Aventurine
★★★★★

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.

Released: 17/04/2024 · v2.1· Updated: 12/08/2026
Updated for version 4.4 · 15/07/2026
Calculate pity to pull this character →

Voice Actors

JPENCNKR
Kawanishi Kengo Camden Sutkowski<br />Caitlyn Elizabeth (child) Yang Chaoran (杨超然)
Pi Xiugang (貔貅肛)
Park Jun-won (박준원)
Community usage · phase 4.4.2
Memory of Chaos5.5%
Pure Fiction4.8%
Apocalyptic Shadow4.8%
Stats from 13,965 real player profiles (Memory of Chaos) · community player data
Building Aventurine — just follow the numbers

Active codes (10)

Redeem codes →
STARRAILGIFT
4TKSX77Y58QK
30-second summary

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.

1

30-second build

In a hurry? This box is all you need — details below
BodyDEF% FeetSPD SphereDEF% RopeDEF%

Sub-stat priority: DEF% > CRIT DMG > CRIT Rate > SPD

2

Verdict & playstyle

How strong, worth pulling, how to play
Memory of Chaos 5/5
Pure Fiction 4/5
Apocalyptic Shadow 4.5/5
Imaginary (Aventurine's element) is a listed Weakness in 1 of 4 Anomaly Arbitration phases this season.
See this season's Anomaly Arbitration →
Note for beginners

Aventurine has no clear weak point based on current data, but needs the right build (see the Build section below) to reach full potential.

Should you pull Aventurine?

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.

Pros
  • Massive team-wide shields that scale off easy-to-build DEF
  • Sustains while contributing damage and team CRIT DMG
  • Excellent in FUA and Acheron comps
  • E0 is fully sufficient
Cons
  • Skill costs a skill point, so SP management matters
  • Lower value in Pure Fiction's DPS-race format
  • Damage drops notably without his signature cone
  • Needs the right team (FUA/Acheron) to shine offensively

How to play

Open with Skill to shield the whole team and bank Blind Bet stacks, then Basic Attack to keep skill points healthy.

Reaching 7 stacks auto-triggers his follow-up. Fire the Ultimate just before a burst window to apply 'Unnerved' for extra CRIT DMG on the target.

3

Full build

Light cones, relics, stat targets — with reasons

Best Light Cones for Aventurine

Recommendation order by current meta — the first is strongest, the rest are alternatives in decreasing priority. (Not a simulated DPS %.)

No signature Light Cone yet? Use this instead
Don't have anything from the ranked list above? Concert for Two (4★) is an easy-to-get pick that's still in Aventurine's good-build group.

Best Relics

BodyDEF%
FeetSPD
SphereDEF%
RopeDEF%

Sub-stat priority: DEF% > CRIT DMG > CRIT Rate > SPD

Stat targets

Stack DEF to ~4000 to unlock the +48% CRIT Rate, hit 134 SPD to act twice per cycle (120 minimum), then chase a 1:2 crit ratio with ~60-70% CRIT Rate and high CRIT DMG.

4

Teams

Best teammates to pair with

Best teams 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.

Meta suggestions synthesized from global community consensus (Meta 2026-07). Figures come from game data — updated each patch.

5

Eidolons

How far to invest, which milestones matter

E0 is complete and clears every endgame mode. E1 (more DEF/CRIT DMG value) and E2 (crit rate) are strong luxuries, not requirements — stopping at E0 is perfectly fine.

