Aventurine Build
Aventurine is a 5★ Imaginary character on the Path of Preservation in Honkai: Star Rail. Below are the character's stats, skills and Eidolons — plus a pity calculator if you plan to pull.
Voice Actors
| JP | EN | CN | KR |
|---|---|---|---|
| Kawanishi Kengo | Camden Sutkowski<br />Caitlyn Elizabeth (child) | Yang Chaoran (杨超然) Pi Xiugang (貔貅肛) |
Park Jun-won (박준원) |
Active codes (10)
Redeem codes →STARRAILGIFT
4TKSX77Y58QK
Aventurine is the best all-round sustain in the game — team-wide shields plus real damage and a team CRIT DMG debuff. A strong pull if you lack a premium Imaginary sustain or run FUA/Acheron teams; skippable if you already own Lingsha or Huohuo.
30-second build
Sub-stat priority: DEF% > CRIT DMG > CRIT Rate > SPD
Eidolons
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Aventurine's Eidolon
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Aventurine's Eidolon
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Aventurine's Eidolon
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Aventurine's Eidolon
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Aventurine's Eidolon
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Aventurine's Eidolon
Skills & Traces
Skill Leveling Priority
Skills
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Deals Imaginary DMG equal to 140% of Aventurine's DEF to one designated enemy target.
| Level | Effect |
|---|---|
| Lv.1 | Deals Imaginary DMG equal to 50% of Aventurine's DEF to one designated enemy target. |
| Lv.2 | Deals Imaginary DMG equal to 60% of Aventurine's DEF to one designated enemy target. |
| Lv.3 | Deals Imaginary DMG equal to 70% of Aventurine's DEF to one designated enemy target. |
| Lv.4 | Deals Imaginary DMG equal to 80% of Aventurine's DEF to one designated enemy target. |
| Lv.5 | Deals Imaginary DMG equal to 90% of Aventurine's DEF to one designated enemy target. |
| Lv.6 | Deals Imaginary DMG equal to 100% of Aventurine's DEF to one designated enemy target. |
| Lv.7 | Deals Imaginary DMG equal to 110% of Aventurine's DEF to one designated enemy target. |
| Lv.8 | Deals Imaginary DMG equal to 120% of Aventurine's DEF to one designated enemy target. |
| Lv.9 | Deals Imaginary DMG equal to 130% of Aventurine's DEF to one designated enemy target. |
| Lv.10 (max) | Deals Imaginary DMG equal to 140% of Aventurine's DEF to one designated enemy target. |
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Provides all allies with a Fortified Wager shield that can block DMG equal to 28% of Aventurine's DEF plus 410, lasting for 3 turn(s). When Fortified Wager is gained repeatedly, the Shield Effect can stack, up to 200% of the current Shield Effect provided by the Skill.
