trigger again after #5[i] turn(s). Aventurine additionally gains #1[i] point(s) of Blind Bet after getting attacked. Upon reaching 7 points of Blind Bet, Aventurine consumes the 7 points to launch a #2[i]-hit follow-up attack, with each hit dealing Imaginary DMG equal to #3[i]% of Aventurine's DEF to a single random enemy. Blind Bet is capped at 10 points.
Technique

The Red or the Black

Defense

Energy gain: 0

Break: -

After using the Technique, 1 of the following effects will be granted: There is a chance for DEF to increase by #1[i]%. There is a high chance for DEF to increase by #2[i]%. There is a small chance for DEF to increase by #3[i]%. When this Technique is used repeatedly, the acquired effect with the highest buff value is retained. When the next battle starts, increases all allies' DEF by the corresponding value, lasting for #4[i] turn(s).
Major Traces
A2Major trace

Leverage

For every 100 of Aventurine's DEF that exceeds 1600, increases his own CRIT Rate by 2%, up to a maximum increase of 48%.
A4Major trace

Hot Hand

When battle starts, grants all allies a Fortified Wager shield, whose Shield effect is equal to 100% of the one provided by the Skill, lasting for 3 turn(s).
A6Major trace

Bingo!

After an ally with Fortified Wager launches a follow-up attack, Aventurine accumulates 1 Blind Bet point. This effect can trigger up to 3 time(s). And its trigger count resets at the start of Aventurine's turn. After Aventurine launches his Talent's follow-up attack, provides all allies with a Fortified Wager that can block DMG equal to 7.2% of Aventurine's DEF plus 96, and additionally grants a Fortified Wager that can block DMG equal to 7.2% of Aventurine's DEF plus 96 to the ally with the lowest Shield effect, lasting for 3 turns.
Minor Traces (total)
DEF
DEF
+35%
Imaginary DMG
Imaginary DMG
+14.4%
Effect RES
Effect RES
+10%
Eidolons
E1

Prisoner's Dilemma

Eidolon 1

Increases CRIT DMG by 20% for allies with Fortified Wager. After using the Ultimate, provides all allies with a Fortified Wager shield, whose Shield effect is equal to 100% of the one provided by the Skill, lasting for 3 turn(s).

E2

Bounded Rationality

Eidolon 2

When using Basic ATK, reduces the target's All-Type RES by 12% for 3 turn(s).

E3

Droprate Maxing

Eidolon 3

Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.

E4

Unexpected Hanging Paradox

Eidolon 4

When triggering his Talent's follow-up attack, first increases Aventurine's DEF by 40% for 2 turn(s), and additionally increases the Hits Per Action for his talent's follow-up attack by 3.

E5

Ambiguity Aversion

Eidolon 5

Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.

E6

Stag Hunt Game

Eidolon 6

For every ally with a Shield, the DMG dealt by Aventurine increases by 50%, up to a maximum of 150%.

Stats and materials
Level 80
Enable Ascension
Level 80 stats
HP
HP
1203
ATK
ATK
446
DEF
DEF
654
Speed
Speed
106
Level 1 → 80 Ascension Materials
  • Credit
    Credit
    x 308000
  • Tatters of Thought
    Tatters of Thought
    x 15
  • Fragments of Impression
    Fragments of Impression
    x 15
  • Supressing Edict
    Supressing Edict
    x 65
  • Shards of Desires
    Shards of Desires
    x 15
CV
ENG
Camden Sutkowski
JPN
河西健吾 (Kawanishi Kengo)
CN
杨超然 (Yang Chaoran)
KR
박준원 (Park Jun-won)
Gallery

Review

Pros & Cons
Pros

  • Excellent and consistent shielding,

  • Strong team resistance to Crowd Control and debuffs,

  • Surprisingly good damage output,

  • Very SP positive and flexible,

  • Strong debuff on his Ultimate,

  • Obscene amounts of Toughness damage from his Ultimate and follow-up,

  • Best-in-slot sustain for follow-up teams.

Cons

  • Signature Light Cone provides the highest damage output,

  • Strong debuff is single-target only,

  • Wants to get hit to speed up getting his follow-up but has no way to taunt enemies.

Review (By Sushou)

Aventurine is an extremely potent Preservation sustain character. He has tremendously powerful shielding available to him through both his Skill and Talent follow-up, and will grant a large amount of Effect RES to shielded allies. Having shielded allies attacked will charge his follow-up, and both the follow-up and direct Skill use will stack the shield effect up to 200%. Ally follow-up attacks will also charge his follow-up. All of Aventurine's damage scales off of DEF, and he gains a large amount of free CRIT Rate for building for DEF.

Everyone's favourite gambling enthusiast and certified lucky boy is finally here for us to take home. Aventurine boasts arguably the best team survivability in the game while also contributing actually good amounts of damage. He's got good synergy with follow-up teams, and since he's got a debuff that he can apply with his Ultimate, he's got some intrinsic value for teams with Acheron or Ratio as well. His kit is a little wordy, but his game plan is extremely simple — a nice change of pace from many of the other Penacony characters.

Aventurine's Skill will grant all allies a shield that can block up to 24% DEF plus 320, lasting for 3 turns. This shield is referred to as Fortified Wager, and this will be important for later. This Fortified Wager shield can be stacked on top of itself, meaning using it again will add the new shield on top of the old shield, providing even greater protection. This can be stacked up to 200% of the original shield value, and it updates dynamically in case your DEF value changes.

This is the first instance of a shield being able to stack outside of the Simulated Universe, and it's just as powerful as it sounds. An AoE shield having the value Aventurine's does is already very good since it's easily applied through a single Skill use, but more ridiculous is that a fully stacked shield will be equal to 48% DEF plus 640 — a value higher than that of Gepard's Ultimate! Since it lasts for 3 turns and can be easily reapplied and stacked on top of itself, keeping the team alive is really rather easy.

