Aventurine is an Imaginary sustain character from The Preservation. Although he is a tank, Aventurine can output great amounts of damage thanks to his follow-up attacks, high-damaging ultimate, and DEF scaling. Aventurine shields the whole team through his skill, technique, follow-up attack, Effect Res, and Debuffs enemies.
Moveset
The numbers below consider the character to be at max traces without Eidolons.
Basic ATK – Straight Bet | Single Target: Deals Imaginary DMG equal to 100% of Aventurine’s DEF to a single target enemy.
A simple single-target attack that scales with Aventurine’s DEF. If you have Aventurine at E2, his Basic ATK reduces target’s All-Type RES by 12% for 3 turn(s), a great support effect for allies who rely on debuffs.
Skill – Cornerstone Deluxe | Defense: 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 repeatedly gaining Fortified Wager, the Shield effect can stack, up to 200% of the Shield provided by the current Skill.
The Fortified Wager shield scales with 24% Aventurine`s DEF plus a flat amount that increases with the Skill trace level. The shield can be stacked, but Aventurine’s kit makes it so that this skill doesn’t necessarily need to be spammed through his Talent, Ultimate, and Technique, making him an SP-positive unit. That means he will generate SP points for the team.
Talent – Shot Loaded Right | Bounce: The Effect RES increases by 50% for a single ally with Fortified Wager. And when this allied character gets attacked, Aventurine gains 1 point of Blind Bet. When Aventurine has Fortified Wager, he can resist Crowd Control debuffs. This effect can trigger again after 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 attack, with each hit dealing Imaginary DMG equal to 25% of Aventurine’s DEF to a single random enemy. Blind Bet is capped at 10 points.
When a character protected by Fortified Wager gets attacked, Aventurine gains 1 stack of Blind Bet. If Aventurine is shielded by Fortified Wager and is attacked, he gets two stacks of Blind Bet. Upon reaching 7 stacks he will launch a follow-up attack that bounces on all enemies dealing 25% of Aventurine`s DEF. If your whole team gets hit while shielded, you can get multiple points of Blind Bet, surpassing 7 and capping at 10. After unlocking Major Trace A6, Aventurine gains 1 stack of Blind Bet for each follow-up attack performed by an ally with Fortified Wager, triggering up to 3 times. After performing Aventurine`s follow-up, at 7 stacks, he provides Fortified Wager to the team. Besides that, his talent also increases by 50% allied Effect RES and makes it so that Aventurine can`t take Crowd Control debuffs from time to time, a powerful effect.
Ultimate – Roulette Shark | Single Target | 110 Energy: Randomly gains 1 to 7 points of Blind Bet. Then inflicts Unnerved on a single target enemy, lasting for 3 turn(s). And deals Imaginary DMG equal to 270% of Aventurine’s DEF to the single target enemy. When an ally hits an Unnerved enemy target, the CRIT DMG dealt increases by 15%.
Aventurine`s ultimate deals a good amount of damage, and synergizes greatly with his talent, giving him Blind Bet stacks, enabling more follow-up attacks, which convert into more damage, more break damage, and more shield. The Unnerved debuff makes Aventurine even more universal, allowing him to support CRIT-based DPS characters.
Technique – The Red or the Black | 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).
Aventurine`s Technique makes it so that, depending on the difficulty of the fight and your luck on the roll, you don’t even need to use his Skill.
Major Traces
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%.
Leverage makes you want at least 4000 DEF on your Aventurine to cap the CRIT Rate increase at 48%. This is great since he will be an incredible tank, dealing good damage with his ultimate and follow-ups.
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).
More base shield without needing to use a skill and applies Fortified Wager.
A6 – Bingo!: After an ally with Fortified Wager launches a follow-up attack, Aventurine accumulates 1 Blind Bet point. This effect can trigger up to 3 time(s). And its trigger count resets at the start of Aventurine’s turn. After Aventurine launches his Talent’s follow-up attack, provides all allies with a Fortified Wager that can block DMG equal to 7.2% of Aventurine’s DEF plus 96, and additionally grants a Fortified Wager that can block DMG equal to 7.2% of Aventurine’s DEF plus 96 to the ally with the lowest Shield effect, lasting for 3 turns.
