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.
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 review update
Patch 2.6
Last major build/calcs update
Patch 2.6
Last profile update*
October 24th, 2024
*Profile update means smaller edits to relics, stats, synergies or teams that don't require new calculations.
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/AS Statistics
Calculations
Profile
Straight Bet
Single Target
Energy gain: 20
Break: 10
Cornerstone Deluxe
Defense
Energy gain: 30
Break: -
Roulette Shark
Single Target | 110 energy cost
Energy gain: 5
Break: 30
Shot Loaded Right
Bounce
Energy gain: 1
Break: 3
The Red or the Black
Defense
Energy gain: 0
Break: -
Leverage
Hot Hand
Bingo!
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).
Bounded Rationality
Eidolon 2
When using Basic ATK, reduces the target's All-Type RES by 12% for 3 turn(s).
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.
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.
Ambiguity Aversion
Eidolon 5
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
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%.
Review
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.
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.
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 Feixiao, Dr. Ratio, or 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 and he's the primary choice for the sustain spot for this archetype, 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?
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 their best in slot non-limited Light Cone.
Available ratings:
MoC
PF
AS
Build and teams
1
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)
Powerful hybrid option for DEF% scaling Preservation characters capable of dealing some damage with their kit. For wearers with Follow-Up attacks, it also adds a powerful damage Amplification debuff to each of those Follow-Ups, offering a nice increase to team wide damage.
2
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
Provides a permanent Taunting effect on the wearer, increasing the chance they'll be attacked dramatically. This effect and the DEF bonuses make this Cone a very powerful choice for most Preservation characters.
3
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
Decent option based on its team-wide damage reduction and good stats for DEF% scaling characters.
4
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
Reasonable hybrid option for DEF% scaling preservation characters that apply team-wide Shields and are capable of dealing some damage with their kit.
Alternative or more specialized Light Cones that also are viable options for the character.
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
Utility option useful in teams that thrive on having multiple debuffs on enemies or applying debuffs frequently. Grants solid stats for DEF scaling characters. Most notably used to great effect in Acheron teams as it generates her charges each time the wearer is hit.
The wearer is more likely to be attacked, but DMG taken is reduced by 16/18/20/22/24%.
Source: Stellar Warp
An alternative to Moment of Victory with DMG% Reduction instead of DEF% scaling. Primarily useful for characters that specifically want to redirect and mitigate hits.
Best Relic Sets show the best sets that support the main character playstyle and work out of the box while the Special Relic Sets either are situational, support an alternative playstyle or are targeted toward min-maxers. 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.
1
Increases DEF by 15%.
Increases the max DMG that can be absorbed by the shield created by the wearer by 20%.
Best defensive-focused set option for all Shield based characters.
2
Increases DEF by 15%.
Increases the max DMG that can be absorbed by the shield created by the wearer by 20%.
If you can't put together a top recommended 4P set with satisfactory sub/main stats, mix and match the 2P Bonuses from the following instead:
Increases DMG dealt to enemies with debuff by 12%.
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.
Incredibly powerful offensive option for CRIT based characters capable of inflicting a debuff once per action while also playing in teams capable of applying multiple debuffs. Aventurine's Ultimate, Follow-Up's (only with Signature) and Basic Attacks (only with E2) can all activate the 4P 100% bonus of this set. Depending on your investment into this character this may or may not worth using as a DPS option for you.
1
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%.
An option for supports stacking Effect RES, while also increasing the entire team's CRIT DMG. Requires at least 30% Effect RES to activate.
The following Planars are all usable and have their own strength and weaknesses when looking for team-based supportive effects.
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%.
Powerful option for CRIT based characters that deal a large portion of their damage through their ultimate or follow-up attacks. An option for those looking to push their Aventurine's damage higher and aren't interested in a more supportive Planar set bonus.
When allies use follow-up attacks, the wearer receives 1 stack of Merit, stacking up to 5 times. Every stack of Merit increases the DMG dealt by the wearer's follow-up attacks by 5%. When there are 5 stacks, additionally increases the wearer's CRIT DMG by 25%.
Incredibly potent planar set for Follow-Up attackers that either launch Follow-Up attacks incredibly frequently or are played in teams with other Follow-Up attackers which do. Relies on reaching maximum stacks as soon as possible but once there is incredibly potent. Aventurine is frequently played in teams featuring multiple Follow-Up attackers which attack incredibly frequently - this plus his own Follow-Ups make this another strong but conditional pure damage option to consider.
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.
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.
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.
106 Speed (High Damage and Shields)
134+ Speed (General Purpose + Follow-Up Teams)
HP: 2900-3000+
DEF: 4000+
CRIT RATE: 60-90%+ (including the Trace)
CRIT DMG: 110-170%+
SPD: 106 or 134+
Skill > Talent > Ultimate > Basic
Leverage (A2) > Bingo! (A6) > Hot Hand (A4)
Below you can find a list of some of the stronger synergies between this character and others.