| Level | Effect |
|---|---|
| Lv.1 | Provides all allies with a Fortified Wager shield that can block DMG equal to 16% of Aventurine's DEF plus 80, lasting for 3 turn(s). When Fortified Wager is gained repeatedly, the Shield Effect can stack, up to 200% of the current Shield Effect provided by the Skill. |
| Lv.2 | Provides all allies with a Fortified Wager shield that can block DMG equal to 17% of Aventurine's DEF plus 128, lasting for 3 turn(s). When Fortified Wager is gained repeatedly, the Shield Effect can stack, up to 200% of the current Shield Effect provided by the Skill. |
| Lv.3 | Provides all allies with a Fortified Wager shield that can block DMG equal to 18% of Aventurine's DEF plus 164, lasting for 3 turn(s). When Fortified Wager is gained repeatedly, the Shield Effect can stack, up to 200% of the current Shield Effect provided by the Skill. |
| Lv.4 | Provides all allies with a Fortified Wager shield that can block DMG equal to 19% of Aventurine's DEF plus 200, lasting for 3 turn(s). When Fortified Wager is gained repeatedly, the Shield Effect can stack, up to 200% of the current Shield Effect provided by the Skill. |
| Lv.5 | Provides all allies with a Fortified Wager shield that can block DMG equal to 20% of Aventurine's DEF plus 224, lasting for 3 turn(s). When Fortified Wager is gained repeatedly, the Shield Effect can stack, up to 200% of the current Shield Effect provided by the Skill. |
| Lv.6 | Provides all allies with a Fortified Wager shield that can block DMG equal to 20.8% of Aventurine's DEF plus 248, lasting for 3 turn(s). When Fortified Wager is gained repeatedly, the Shield Effect can stack, up to 200% of the current Shield Effect provided by the Skill. |
| Lv.7 | Provides all allies with a Fortified Wager shield that can block DMG equal to 21.6% of Aventurine's DEF plus 266, lasting for 3 turn(s). When Fortified Wager is gained repeatedly, the Shield Effect can stack, up to 200% of the current Shield Effect provided by the Skill. |
| Lv.8 | Provides all allies with a Fortified Wager shield that can block DMG equal to 22.4% of Aventurine's DEF plus 284, lasting for 3 turn(s). When Fortified Wager is gained repeatedly, the Shield Effect can stack, up to 200% of the current Shield Effect provided by the Skill. |
| Lv.9 | Provides all allies with a Fortified Wager shield that can block DMG equal to 23.2% of Aventurine's DEF plus 302, lasting for 3 turn(s). When Fortified Wager is gained repeatedly, the Shield Effect can stack, up to 200% of the current Shield Effect provided by the Skill. |
| Lv.10 | Provides all allies with a Fortified Wager shield that can block DMG equal to 24% of Aventurine's DEF plus 320, lasting for 3 turn(s). When Fortified Wager is gained repeatedly, the Shield Effect can stack, up to 200% of the current Shield Effect provided by the Skill. |
| Lv.11 | Provides all allies with a Fortified Wager shield that can block DMG equal to 24.8% of Aventurine's DEF plus 338, lasting for 3 turn(s). When Fortified Wager is gained repeatedly, the Shield Effect can stack, up to 200% of the current Shield Effect provided by the Skill. |
| Lv.12 | Provides all allies with a Fortified Wager shield that can block DMG equal to 25.6% of Aventurine's DEF plus 356, lasting for 3 turn(s). When Fortified Wager is gained repeatedly, the Shield Effect can stack, up to 200% of the current Shield Effect provided by the Skill. |
| Lv.13 | Provides all allies with a Fortified Wager shield that can block DMG equal to 26.4% of Aventurine's DEF plus 374, lasting for 3 turn(s). When Fortified Wager is gained repeatedly, the Shield Effect can stack, up to 200% of the current Shield Effect provided by the Skill. |
| Lv.14 | Provides all allies with a Fortified Wager shield that can block DMG equal to 27.2% of Aventurine's DEF plus 392, lasting for 3 turn(s). When Fortified Wager is gained repeatedly, the Shield Effect can stack, up to 200% of the current Shield Effect provided by the Skill. |
| Lv.15 (max) | Provides all allies with a Fortified Wager shield that can block DMG equal to 28% of Aventurine's DEF plus 410, lasting for 3 turn(s). When Fortified Wager is gained repeatedly, the Shield Effect can stack, up to 200% of the current Shield Effect provided by the Skill. |
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Randomly gains 1 to 7 points of "Blind Bet." Then, inflicts "Unnerved" on one designated enemy target for 3 turn(s) and deals Imaginary DMG equal to 324% of Aventurine's DEF to that enemy target. When an ally hits an "Unnerved" enemy target, the CRIT DMG dealt increases by 18%.