Aventurine's Talent also plays into this, turning the dial on his shield value from 'high' to 'immense'. While an ally has a Fortified Wager shield, they will gain up to 50% Effect RES, and whenever an ally with Fortified Wager is attacked, Aventurine will gain 1 point of Blind Bet, and when Aventurine himself is attacked with Fortified Wager, he will gain an additional point of Blind Bet on top. Blind Bet can stack up to 10 times, and will immediately launch a follow-up attack when it reaches 7 points, consuming 7 points in the process. This follow-up hits 7 times dealing up to 25% DEF per hit, and hits a single random enemy each time. Aventurine himself also gains a one-time Crowd Control immunity while he has Fortified Wager, and this effect has a 2 turn cooldown.

This follow-up attack is actually quite strong, dealing a total damage of 175% DEF and an impressive 70 Toughness Damage, 10 per hit. Especially against low amounts of targets, Aventurine can quite quickly shred through their Toughness gauges. The free Effect RES for allies is also extremely potent and can greatly reduce the chances of anyone ever getting inflicted with a pesky Crowd Control debuff, but equally worth mentioning is that this Effect RES will also greatly help against various non Crowd Control debuffs as well, such as DEF downs or enemy DoT effects. The follow-up also regenerates 7 Energy at base, so Aventurine's energy economy is actually better than one might expect. The condition for gaining points of Blind Bet is extremely lenient as well, since all you need is to have any ally with Fortified Wager get hit, including himself.

Aventurine's Ultimate will grant him a random number of Blind Bet points upon use, anywhere from 1 to 7. He then inflicts a single enemy with the Unnerved debuff for 3 turns. Unnerved enemies will receive up to 15% increased CRIT DMG. This is a rather nice increase to overall team damage, especially since it’s coming from a sustain unit and not a dedicated support. This attack will deal up to 270% DEF, and since it's a single-target Ultimate, will also deal 90 Toughness damage.

This is why his Blind Bet can stack up to 10, since using his Ultimate could consistently overcap you heavily otherwise. A 3 turn duration on such a powerful debuff is very uncommon, and it's no slouch in the damage department either. Together with his Talent's follow-up, he can deal 160 Toughness damage in quick succession to a single foe, decimating their Toughness bar. Surprisingly, his Ultimate only has a meagre cost of 110 Energy, meaning he can have it up quite frequently, especially considering he's likely to be getting hit more than the rest of the team due to being a Preservation unit. Factoring in his follow-up's Energy regeneration as well, and it's well within reason to have this debuff near permanently active on all but the absolute fastest foes.

Up until this point you may have been thinking 'well, that's all great, but if I need to use SP to stay alive, why would I choose this guy over one of our other excellent sustains?', and the answer to that becomes apparent when you look at his Bonus Ability Traces. His A2 will provide a bonus to his CRIT Rate, 2% CRIT Rate for every 100 points of DEF that Aventurine has that exceeds 1600. He can gain a maximum increase of 48%, achieved at 4000 DEF. Achieving this value is actually quite easy, especially since you’re likely to be building with DEF in mind. You get a significant bump to his personal damage while still maximising the strength of his shields.

His A4 and A6 are what bump his team survivability up to extremely competitive levels. A4 will automatically grant every ally a Fortified Wager shield when entering combat, equal to 100% of the Skill's value for 3 turns. This sets up strong defences very early on at no cost. Continuing the trend, A6 will provide all allies a weaker Fortified Wager shield upon launching Aventurine's follow-up attack, blocking 7% DEF plus 96, and providing double the value to the ally with the lowest HP. Aventurine will now also get a point of Blind Bet every time an ally with Fortified Wager launches a follow-up attack, up to 3 times between Aventurine's turns.

I should remind you now that all of Aventurine's Fortified Wager shields stack, meaning it is very easy to go for long stretches of time where Aventurine doesn't have to use his Skill whatsoever to keep allies from taking damage. This immediately raises his SP efficiency to be more similar to that of Fu Xuan, only occasionally needing to use his Skill before beefy AoE hits. If you don't need to do that, then Aventurine could very well even be fully SP positive, all while still providing his strong offensive utility and follow-up synergy, putting him firmly on par with the likes of Fu Xuan — potentially even stronger.

It should be pretty clear now that Aventurine is one of the outright strongest sustains we've ever gotten. Free stacking shields with the potential for SP flexibility to adapt to situations, coupled with fantastic no-cost offensive utility and an Ultimate that debuffs an enemy into taking more damage from your CRIT DPS. This guy has no trouble going toe-to-toe with the nastiest foes we've got, and that's unlikely to ever change, especially given that actually playing him is the simplest thing in the world. Need shield? Skill. Don't need shield? Don't Skill. You'll get a shield soon either way.

Aventurine really doesn't need his Eidolons, but I personally know at least one person who's going all-in for Best Boy™, so best of luck to her and here's the breakdown. E1 will provide a passive 20% increase to CRIT DMG for allies with Fortified Wager, and will instantly provide a full strength Fortified Wager to all allies after using his Ultimate, and E2 will have Aventurine's Basic ATK reduce his target's All-Type RES by 12% for 3 turns. Both of these first two Eidolons have tremendous value should you choose to go for them, especially E2, but again they’re not at all necessary. E4 will increase Aventurine's DEF by 40% after using his follow-up and will increase the Hits Per Action of his follow-up by 3, and E6 will grant Aventurine one of the most ridiculous DMG boosts in the game, 50% per shielded ally up to 150% maximum.

Now, I should clarify that Aventurine actually does really good damage, especially for a sustain unit. It’s not going to eclipse any actual DPS characters, but it's certainly enough to be noticeable and to have a meaningful impact on the overall combat result. To that end, I wouldn't really recommend going all-in on offensive main stat Relics. Going for DEF will improve both his shield strength and his damage, and he maxes out his A2 bonuses at the 4000 DEF mark. Beyond this any DEF will start to suffer from some diminishing returns, but more DEF is never bad. If you’re really looking to optimise his damage, you can start searching for offensive stats beyond this point, but this only really starts to matter if you’ve got his signature Light Cone.