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/AS Statistics tab.
MoC/PF/AS Statistics
This section contains information about Aventurine performance in the latest Memory of Chaos cycle (2.6), latest Pure Fiction (2.6) and the latest Apocalyptic Shadow (2.6), 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.
If you want to share your 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/AS Stats FormCharacters 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.
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.
Characters are ranked with appearance rate, which is how often a character was used in Apocalyptic Shadow by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
This section lists the characters that were most commonly paired with Aventurine in the current phase of Memory of Chaos.
This section lists the characters that were most commonly paired with Aventurine in the current phase of Pure Fiction.
This section lists the characters that were most commonly paired with Aventurine in the current phase of Apocalyptic Shadow.
Eidolons data comes from players we have scanned who used Aventurine in the current MoC cycle (6050), in the current PF cycle (3506) or in the current AS cycle (4324) and had the character placed in their Profile. Use the switcher below to show Aventurine Eidolon performance in the endgame modes (Default MoC) - the percentage doesn't change as it takes into account all modes already.
MoC
PF
AS
83.16%
8.16 cyc.Eidolon 0
10.13%
6.58 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).
4.4%
5.32 cyc.When using Basic ATK, reduces the target's All-Type RES by 12% for 3 turn(s).
0.18%
6.42 cyc.Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
0.44%
7.44 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.
0.03%
99.99 cyc.Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
1.67%
4.78 cyc.For every ally with a Shield, the DMG dealt by Aventurine increases by 50%, up to a maximum of 150%.
Light Cones are ranked with usage rate among the players we have scanned who used Aventurine in the current MoC cycle (6050), in the current PF cycle (3506) or in the current AS cycle (4324) and had the character placed in their Profile. Use the switcher below to show Aventurine Light Cones performance in the endgame modes (Default MoC) - the percentage doesn't change as it takes into account all modes already.
MoC
PF
AS
41.56%
7.63 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)
25.63%
8.21 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
16.83%
8.58 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
5.48%
8.3 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
4.73%
8.13 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
3.09%
8.08 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
0.87%
7.5 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
0.76%
8.08 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
0.75%
8.38 cyc.The wearer is more likely to be attacked, but DMG taken is reduced by 16/18/20/22/24%.
Source: Stellar Warp
0.23%
7.88 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 are ranked with usage rate among the players we have scanned who used Aventurine in the current MoC cycle (6050), in the current PF cycle (3506) or in the current AS cycle (4324) 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.
48.08%
Increases DEF by 15%.
Increases the max DMG that can be absorbed by the shield created by the wearer by 20%.
20.66%
Increases DMG dealt to enemies with debuff by 12%.
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.
11.02%
Increases DEF by 15%.
Increases the max DMG that can be absorbed by the shield created by the wearer by 20%.
Increases follow-up attack DMG by 20%.
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.
4.18%
Increases DMG dealt to enemies with debuff by 12%.
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.
Increases follow-up attack DMG by 20%.
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.
3.18%
Increases DEF by 15%.
Increases the max DMG that can be absorbed by the shield created by the wearer by 20%.
Increases DMG dealt to enemies with debuff by 12%.
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.
45.24%
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%.
31.23%
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%.
9.84%
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.
8.55%
When allies use follow-up attacks, the wearer receives 1 stack of Merit, stacking up to 5 times. Every stack of Merit increases the DMG dealt by the wearer's follow-up attacks by 5%. When there are 5 stacks, additionally increases the wearer's CRIT DMG by 25%.
0.87%
Increases the wearer's Energy Regeneration Rate by 5%. If the wearer is not the first character in the team lineup, then increase the ATK of the first character in the team lineup by 12%.
Relic Stats are shown based on the Relics used by the players we have scanned who used Aventurine in the current MoC cycle (6050), in the current PF cycle (3506) or in the current AS cycle (4324) and had the character placed in their Profile.
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.
Eidolon | Follow-up | Ultimate | Basic | Skill Shield | Follow-up Shield |
---|---|---|---|---|---|
E0 | 10,544 | 17,707 | 5,515 | 1,529 | 449 |
E1 | 11,405 | 19,154 | 5,965 | 1,529 | 449 |
E2 | 11,405 | 19,154 | 5,965 | 1,529 | 449 |
E3 | 11,457 | 20,808 | 6,592 | 1,529 | 449 |
E4 | 18,207 | 22,958 | 7,333 | 1,658 | 487 |
E5 | 19,664 | 22,958 | 7,333 | 1,786 | 487 |
E6 | 36,316 | 42,400 | 14,117 | 1,786 | 487 |
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Stack DEF as a priority until you hit 4000, while doing so 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.