| Level | Effect |
|---|---|
| Lv.1 | Randomly gains 1 to 7 points of "Blind Bet." Then, inflicts "Unnerved" on one designated enemy target for 3 turn(s) and deals Imaginary DMG equal to 162% of Aventurine's DEF to that enemy target. When an ally hits an "Unnerved" enemy target, the CRIT DMG dealt increases by 9%. |
| Lv.2 | Randomly gains 1 to 7 points of "Blind Bet." Then, inflicts "Unnerved" on one designated enemy target for 3 turn(s) and deals Imaginary DMG equal to 173% of Aventurine's DEF to that enemy target. When an ally hits an "Unnerved" enemy target, the CRIT DMG dealt increases by 9.6%. |
| Lv.3 | Randomly gains 1 to 7 points of "Blind Bet." Then, inflicts "Unnerved" on one designated enemy target for 3 turn(s) and deals Imaginary DMG equal to 184% of Aventurine's DEF to that enemy target. When an ally hits an "Unnerved" enemy target, the CRIT DMG dealt increases by 10.2%. |
| Lv.4 | Randomly gains 1 to 7 points of "Blind Bet." Then, inflicts "Unnerved" on one designated enemy target for 3 turn(s) and deals Imaginary DMG equal to 194% of Aventurine's DEF to that enemy target. When an ally hits an "Unnerved" enemy target, the CRIT DMG dealt increases by 10.8%. |
| Lv.5 | Randomly gains 1 to 7 points of "Blind Bet." Then, inflicts "Unnerved" on one designated enemy target for 3 turn(s) and deals Imaginary DMG equal to 205% of Aventurine's DEF to that enemy target. When an ally hits an "Unnerved" enemy target, the CRIT DMG dealt increases by 11.4%. |
| Lv.6 | Randomly gains 1 to 7 points of "Blind Bet." Then, inflicts "Unnerved" on one designated enemy target for 3 turn(s) and deals Imaginary DMG equal to 216% of Aventurine's DEF to that enemy target. When an ally hits an "Unnerved" enemy target, the CRIT DMG dealt increases by 12%. |
| Lv.7 | Randomly gains 1 to 7 points of "Blind Bet." Then, inflicts "Unnerved" on one designated enemy target for 3 turn(s) and deals Imaginary DMG equal to 230% of Aventurine's DEF to that enemy target. When an ally hits an "Unnerved" enemy target, the CRIT DMG dealt increases by 12.8%. |
| Lv.8 | Randomly gains 1 to 7 points of "Blind Bet." Then, inflicts "Unnerved" on one designated enemy target for 3 turn(s) and deals Imaginary DMG equal to 243% of Aventurine's DEF to that enemy target. When an ally hits an "Unnerved" enemy target, the CRIT DMG dealt increases by 13.5%. |
| Lv.9 | Randomly gains 1 to 7 points of "Blind Bet." Then, inflicts "Unnerved" on one designated enemy target for 3 turn(s) and deals Imaginary DMG equal to 257% of Aventurine's DEF to that enemy target. When an ally hits an "Unnerved" enemy target, the CRIT DMG dealt increases by 14.2%. |
| Lv.10 | Randomly gains 1 to 7 points of "Blind Bet." Then, inflicts "Unnerved" on one designated enemy target for 3 turn(s) and deals Imaginary DMG equal to 270% of Aventurine's DEF to that enemy target. When an ally hits an "Unnerved" enemy target, the CRIT DMG dealt increases by 15%. |
| Lv.11 | Randomly gains 1 to 7 points of "Blind Bet." Then, inflicts "Unnerved" on one designated enemy target for 3 turn(s) and deals Imaginary DMG equal to 281% of Aventurine's DEF to that enemy target. When an ally hits an "Unnerved" enemy target, the CRIT DMG dealt increases by 15.6%. |
| Lv.12 | Randomly gains 1 to 7 points of "Blind Bet." Then, inflicts "Unnerved" on one designated enemy target for 3 turn(s) and deals Imaginary DMG equal to 292% of Aventurine's DEF to that enemy target. When an ally hits an "Unnerved" enemy target, the CRIT DMG dealt increases by 16.2%. |
| Lv.13 | Randomly gains 1 to 7 points of "Blind Bet." Then, inflicts "Unnerved" on one designated enemy target for 3 turn(s) and deals Imaginary DMG equal to 302% of Aventurine's DEF to that enemy target. When an ally hits an "Unnerved" enemy target, the CRIT DMG dealt increases by 16.8%. |
| Lv.14 | Randomly gains 1 to 7 points of "Blind Bet." Then, inflicts "Unnerved" on one designated enemy target for 3 turn(s) and deals Imaginary DMG equal to 313% of Aventurine's DEF to that enemy target. When an ally hits an "Unnerved" enemy target, the CRIT DMG dealt increases by 17.4%. |