E1
Prisoner's Dilemma★★★★★
Increases CRIT DMG by 20% for ally targets 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).
Grants +20% CRIT DMG to allies with Fortified Wager and gives a free extra shield after using the Ultimate, a strong team-wide buff.
Aventurine's Eidolon×1 Aventurine's Eidolon
E2
Bounded Rationality★★★☆☆
When using the Basic ATK, reduces the target's All-Type RES by 12% for 3 turn(s).
Basic ATK reduces the target's All-Type RES by 12% for 3 turns, useful RES shred but only supportive utility.
Aventurine's Eidolon×1 Aventurine's Eidolon
E3
Droprate Maxing★★☆☆☆
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Only raises Ultimate level +2 and Basic ATK level +1, a pure ability level-up with no major power spike.
Aventurine's Eidolon×1 Aventurine's Eidolon
E4
Unexpected Hanging Paradox★★★★☆
When triggering his Talent's Follow-Up ATK, first increases Aventurine's DEF by 40% for 2 turn(s), and additionally increases the Hits Per Action for his talent's Follow-Up ATK by 3.
When triggering the Talent's Follow-Up ATK, increases DEF by 40% for 2 turns and adds 3 extra hits to the Follow-Up ATK, significantly boosting damage output.
Aventurine's Eidolon×1 Aventurine's Eidolon
E5
Ambiguity Aversion★★☆☆☆
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Only raises Skill level +2 and Talent level +2, a pure ability level-up with no major power spike.
Aventurine's Eidolon×1 Aventurine's Eidolon
E6
Stag Hunt Game★★★★★
For every teammate that holds a Shield, the DMG dealt by Aventurine increases by 50%, up to a maximum of 150%.
Aventurine's DMG dealt increases by up to 150% based on the number of shielded teammates, a massive damage multiplier that transforms his kit.
Aventurine's Eidolon×1 Aventurine's Eidolon
6

Skills & Traces

What to level first — tap each skill for details

Skill Leveling Priority

Skill ★★★★★ The Skill grants a team-wide shield, Aventurine's core survival tool, so it should be maxed first.
Talent ★★★★★ The Talent stacks "Blind Bet" points and triggers his Follow-Up ATK, which is his main damage source, so it should be maxed.
Ultimate ★★★★☆ The Ultimate applies "Unnerved" to boost the team's CRIT DMG and deals damage, so it ranks after Skill and Talent.
Basic ATK ★☆☆☆☆ The Basic ATK only deals minor DEF-scaled damage, so it is always the lowest leveling priority.
Trace priority: A4 > A2 > A6 Eidolon priority: E6 > E1 > E4 > E2 > E3 = E5

Skills

Straight Bet
Basic ATK Single Target Lv.10 +20 30

Deals Imaginary DMG equal to 140% of Aventurine's DEF to one designated enemy target.

LevelEffect
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.
Cornerstone Deluxe
Skill Defense Lv.15 +30

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.

LevelEffect
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.
Roulette Shark
Ultimate Single Target Lv.15 +5 90 110

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%.

LevelEffect
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%.
Shot Loaded Right
Talent Bounce Lv.15 +1 10

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.

LevelEffect
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.
Attack
30

Attacks an enemy, and after entering combat, reduces their Toughness of the corresponding Type.

The Red or the Black
Technique Defense

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

3 powerful passives (A2/A4/A6) — unlocked via Ascension
A2
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%.

A4
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).

A6
Bingo!

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.

Weakness Break

How much Toughness each of Aventurine's skills breaks — internal scale, matches the Bestiary
SkillMove typeToughness reduced
Straight BetBasic ATK30
Roulette SharkUltimate90
Shot Loaded RightTalent10
AttackOverworld Attack30

One full combo (Basic ATK + Skill + Ultimate) from Aventurine breaks 120 Toughness in total.

Hits needed to break an enemy

Enemy rankToughness (median)Basic ATK hitsSkill 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 →

7

Stats & Materials

Base stats at Lv.80 and what to farm

Nurture Priority Order

When resources are limited, spend them in this order
1. Character Level 2. Light Cone Level 3. Traces 4. Relics

Level 80 stats

HP
1,203
#31 of 90
ATK
446
#85 of 90
DEF
655
#8 of 90
SPD
106
#19 of 90
CRIT Rate
5%
CRIT DMG
50%
8

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

Path of Preservation — a Light Cone only gives its bonus to matching-Path characters.
Light Cones →
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.

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