At the end of the day, Aventurine is a sustain unit, and no matter how good his damage may or may not be, he needs to be able keep your team alive first and foremost. If you are unable to do that because you botched his build to deal 200 more damage per hit, that’s entirely on you. If you’re looking to get that much more oomph from this party slot, you’d probably be better going without a sustain unit at all, so just be careful falling into the trap of forgetting why he’s on your team, especially if you don’t have his signature Light Cone.

Having said that, Aventurine's got great Light Cone choices so you shouldn't feel pressured into getting his signature unless you really want to reach the maximum damage possible. Without his signature, his damage will fall quite considerably though, so it may not be worth fully pursuing damage on him if you’re not using at least a 5-star Light Cone. He's universally usable, and especially because he has the potential to be fully SP positive, you can really just slot him into any team and not have to worry about dying from that point on. He's even got some synergy for Acheron and Dr. Ratio since his Ultimate applies a debuff; it's not as good as what Gallagher provides to Acheron specifically, and is quite a ways below what the Preservation Trailblazer can provide with Trend of the Universal Market equipped, but Aventurine is also a Preservation unit and so can also utilise the synergy Trend provides, albeit at a far lesser rate than Fire MC.

Aventurine is probably the best universal sustain in the game now, he’s just got everything you could ask for and more, and especially when it comes to follow-up teams, this is where Aventurine completely blows away the competition. He’s already very SP efficient and deals great damage and Toughness damage, but it’s dialled up to 11 when paired with frequent follow-up attackers like Dr. Ratio and Topaz.

Thanks to his A6, Aventurine gets so many points of Blind Bet that he’s constantly dropping chips on his enemies at an expeditious rate, skyrocketing his Toughness damage to be the highest of any sustain unit in the game, even beating out Gallagher. The increased frequency of follow-ups also means he’s constantly stacking and refreshing the Fortified Wager shield, making the team damn near invincible. Under the right planets-align circumstances, the amount of Toughness damage can actually be so high that it has the potential to eclipse pretty much every other character as well, though how often one gets to experience this depends on the exact team and the enemy lineup.

While Aventurine does have specific synergies with follow-up characters, he's entirely self-sufficient and should not be regarded as only a sustain for these teams. Like I said before, he's universal, and anyone who says otherwise is... incorrect. The gambler knows what's what, and he's an excellent addition to any team. I would consider him to be quite possibly the best sustain unit we've gotten so far, so especially if you're a newer player or a meta-chaser, you should definitely look into acquiring this golden boy. He’s going to be a staple of follow-up teams for a very long time.

The only question that remains is how does he get such a crisp fingersnap while wearing gloves?

Gameplay notes
  • Aventurine's Talent that grants him stacks of Blind Bet when allies are hit can activate multiple times per single enemy action with the maximum amount of stacks being possible being 5 - 1 from each party member being hit and 1 extra from aventurine being hit,
  • When Aventurine possesses Fortified Wager and is hit by an enemy ability he gains 2 stacks of Blind Bet instead of one thanks to his Talent granting one as he possesses the Shield and 1 as he himself was hit,
  • Aventurine's own follow-up attack does not count as a follow-up to gain Blind Bet,
  • When adding additional shielding to Fortified Wager after triggering his Follow-Up Attack Aventurine refreshes the duration of the Shield back to 3 turns,
  • Aventurine can accumulate up to twice the value of his fortified wager shield by re-applying it using his skill or follow-up attack,
  • Aventurine becomes a more potent sustain character the more Follow-Up attackers he is teamed with or the more AoE attacks the enemy possesses,
  • When paired with Follow-Up attackers ensuring Aventurine is fast enough to reset his bonus ability granting him Blind Bets from follow-up attacks is essential. The goal is for him to be fast enough he doesn't surpass the cap of 3,
  • Aventurine's best Defensive and Offensive stat by far is Defence until he reaches 4000. After 4000 DEF he has ample shielding capabilties and no longer gains free CRIT RATE both of which increase the value of other options.
Ratings

Honkai: Star Rail is a game where team building matters most and while our tier list takes the optimal setup into account, a lot of characters can work and do well - even those ranked lower - when you invest into them. Also for story or lower difficulties of Simulated Universe, you don't need to worry about ratings and tiers. You can safely clear that content even with F2P characters as long as you build your team correctly.

Character at 5★ are rated at their Eidolon 0 with a F2P cone.

Available ratings:

  • Memory of Chaos (MoC) - how the character performs in the Memory of Chaos. Blast and single target damage are important here while AoE has niche uses against some bosses.
  • Pure Fiction (PF) - how the character performs in the Pure Fiction. AoE is king here, followed by Blast while single target damage is mostly useless.
S+

MoC

S+

PF

Build and teams

Best Relics

The percentage numbers showcase the relative DPS increase when you take into account the set bonus only. For some characters there's no DPS (or its equivalent) available and in that case we listed the sets in the order of priority.

Best Relic Sets

1

(2)

Increases DEF by 15%.

(4)

Increases the max DMG that can be absorbed by the shield created by the wearer by 20%.

2

(2)

Increases DEF by 15%.

(4)

Increases the max DMG that can be absorbed by the shield created by the wearer by 20%.

(2)

Increases follow-up attack DMG by 20%.

(4)

When the wearer uses follow-up attacks against the target enemy, increase the wearer's ATK by 6% for every time the follow-up attack deals DMG. This effect can stack for a maximum of 8 times and lasts for 3 turns. This effect is removed the next time the wearer uses a follow-up attack.

3

(2)

Increases DEF by 15%.

(4)

Increases the max DMG that can be absorbed by the shield created by the wearer by 20%.

(2)

Increases DMG dealt to enemies with debuff by 12%.

(4)

Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.

4

(2)

Increases follow-up attack DMG by 20%.

(4)

When the wearer uses follow-up attacks against the target enemy, increase the wearer's ATK by 6% for every time the follow-up attack deals DMG. This effect can stack for a maximum of 8 times and lasts for 3 turns. This effect is removed the next time the wearer uses a follow-up attack.