| Lv.15 (max) | Randomly gains 1 to 7 points of "Blind Bet." Then, inflicts "Unnerved" on one designated enemy target for 3 turn(s) and deals Imaginary DMG equal to 324% of Aventurine's DEF to that enemy target. When an ally hits an "Unnerved" enemy target, the CRIT DMG dealt increases by 18%. |
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For any single ally with "Fortified Wager," their Effect RES increases by 62.5%, and when they get 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 2 turn(s). Aventurine additionally gains 1 point(s) of "Blind Bet" after getting attacked. Upon reaching 7 points of "Blind Bet," Aventurine consumes the 7 points to launch a 7-hit Follow-Up ATK, with each hit dealing Imaginary DMG equal to 31% of Aventurine's DEF to one random enemy. "Blind Bet" is capped at 10 points.
| Level | Effect |
|---|---|
| Lv.1 | For any single ally with "Fortified Wager," their Effect RES increases by 25%, and when they get 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 2 turn(s). Aventurine additionally gains 1 point(s) of "Blind Bet" after getting attacked. Upon reaching 7 points of "Blind Bet," Aventurine consumes the 7 points to launch a 7-hit Follow-Up ATK, with each hit dealing Imaginary DMG equal to 13% of Aventurine's DEF to one random enemy. "Blind Bet" is capped at 10 points. |
| Lv.2 | For any single ally with "Fortified Wager," their Effect RES increases by 27.5%, and when they get 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 2 turn(s). Aventurine additionally gains 1 point(s) of "Blind Bet" after getting attacked. Upon reaching 7 points of "Blind Bet," Aventurine consumes the 7 points to launch a 7-hit Follow-Up ATK, with each hit dealing Imaginary DMG equal to 14% of Aventurine's DEF to one random enemy. "Blind Bet" is capped at 10 points. |
| Lv.3 | For any single ally with "Fortified Wager," their Effect RES increases by 30%, and when they get 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 2 turn(s). Aventurine additionally gains 1 point(s) of "Blind Bet" after getting attacked. Upon reaching 7 points of "Blind Bet," Aventurine consumes the 7 points to launch a 7-hit Follow-Up ATK, with each hit dealing Imaginary DMG equal to 15% of Aventurine's DEF to one random enemy. "Blind Bet" is capped at 10 points. |
| Lv.4 | For any single ally with "Fortified Wager," their Effect RES increases by 32.5%, and when they get 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 2 turn(s). Aventurine additionally gains 1 point(s) of "Blind Bet" after getting attacked. Upon reaching 7 points of "Blind Bet," Aventurine consumes the 7 points to launch a 7-hit Follow-Up ATK, with each hit dealing Imaginary DMG equal to 16% of Aventurine's DEF to one random enemy. "Blind Bet" is capped at 10 points. |
| Lv.5 | For any single ally with "Fortified Wager," their Effect RES increases by 35%, and when they get 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 2 turn(s). Aventurine additionally gains 1 point(s) of "Blind Bet" after getting attacked. Upon reaching 7 points of "Blind Bet," Aventurine consumes the 7 points to launch a 7-hit Follow-Up ATK, with each hit dealing Imaginary DMG equal to 18% of Aventurine's DEF to one random enemy. "Blind Bet" is capped at 10 points. |
| Lv.6 | For any single ally with "Fortified Wager," their Effect RES increases by 37.5%, and when they get 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 2 turn(s). Aventurine additionally gains 1 point(s) of "Blind Bet" after getting attacked. Upon reaching 7 points of "Blind Bet," Aventurine consumes the 7 points to launch a 7-hit Follow-Up ATK, with each hit dealing Imaginary DMG equal to 19% of Aventurine's DEF to one random enemy. "Blind Bet" is capped at 10 points. |
| Lv.7 | For any single ally with "Fortified Wager," their Effect RES increases by 40.6%, and when they get 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 2 turn(s). Aventurine additionally gains 1 point(s) of "Blind Bet" after getting attacked. Upon reaching 7 points of "Blind Bet," Aventurine consumes the 7 points to launch a 7-hit Follow-Up ATK, with each hit dealing Imaginary DMG equal to 20% of Aventurine's DEF to one random enemy. "Blind Bet" is capped at 10 points. |
| Lv.8 | For any single ally with "Fortified Wager," their Effect RES increases by 43.8%, and when they get 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 2 turn(s). Aventurine additionally gains 1 point(s) of "Blind Bet" after getting attacked. Upon reaching 7 points of "Blind Bet," Aventurine consumes the 7 points to launch a 7-hit Follow-Up ATK, with each hit dealing Imaginary DMG equal to 22% of Aventurine's DEF to one random enemy. "Blind Bet" is capped at 10 points. |
| Lv.9 | For any single ally with "Fortified Wager," their Effect RES increases by 46.9%, and when they get 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 2 turn(s). Aventurine additionally gains 1 point(s) of "Blind Bet" after getting attacked. Upon reaching 7 points of "Blind Bet," Aventurine consumes the 7 points to launch a 7-hit Follow-Up ATK, with each hit dealing Imaginary DMG equal to 23% of Aventurine's DEF to one random enemy. "Blind Bet" is capped at 10 points. |
| Lv.10 | For any single ally with "Fortified Wager," their Effect RES increases by 50%, and when they get 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 2 turn(s). Aventurine additionally gains 1 point(s) of "Blind Bet" after getting attacked. Upon reaching 7 points of "Blind Bet," Aventurine consumes the 7 points to launch a 7-hit Follow-Up ATK, with each hit dealing Imaginary DMG equal to 25% of Aventurine's DEF to one random enemy. "Blind Bet" is capped at 10 points. |
| Lv.11 | For any single ally with "Fortified Wager," their Effect RES increases by 52.5%, and when they get 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 2 turn(s). Aventurine additionally gains 1 point(s) of "Blind Bet" after getting attacked. Upon reaching 7 points of "Blind Bet," Aventurine consumes the 7 points to launch a 7-hit Follow-Up ATK, with each hit dealing Imaginary DMG equal to 26% of Aventurine's DEF to one random enemy. "Blind Bet" is capped at 10 points. |
| Lv.12 | For any single ally with "Fortified Wager," their Effect RES increases by 55%, and when they get 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 2 turn(s). Aventurine additionally gains 1 point(s) of "Blind Bet" after getting attacked. Upon reaching 7 points of "Blind Bet," Aventurine consumes the 7 points to launch a 7-hit Follow-Up ATK, with each hit dealing Imaginary DMG equal to 28% of Aventurine's DEF to one random enemy. "Blind Bet" is capped at 10 points. |
| Lv.13 | For any single ally with "Fortified Wager," their Effect RES increases by 57.5%, and when they get 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 2 turn(s). Aventurine additionally gains 1 point(s) of "Blind Bet" after getting attacked. Upon reaching 7 points of "Blind Bet," Aventurine consumes the 7 points to launch a 7-hit Follow-Up ATK, with each hit dealing Imaginary DMG equal to 29% of Aventurine's DEF to one random enemy. "Blind Bet" is capped at 10 points. |
| Lv.14 | For any single ally with "Fortified Wager," their Effect RES increases by 60%, and when they get 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 2 turn(s). Aventurine additionally gains 1 point(s) of "Blind Bet" after getting attacked. Upon reaching 7 points of "Blind Bet," Aventurine consumes the 7 points to launch a 7-hit Follow-Up ATK, with each hit dealing Imaginary DMG equal to 30% of Aventurine's DEF to one random enemy. "Blind Bet" is capped at 10 points. |
| Lv.15 (max) | For any single ally with "Fortified Wager," their Effect RES increases by 62.5%, and when they get 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 2 turn(s). Aventurine additionally gains 1 point(s) of "Blind Bet" after getting attacked. Upon reaching 7 points of "Blind Bet," Aventurine consumes the 7 points to launch a 7-hit Follow-Up ATK, with each hit dealing Imaginary DMG equal to 31% of Aventurine's DEF to one random enemy. "Blind Bet" is capped at 10 points. |
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Attacks an enemy, and after entering combat, reduces their Toughness of the corresponding Type.