(2)

Increases DMG dealt to enemies with debuff by 12%.

(4)

Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.

5

(2)

Increases DMG dealt to enemies with debuff by 12%.

(4)

Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.

Best Planetary Sets

1

(2)

Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 50% or higher, the wearer's Ultimate and follow-up attack DMG increases by 15%.

2

(2)

Increases the wearer's Effect RES by 10%. When the wearer's Effect RES is at 30% or higher, all allies' CRIT DMG increases by 10%.

3

(2)

Increases wearer's Energy Regeneration Rate by 5%. Increases DMG for all other allies with the same DMG Type as the wearer by 10%.

4

(2)

Increases the wearer's DEF by 15%. When the wearer's Effect Hit Rate is 50% or higher, the wearer gains an extra 15% DEF.

5

(2)

Increases the wearer's Max HP by 12%. When the wearer's SPD reaches 120 or higher, all allies' ATK increases by 8%.

If you want to learn more about the Relics Sets, expand the section below.

Knight of Purity Palace

Most powerful defensive set for Aventurine granting him 15% DEF% for an easier time reaching 4000 but more importantly improving all of his shields by 20% - an effect not found anywhere else in the game. This combo also has reasonable damage and is our top recommendation for general play if you have or are willing to farm it.

Knight of Purity Palace + The Ashblazing Grand Duke / Pioneer Diver of Dead Waters

A mix of DEF% from 2P Knight and damage from 2P Grand Duke or 2P Pioneer can yield the DEF Aventurine needs in order to reach the essential 4000 DEF breakpoint while also boosting his damage more than the purely defensive 4P Knight set.

Pioneer Diver of Dead Waters + The Ashblazing Grand Duke

Sacrifices all DEF bonuses for a high and mostly unconditional damage boost which should only be considered if your Aventurine can reach 4000 defence without the help of the 2P Knight set. Ensure you can keep at least 1 debuff on all enemies to gain maximum effect from this combo.

Pioneer Diver of Dead Waters

A specialist set for Aventurine that can be used when his build and team are just right for a substantial personal damage boost. At a minimum when using this set you'll want at least 2 but ideally 3 debuffs on most targets to take advantage of the base level of the 4P set.

Aventurine himself can apply debuffs with his ultimate, contributing to the debuffs needed and also activating the doubling effect of the 4P (but the uptime of this effect is quite limited). With Aventurine's Signature equipped, his Follow-Up attacks all apply debuffs making the doubling effect and debuff requirement of this set far far far more manageable and making this a top set compared to other Light Cones.


Inert Salsotto

Best damaging set for Aventurine, offering a noticeable jump in damage compared to other Planars without limiting his ability to easily hit 4000 DEF with most Cone options.

Broken Keel

Sacrifices Aventurine's maximum damage potential for the ability to grant the entire team 10% CRIT DMG. Best all-around option for most team compositions unless your Aventurine has exceptional investment, and as a result, damage output.

Penacony, Land of Dreams

Alternative team boosting set when Aventurine is supporting a pure Imaginary damage line-up while also granting him a small amount of Energy Recharge.

Belobog of Architects

Despite being a set that grants DEF%, a stat Aventurine loves, it loses in utility to supportive sets and in damage to Inert Salsotto. Only recommended for use with exceptional stats or to save stamina farming.

Fleet of the Ageless

Offers 0 benefit to Aventurine himself but can be used as a supportive set if no other options are present or with good sub-stats.

Best Stats
Body
DEF
DEF%
CRIT DMG
CRIT DMG
Feet
Speed
Speed
DEF
DEF%
Planar Sphere
DEF
DEF%
Imaginary DMG
Imaginary DMG
Link Rope
DEF
DEF%
Substats:

DEF% (aim for 4k) >= SPD > CRIT DMG > CRIT RATE > Effect RES

If you want to learn more about the various stats and breakpoints, expand the section below.

Relic Main stats
  • Body - DEF% = CRIT DMG

    • DEF% is recommended unless you can remain at or above 4000 DEF with a CRIT DMG Body Armour and Imaginary % Sphere equipped. If this is possible for your Aventurine you can choose to sacrifice larger shields for more damage.

  • Feet - SPD = DEF%

    • Both Speed and DEF% Boots are viable on Aventurine, depending on what your build and team need. Running Speed allows Aventurine to generate more skill points, have more frequent access to his skill and ultimate, and is essential in Follow-Up teams to ensure he continually gains Blind Bet stacks from his teammates without falling behind. If you're ok giving up the bonuses Speed provides, DEF% can be used to more easily reach 4000 DEF or in place of another main stat defensive piece like the Sphere or Body armour allowing a damaging option to be run in that slot.

  • Planar Sphere - DEF% = IMG DMG%

    • DEF% is recommended unless you can remain at or above 4000 DEF with an Imaginary % Sphere equipped. If this is possible for your Aventurine you can choose to sacrifice larger shields for more damage.

  • Link Rope - DEF%

    • In order to reach 4000 DEF, most Aventurine builds require a DEF% Rope and even the ones that don't would rather switch out other defensive main stat pieces for more damage before the Rope. This on top of the fact Aventurine's ultimate isn't essential to his gameplay like other sustains, means in most teams it's preferred not to use an energy recharge rope.

Additional notes for Sub-stats
  • SPEED: Unlike other sustains or supports Speed isn't an essential stat for Aventurine as he can achieve most of his goals without it - still it can be situationally powerful under the right circumstances.

    • When playing Aventurine in teams with many Follow-Up attackers he'll gain substantially more Blind Bet stacks from their Follow-Up's but with a cap of 3 per one of his actions.

    • In some teams for example ones that include Topaz that 3 Bet cap can easily be reached and exceeded if Aventurine isn't at least a comparable Speed to the follow-up attackers. If they're significantly faster than him they'll lap Aventurine wasting a portion of his kit - to avoid this grab some Speed.

    • Speed also offers more skill points, ultimates, and opportunities for emergency shields in a pinch.