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After using the Technique, 1 of the following effects will be granted: There is a chance for DEF to increase by 24%. There is a high chance for DEF to increase by 36%. There is a small chance for DEF to increase by 60%. 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 3 turn(s).
Major Traces
For every 100 of Aventurine's DEF that exceeds 1600, increases his own CRIT Rate by 2%, up to a maximum increase of 48%.
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).
After a teammate with "Fortified Wager" launches Follow-Up ATK, Aventurine accumulates 1 "Blind Bet" point. This effect can trigger up to 3 time(s). Its trigger count resets at the start of Aventurine's turn. After Aventurine launches his Talent's Follow-Up ATK, provides all ally targets with a "Fortified Wager" that can offset DMG equal to 7% of Aventurine's DEF plus 96, and additionally grants a "Fortified Wager" that can block DMG equal to 7% of Aventurine's DEF plus 96 to the ally with the lowest Shield Effect, lasting for 3 turns.
Trace Bonuses
Weakness Break
| Skill | Move type | Toughness reduced |
|---|---|---|
| Straight Bet | Basic ATK | 30 |
| Roulette Shark | Ultimate | 90 |
| Shot Loaded Right | Talent | 10 |
| Attack | Overworld Attack | 30 |
One full combo (Basic ATK + Skill + Ultimate) from Aventurine breaks 120 Toughness in total.
Hits needed to break an enemy
| Enemy rank | Toughness (median) | Basic ATK hits | Skill casts |
|---|---|---|---|
| Minion | 120 | 4 | this move deals no Toughness reduction |
| Elite | 360 | 12 | this move deals no Toughness reduction |
| Elite Boss | 540 | 18 | this move deals no Toughness reduction |
| Boss | 540 | 18 | this move deals no Toughness reduction |
134/231 enemies in our bestiary are weak to Imaginary — Aventurine's own element. View the Bestiary → · View Imaginary-weak enemies →
Stats & Materials
Nurture Priority Order
Level 80 stats
Ascension Materials
Aventurine FAQ
What is the best Light Cone for Aventurine?
The best Light Cone for Aventurine is Inherently Unjust Destiny (top pick). See F2P options in the Light Cones section above.
Is Aventurine worth pulling?
Aventurine is the best all-round sustain in the game — team-wide shields plus real damage and a team CRIT DMG debuff. A strong pull if you lack a premium Imaginary sustain or run FUA/Acheron teams; skippable if you already own Lingsha or Huohuo.
What is the best team for Aventurine?
FUA cores (Feixiao/Topaz + Robin) feed off his follow-up. Acheron teams (Pela/Jiaoqiu) love his shields plus Broken Keel's team CRIT DMG. A budget Dr. Ratio + Hunt March 7th + Pela line-up is easy to assemble.
How much Energy does Aventurine's Ultimate cost?
Aventurine's Ultimate costs 110 Energy. See the Skills section above for the Energy gain and Break DMG of every skill.
What materials does Aventurine need to reach max Ascension?
See the full Ascension Materials list above, pulled directly from the latest game data.