  • DEF%: DEF% is Aventurine's best sustaining and damaging stat as it triple dips on stats he wants. It increases the base damage of all of his damage abilities, improves the total amount his shields can shield for, and also grants him a huge CRIT RATE boost stacking until he reaches 4000 DEF after which it caps.

    • For these reasons stacking DEF single-mindedly is absolutely the correct thing to do up until you can reach 4000. At this point Aventurine should have more than enough shielding capabilities to keep the team alive in all content, has great base damage values on all of his attacks, and cannot gain more CRIT RATE from his bonus ability after which other stats shoot up the priority list.

  • CRIT RATE & CRIT DMG: After reaching 4000 DEF, CRIT RATE and CRIT DMG become an enticing prospect for Aventurine allowing him to substantially boost his damage.

    • As Aventurine gains so much CRIT RATE for free from his bonus ability CRIT DMG is the priority and should be stacked first to achieve a 1:2 CRIT / CRIT DMG ratio but after equalizing things they should be stacked in equal amounts to maximize your Aventurines damage.

Additional notes for Speed breakpoints
  • 106 Speed (High Damage and Shields)

  • 134+ Speed (General Purpose + Follow-Up Teams)

Main Stats Comparison

The table below shows the importance of stacking DEF on Aventurine. You won't benefit from the additional DMG% or CRIT DMG if you neglect DEF, so only switch away from DEF main stats pieces once you secure enough DEF from other sources (for example Light Cone or sub-stats).

In all setups, Aventurine is using 4-PC Knight of Purity Palace / Inert Salsatto and S5 Destiny's Threads Forewoven Light Cone.

Body / Boots / Orb / RobeFollow-upUltimateBasicSkill ShieldFollow-up ShieldDEF
DEF/SPD/DEF/DEF10,54417,7075,5151,5294493977
CRIT DMG/SPD/DEF/DEF10,20217,3085,3211,4024123536
DEF/SPD/IMG%/DEF9,96016,8975,2861,4024123536
CRIT DMG/SPD/IMG%/DEF9,19515,8894,8671,2293622933
Recommended endgame stats
  • HP: 2900-3000+

  • DEF: 4000+

  • CRIT RATE: 60-90%+ (including the Trace)

  • CRIT DMG: 110-170%+

  • SPD: 106 or 134+

Build comments

Stack DEF% as a priority until you hit 4000, while doing so if desired aim for the most appropriate Speed breakpoint for your teams. After reaching 4k DEF, stack CRIT DMG and CRIT RATE aiming for a 1:2 Crit Ratio in-game (Aventurine only gains his CRIT Boost in combat). Alternatively, extra DEF% can be stacked for bigger shields.

Best Light Cones

The numbers show the percentage damage output increase/decrease compared to the Light Cone marked with 100%.

Increases the wearer's DEF by 40/46/52/58/64%. When the wearer provides a Shield to an ally, the wearer's CRIT DMG increases by 40/46/52/58/64%, lasting for 2 turn(s). When the wearer's follow-up attack hits an enemy target, there is a 100/115/130/145/160% base chance to increase the DMG taken by the attacked enemy target by 10/11.5/13/14.5/16%, lasting for 2 turn(s).

Source: Event Warp (limited)

Aventurine's Signature is by far his best option offering colossal base DEF and 40% increased DEF% which not only trivializes reaching 4000 DEF but does so while allowing him to wear both a damage-focused Sphere and Body armour. The result of this is not only ease of building but also an extreme damage boost which is further boosted by this Cone's 40% CRIT DMG and the ability to apply a 10% damage taken debuff to enemies. The debuff this Cone provides not only helps Aventurine but also his teammates boosting their damage and in some cases their viability (Dr Ratio, Acheron). This debuff also enables him to more effectively use the Pioneer relic set bonus for even more damage.

Increases the wearer's DEF by 24/28/32/36/40% and Effect Hit Rate by 24/28/32/36/40%. Increases the chance for the wearer to be attacked by enemies. When the wearer is attacked, increase their DEF by an additional 24/28/32/36/40% until the end of the wearer's turn.

Source: Stellar Warp

Offers an above average amount of base DEF on top of a nice DEF% boost allowing Aventurine to easily hit 4000 DEF and in most cases also use 1 damaging piece instead of DEF% making up for the lack of damage on this Cone. This Cone also has a conditional DEF boosting effect which while not up consistently enough to be relied on, is a nice boost in combat increasing shield size and damage slightly. Additionally, this Cone will increase Aventurine's chance to be targetted by enemy attacks, increasing the general tankiness of your team and Blind Bet generation as Aventurine gains 2 stacks when he is hit as opposed to the 1 stack he gains when his allies are hit.

Increases the wearer's DEF by 16/20/24/28/32%. For every on-field character that has a Shield, the DMG dealt by the wearer increases by 4/5/6/7/8%.

Source: Stellar Warp

A Cone with acceptable base DEF but a strong DEF% boost at S5 allowing for reasonably easy access to 4000 DEF. Also offers a substantial damage-boosting effect to Aventurine while all his allies are shielded which should be almost always. Comparable in power to S1 Moment of Victory but without the extra taunting effect or conditional boosts putting it a step behind.

Increases the wearer's Effect RES by 12/14/16/18/20%. For every 100 of DEF the wearer has, increases the DMG dealt by 0.8/0.9/1/1.1/1.2% to a max increase of 32/36/40/44/48%.

Source: Forgotten Hall Store

Best F2P Cone for Aventurine with enough Base DEF to allow him to reach 4000 DEF despite not having any DEF% boosts present on it. Also has an excellent damage-boosting effect that grants him increased damage based on how much DEF he possesses up to a cap of 32% which Aventurine can easily maximise. A very competitive Cone only slightly behind S5 Concert and S1 Moment.

Increases the wearer's DEF by 16/20/24/28/32%. When the wearer is attacked, there is a 100/105/110/115/120% base chance to Burn the enemy. For each turn, the wearer deals DoT that is equal to 40/50/60/70/80% of the wearer's DEF for 2 turn(s).

Source: Stellar Warp

A specialist Cone choice for Aventurine when supporting Acheron. Used to apply frequent debuffs to enemies that strike Aventurine in order to grant Acheron energy. Has enough DEF to allow Aventurine to reach 4k DEF but foregoes many other bonuses meaning it should only be used in its niche.

Increases the wearer's DEF by 16/18/20/22/24%. After entering battle, increases DMG RES of all allies by 8/9/10/11/12%. Effects of the same type cannot stack.

Source: Stellar Warp

A Cone that enables the usual 4000 DEF Aventurine needs but sacrifices some of his signature damage potential for a team-wide damage protection effect which can be situationally valuable.

Traces priority
Skills priority:

Skill > Talent > Ultimate > Basic

Major Traces priority:

Leverage (A2) > Bingo! (A6) > Hot Hand (A4)

Synergy
CharacterNotes
Ruan Mei
The universal Support Queen, Ruan Mei is an exceptional pairing with Aventurine especially against enemies weak to Imaginary damage. Aventurine does tremendous amounts of break damage for a sustaining character, especially against single targets, something Ruan Mei can not only capitalize on but also enhance with her kit allowing the pair to shred Imaginary weak enemies without even needing to bother the dps. Thanks to Ruan Mei's full team buffs Aventurine can also enjoy substantial increases to his own damage thanks to her RES SHRED and Increased DMG%. Luckily enough Ruan Mei also combines nicely with some of Aventurines other best partners in the DPS department making for a great supportive package.
Dr. Ratio
Frequent Follow-up attacks allow Aventurine to gain additional stacks of Blind Bet thanks to his bonus ability fueling his sustain and damaging capabilities greatly. Dr Ratio gains a bonus from Aventurine in the form of one or many debuffs needed for his 3-5 requirement. Depending on the Eidolon or Light Cone your Aventurine improves the flexibility of Ratio's teams.
Topaz & Numby
Frequent Follow-up attacks allow Aventurine to gain additional stacks of Blind Bet thanks to his bonus ability fueling his sustain and damaging capabilities greatly. Topaz not only grants Aventurine buffs but also receives them in return from him in the form of Numby action advances every time his Follow-Up attack hits an enemy inflicted with Proof of Debt, this combo creates a sort of feedback loop. Numby grants Aventurine more Follow-Ups which grant Numby more attacks which grants Aventurine more Follow-Ups etc. etc.
Clara
Frequent Follow-up attacks allow Aventurine to gain additional stacks of Blind Bet thanks to his bonus ability fueling his sustain and damaging capabilities greatly.
Acheron
Acheron is fueled by debuffs and as a Preservation character Aventurine can equip one of the most powerful sustaining Cones for Acheron and her teams *Trend of the Universal Market) which grants Acheron energy every time Aventurine is hit. What makes this combo more powerful than normal though is that Aventurine also applies a debuff with his Ultimate, has a higher than normal chance to break enemies thanks to his large break unit values (and as a result debuff them) and for investors even has an Eidolon which allows him to apply a debuff on every basic attack all allowing him to stand out as a sustain for her teams.
All charactersAventurine can be played as a sustain in almost any team. He is reasonably skill point friendly in most cases, increases the effective hit pool of every character on the team bulking up even the squishiest of units, offers reasonable defence against crowd control and DoT's with the ability to protect from ones that do end up landing with his shields and boasts some of the best break and damage present on a sustain. Don't be shy to pull and use him with just about anyone even though he might have specific super powerful synergies!
Teams
FUA Team
Dr. Ratio
Topaz & Numby
Ruan Mei
Aventurine

Huge amounts of follow-up's from all 3 follow-up units all buffed by the universal queen Ruan Mei.

FUA Team - Budget
Dr. Ratio
Pela
Tingyun
Aventurine

Dr Ratio can gain access to more reliable triple debuffing with Aventurine present, freeing up his teams and allowing for more variations. Even greater flexibility can be acheived with S1 or E2 (or both) Aventurine.

Pela can be replaced by Silver Wolf.

Acheron Team
Acheron
Silver Wolf
Pela
Aventurine

The classic Acheron team with the addition of Aventurine for enhanced survivability, supplemental damage and potential for additional debuffs via his utlimate (and for investors his E2 or a quick swap to his Signature).

Swapping out one or both debuffers for Kafka and Swan is also a proven top team with the extra synergy of Kafka granting Aventurine extra Blind Bet stacks with her follow-ups.

Teams (MoC)

The teams in the section are generated based on the current Memory of Chaos data we have gathered. If you want to see more statistics about the mode, check the MoC/PF Statistics tab.

Rank 20

App. rate: 1.37%

Avg. cycles: 5.45

Dr. Ratio
Imaginary
Topaz & Numby
Fire
Ruan Mei
Ice
Aventurine
Imaginary

Rank 34

App. rate: 0.86%

Avg. cycles: 5.57

Acheron
Lightning
Pela
Ice
Silver Wolf
Quantum
Aventurine
Imaginary

Rank 89

App. rate: 0.34%

Avg. cycles: 6.31

Dr. Ratio
Imaginary
Topaz & Numby
Fire
Silver Wolf
Quantum
Aventurine
Imaginary

Rank 116

App. rate: 0.25%

Avg. cycles: 6.2

Dan Heng • Imbibitor Lunae
Imaginary
Sparkle
Quantum
Tingyun
Lightning
Aventurine
Imaginary