Matching Light Cones
5★
5★
5★
5★
5★
4★
4★
4★
4★
4★
4★
4★
4★
3★
3★
3★How to read this build page
Every character build page has these parts: recommended Light Cone/Relic sets and stat table, a Trace/skill leveling order, Eidolon milestones worth considering, and a reference SPD threshold. Read them in that order — gear tells you "what to use", Traces tell you "what to level first", Eidolon tells you "is it worth pulling dupes", SPD tells you "how fast you need to be to keep the rotation on time". The section below explains how to read each part and applies the same way to every character on the site — check the exact numbers in the table above this section, since community sources sometimes differ by a few points.
Why the Light Cone and Relic picks make sense
Most characters have a "signature" Light Cone built for their exact role, plus a few cheaper substitutes from the standard banner or easy-to-get 3-4★ cones. Missing the signature isn't a dead end — most characters keep most of their power with a well-matched substitute, typically losing somewhere between a few percent and roughly a fifth of total damage depending on the setup, per most public comparisons.
- Relic sets (2pc+2pc or 4pc) are picked for the set effect that fits that character's role (single-target DPS, AoE, shield/healing support, Break damage, and so on).
- Main stats per slot (Body/Feet/Sphere/Rope) and substats follow a priority that changes by role: DPS roles usually chase CRIT Rate/CRIT DMG before ATK%; Break-focused roles prioritize Break Effect; support/healing roles often value Effect Hit/RES or Outgoing Healing over pure CRIT.
These weights differ per character and can shift slightly between ranking sources — follow the exact priority table above rather than applying one formula to every role.
Trace/skill leveling order by role (a general guideline, not a fixed rule)
There's no single order that's correct for every character, and community sources sometimes disagree depending on the team the character is used in — but the general pattern by role is:
- DPS: level whichever skill (Skill or Ultimate) carries most of the damage for that character first, with Basic ATK usually last if it isn't the main damage source.
- Support/Buffer: prioritize Traces that boost buff strength or the skill that applies the effect over Basic ATK, since this role's value comes from lifting the team rather than personal damage.
- Healer/Shielder: prioritize the main healing or shield skill first, since that is the reason the team runs this character.
- Break/CC: prioritize whichever skill contributes the most Toughness Damage, since the Break/Weakness Break window is where the team dumps damage.
Major Traces unlock at fixed ascension levels in-game, not by choice — but which one to level first (when resources are limited) should follow the role priority above. Since the exact order can differ between ranking sources, check the specific recommendation in the table above for this character.
Eidolons: how far E0 gets you, and which milestone is worth considering
General rule: most characters at E0 (no duplicates) already handle most content, even 5-star characters. Eidolons are a duplicate-fueled upgrade system — higher levels cost more resources for a smaller power gain, and the actual gain varies a lot per character (some barely change role at E0, others shift how they're played at a specific level). The milestones most often cited by the community tend to sit at E1, E2, or E6 depending on the character — but none of these are required to clear the game's content. Check the Eidolon section in the table above for this character's specific milestone and gain; if sources disagree on how to rate a milestone, trust the in-game effect description over a pre-set percentage number.
How to think about SPD breakpoints
SPD (Speed) controls how often a character acts in the turn order — higher SPD means denser actions, and for some roles (especially support/healing that need to buff or heal before the team gets hit) hitting the right SPD "breakpoint" matters more than the raw SPD number. Values like 101 or 134 SPD are often cited as community-common breakpoints (letting a character act again before or after a specific point in certain team setups) — this is crowd-verified action-gauge math, not an official fixed number the game states for every situation. The right breakpoint also depends on the team and allies' SPD, so treat the SPD suggestion in the table above as a starting point to adjust from, not a mandatory target.
Where to dig deeper
This section only teaches you how to read the page — for deeper comparisons, use the dedicated tools:
- Tier list to see where this character stands against the full roster.
- Teams for full in-game comps with rotation order.
- Relic score to check how your current gear scores against the benchmark.



