Rank 142

App. rate: 0.19%

Avg. cycles: 6.01

Dr. Ratio
Imaginary
Topaz & Numby
Fire
Sparkle
Quantum
Aventurine
Imaginary

Rank 154

App. rate: 0.17%

Avg. cycles: 6.35

Dr. Ratio
Imaginary
Topaz & Numby
Fire
Pela
Ice
Aventurine
Imaginary

Rank 167

App. rate: 0.16%

Avg. cycles: 6.31

Dr. Ratio
Imaginary
Silver Wolf
Quantum
Sparkle
Quantum
Aventurine
Imaginary

Rank 177

App. rate: 0.15%

Avg. cycles: 5.91

Dr. Ratio
Imaginary
Ruan Mei
Ice
Silver Wolf
Quantum
Aventurine
Imaginary

Rank 188

App. rate: 0.14%

Avg. cycles: 5.81

Acheron
Lightning
Guinaifen
Fire
Pela
Ice
Aventurine
Imaginary

Rank 358

App. rate: 0.07%

Avg. cycles: 5.93

Dr. Ratio
Imaginary
Topaz & Numby
Fire
Tingyun
Lightning
Aventurine
Imaginary
Video guides

MoC/PF Statistics

MoC 2.1.1 / PF 2.1.1

This section contains information about Aventurine performance in the latest Memory of Chaos cycle (2.1.1) and latest Pure Fiction (2.1.1), and the commonly used Relics and Cones in both modes. The page will be automatically updated every 2 weeks once enough data is gathered in the current cycle.

  • For MoC, the last update happened on 20.04.2024 and the data below is based on 17648 accounts (10888 random we have scanned and 6760 self-reported). We have scanned 1.3 million accounts in EU, NA and Asia regions and out of those, 10888 cleared MoC 1, 8039 cleared MoC 10, and 5139 cleared MoC 12 and were included in our statistics.
  • For PF, the last update happened on 05.04.2024 and the data below is based on 11737 accounts (5281 random we have scanned and 6456 self-reported). We have scanned 1 million accounts in EU, NA and Asia regions and out of those, 11737 cleared Pure Fiction 1, 10524 cleared Pure Fiction 4 and were included in our statistics.

If you want to share your Memory of Chaos or Pure Fiction clear information with us, you simply need to fill the form below and provide us with your UID and make your Hoyo profile public - we will automatically parse the MoC/PF clear information from your profile after that!

MoC/PF Stats Form
Usage rate (MoC)

Characters are ranked with appearance rate, which is how often a character was used in Memory of Chaos by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.

Usage rate (PF)

Characters are ranked with appearance rate, which is how often a character was used in Pure Fiction by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.

Common partners (MoC)

This section lists the characters that were most commonly paired with Aventurine in the current phase of Memory of Chaos.

Common partners (PF)

This section lists the characters that were most commonly paired with Aventurine in the current phase of Pure Fiction.

The partners for Aventurine aren't available yet, because there's no data for Memory of Chaos including the character yet.

Eidolons

Eidolons data comes from players we have scanned who used Aventurine in the current MoC cycle (1674) or in the current PF cycle (0) and had the character placed in their Profile.

80.76%

6.02 cyc.

Eidolon 0

9.73%

5.65 cyc.

Increases CRIT DMG by 20% for allies with Fortified Wager. After using the Ultimate, provides all allies with a Fortified Wager shield, whose Shield effect is equal to 100% of the one provided by the Skill, lasting for 3 turn(s).

5.78%

3.75 cyc.

When using Basic ATK, reduces the target's All-Type RES by 12% for 3 turn(s).

0.93%

5.93 cyc.

Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.

0.49%

5.07 cyc.

When triggering his Talent's follow-up attack, first increases Aventurine's DEF by 40% for 2 turn(s), and additionally increases the Hits Per Action for his talent's follow-up attack by 3.

0.18%

6.5 cyc.

Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.

2.13%

4.03 cyc.

For every ally with a Shield, the DMG dealt by Aventurine increases by 50%, up to a maximum of 150%.

Light Cones

Light Cones are ranked with usage rate among the players we have scanned who used Aventurine in the current MoC cycle (1674) or in the current PF cycle (0) and had the character placed in their Profile.

49.13%

5.84 cyc.

Increases the wearer's DEF by 40/46/52/58/64%. When the wearer provides a Shield to an ally, the wearer's CRIT DMG increases by 40/46/52/58/64%, lasting for 2 turn(s). When the wearer's follow-up attack hits an enemy target, there is a 100/115/130/145/160% base chance to increase the DMG taken by the attacked enemy target by 10/11.5/13/14.5/16%, lasting for 2 turn(s).

Source: Event Warp (limited)

23.41%

5.95 cyc.

Increases the wearer's DEF by 24/28/32/36/40% and Effect Hit Rate by 24/28/32/36/40%. Increases the chance for the wearer to be attacked by enemies. When the wearer is attacked, increase their DEF by an additional 24/28/32/36/40% until the end of the wearer's turn.

Source: Stellar Warp

11.11%

5.89 cyc.

Increases the wearer's DEF by 16/20/24/28/32%. When the wearer is attacked, there is a 100/105/110/115/120% base chance to Burn the enemy. For each turn, the wearer deals DoT that is equal to 40/50/60/70/80% of the wearer's DEF for 2 turn(s).

Source: Stellar Warp

6.66%

6.52 cyc.

Increases the wearer's Effect RES by 12/14/16/18/20%. For every 100 of DEF the wearer has, increases the DMG dealt by 0.8/0.9/1/1.1/1.2% to a max increase of 32/36/40/44/48%.

Source: Forgotten Hall Store

6.53%

6.28 cyc.

Increases the wearer's DEF by 16/18/20/22/24%. After entering battle, increases DMG RES of all allies by 8/9/10/11/12%. Effects of the same type cannot stack.

Source: Stellar Warp

0.89%

5.5 cyc.

Increases the wearer's DEF by 16/20/24/28/32%. Increases the DMG of the wearer when they use their Ultimate by 60/75/90/105/120% of the wearer's DEF. This effect only apply 1 time per enemy target.

Source: Nameless Glory

0.89%

6.36 cyc.

Increases the wearer's DEF by 16/20/24/28/32%. For every on-field character that has a Shield, the DMG dealt by the wearer increases by 4/5/6/7/8%.

Source: Stellar Warp

0.58%

7.58 cyc.

Increases the wearer's Effect RES by 8/10/12/14/16%. If the wearer is attacked and has no Shield, they gain a Shield equal to 16/20/24/28/32% of their Max HP for 2 turn(s). This effect can only be triggered once every 3 turn(s). If the wearer has a Shield when attacked, the DMG they receive decreases by 12/15/18/21/24%.

Source: Herta's Store

0.49%

5.67 cyc.

The wearer is more likely to be attacked, but DMG taken is reduced by 16/18/20/22/24%.

Source: Stellar Warp

0.31%

6.17 cyc.

Increases the wearer's Max HP by 24/28/32/36/40% and Energy Regeneration Rate by 12/14/16/18/20%. When the wearer's HP is decreased, increases the DMG of all allies by 9/10.5/12/13.5/15% for 2 turns. At the beginning of each wave, restores HP equal to 80/85/90/95/100% of HP already lost by the character themselves for team.

Source: Event Warp (limited)

Relic Sets

Relic Sets are ranked with usage rate among the players we have scanned who used Aventurine in the current MoC cycle (1674) or in the current PF cycle (0) and had the character placed in their Profile. The results are limited to top 5 combinations. Flex means 2 random Relic pieces that don't combine into a Set.

Relic Sets

36.69%

(2)

Increases DEF by 15%.

(4)

Increases the max DMG that can be absorbed by the shield created by the wearer by 20%.

19.41%

(2)

Increases DMG dealt to enemies with debuff by 12%.

(4)

Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.

16.53%

(2)

Increases DEF by 15%.

(4)

Increases the max DMG that can be absorbed by the shield created by the wearer by 20%.

(2)

Increases follow-up attack DMG by 20%.

(4)

When the wearer uses follow-up attacks against the target enemy, increase the wearer's ATK by 6% for every time the follow-up attack deals DMG. This effect can stack for a maximum of 8 times and lasts for 3 turns. This effect is removed the next time the wearer uses a follow-up attack.

4.53%

(2)

Increases DMG dealt to enemies with debuff by 12%.

(4)

Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.

(2)

Increases follow-up attack DMG by 20%.

(4)

When the wearer uses follow-up attacks against the target enemy, increase the wearer's ATK by 6% for every time the follow-up attack deals DMG. This effect can stack for a maximum of 8 times and lasts for 3 turns. This effect is removed the next time the wearer uses a follow-up attack.

3.64%

(2)

Increases DEF by 15%.

(4)

Increases the max DMG that can be absorbed by the shield created by the wearer by 20%.

(2)

Increases SPD by 6%.

(4)

When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.

Planetary Sets

50.11%

(2)

Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 50% or higher, the wearer's Ultimate and follow-up attack DMG increases by 15%.

34.21%

(2)

Increases the wearer's Effect RES by 10%. When the wearer's Effect RES is at 30% or higher, all allies' CRIT DMG increases by 10%.

10.71%

(2)

Increases the wearer's DEF by 15%. When the wearer's Effect Hit Rate is 50% or higher, the wearer gains an extra 15% DEF.

1.55%

(2)

Increases wearer's Energy Regeneration Rate by 5%. Increases DMG for all other allies with the same DMG Type as the wearer by 10%.

1.24%

(2)

Increases the wearer's CRIT Rate by 4%. When an enemy target gets defeated, the wearer's CRIT DMG increases by 4%, stacking up to 10 time(s).

Relic Stats

Relic Stats are shown based on the Relics used by the players we have scanned who used Aventurine in the current MoC cycle (1674) or in the current PF cycle (0) and had the character placed in their Profile.

Main stats
Body
CRIT DMG
CRIT DMG
- 56.71%
DEF
DEF
- 40.03%
CRIT Rate
CRIT Rate
- 3.1%
Feet
Speed
Speed
- 62.96%
DEF
DEF
- 36.88%
HP
HP
- 0.15%
Planar Sphere
DEF
DEF
- 71.07%
Imaginary DMG
Imaginary DMG
- 28.77%
Physical DMG
Physical DMG
- 0.1%
Link Rope
DEF
DEF
- 93.65%
Energy Regen
Energy Regen Rate
- 6.2%
HP
HP
- 0.1%
Average stats
Average stats
HP
HP
- 3322.88
ATK
ATK
- 1370.26
DEF
DEF
- 4216.64
Speed
Speed
- 130.86
CRIT Rate
CRIT Rate
- 31.41%
CRIT DMG
CRIT DMG
- 137.88%
Imaginary DMG
Imaginary DMG
- 23.96%
Energy Regen
Energy Regen Rate
- 1.28%
Effect RES
Effect RES
- 27.32%
Effect HIT Rate
Effect HIT Rate
- 11.66%
Break Effect
Break Effect
- 16.12%
Average sub stats
Average sub stats
HP
HP
- 12.6%
ATK
ATK
- 11.23%
DEF
DEF
- 27.33%
Speed
Speed
- 6.9
CRIT Rate
CRIT Rate
- 20.38%
CRIT DMG
CRIT DMG
- 51.33%
Effect RES
Effect RES
- 13.46%
Effect HIT Rate
Effect HIT Rate
- 8.64%
Break Effect
Break Effect
- 16.04%
Other stats
Average stats
Character level - 79.88
Light Cone level - 79.52
Basic level - 4.58
Skill level - 9.41
Ultimate level - 8.96
Talent level - 9.25

Calculations

Calculations

Because Aventurine damage output is super RNG and very team reliant, instead of trying to do (and failing) rotation with him, we instead opted out on listing the damage done by his abilities and the amount of Shield generated by his Skill and Follow-up attack.

In all setups, Aventurine is using 4-PC Knight of Purity Palace / Inert Salsatto and S5 Destiny's Threads Forewoven Light Cone. His final Crit Rate sits at 75%, Crit DMG at 112% and DEF at 3977.

EidolonFollow-upUltimateBasicSkill ShieldFollow-up Shield
E010,54417,7075,5151,529449
E111,40519,1545,9651,529449
E211,40519,1545,9651,529449
E311,45720,8086,5921,529449
E418,20722,9587,3331,658487
E519,66422,9587,3331,786487
E636,31642,40014,1171,786487