Eidolons
E1 – Prisoner’s Dilemma: 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).
Gives an upgrade to the supporting role of Aventurine, with CRIT DMG for allies, especially DPS and himself. Also gives more shield upon using the ultimate. It’s an impactful Eidolon, in my opinion.
E2 – Bounded Rationality: When using Basic ATK, reduces the target’s All-Type RES by 12% for 3 turn(s).
A relevant effect, since you will be using Aventurine`s Basic ATK a lot, after all, he already gives shield through many other means. However, being a single target, the reduction is not significant per se, besides applying a debuff for characters that need it, such as Acheron and Dr. Ratio.
E3 – Droprate Maxing: Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
E4 – Unexpected Hanging Paradox: 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.
Unexpected Hanging Paradox gives a good amount of defense for Aventurine while also increasing the hit amount of his follow-up attack, which increases the damage dealt and energy restoration. However, I don’t think this is relevant. The damage increase is nice, but, although he does good damage, that’s not Aventurine’s main role on the team. The energy restoration isn’t much and he already has a fast energy restoration. Besides that, Aventurine doesn’t need more defense, the ones who can get caught are the rest of the team.
E5 – Ambiguity Aversion: Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
E6 – Stag Hunt Game: For every ally with a Shield, the DMG dealt by Aventurine increases by 50%, up to a maximum of 150%.
As I said for E4, more damage is nice, but that’s not Aventurine’s main role. I wouldn’t risk much for this E6.
Light Cones
Inherently Unjust Destiny | 5-star – The Preservation |
---|
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). |
Aventurine’s signature Light Cone, and his best option. Provides everything he wants: DEF, CRIT DMG when shielding allies and increases damage taken by enemies when they receive a follow-up attack by the wearer, supporting himself and damaging allies, besides another debuff for characters such as Ratio and Acheron.
Moment of Victory | 5-star – The Preservation |
---|
Increases the wearer’s DEF by 24%/30%/36%/42%/48% and Effect Hit Rate by 20%/25%/30%/35%/40%. Increases the chance for the wearer to be attacked by enemies. When the wearer is attacked, increase their DEF by an additional 24%/30%/36%/42%/48% until the end of the wearer’s turn. |
Gepard’s signature Light Cone. Provide less unconditional Defense than Aventurine’s, besides not giving CRIT DMG. However, it increases the chance of the wearer being attacked, which is great, since Aventurine gets 2 stacks of Blind Bet when attacked. Besides, this Light Cone gives more defense when the wearer is attacked.
Concert for Two | 4-star – The Preservation |
---|
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%. |
A 4-star option. Although it gives way fewer stats than the 5-star ones, it still has good stats for Aventurine, being unconditional Defense and DMG increase for every shielded ally on the field, which should always be up on a team with Aventurine.
Destiny’s Threads Forewoven | 4-star – The Preservation |
---|
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%. |
Although Aventurine technically doesn’t need Effect RES, thanks to his talent, this Cone can be used for its DMG increase, which synergizes with Aventurine’s A2, increasing damage based on base Defense, while also being an F2P option, allowing for easier access to its full potential.
Day One of My New Life | 4-star – The Preservation |
---|
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. |
This Light Cone gives less Defense to Aventurine himself and sacrifices Damage but can be used as a team buff option.
Trend of the Universal Market | 4-star – The Preservation |
---|
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). |
This option is exclusively used on DOT/Nihility teams, especially with Acheron, to enable her ultimate faster.
Relics
Knight of Purity Palace |
---|
2-Piece Effect | Increases DEF by 15%. |
4-Piece Effect | Increases the max DMG that can be absorbed by the shield created by the wearer by 20%. |
The best relic set for Aventurine, increasing his DEF and shield efficiency.
Knight of Purity Palace + The Ashblazing Grand Duke |
---|
Knight of Purity Palace 2-Piece Effect | Increases DEF by 15%. |
The Ashblazing Grand Duke 2-Piece Effect | Increases the DMG dealt by follow-up attacks by 20%. |
You can opt for this relic combo for a more aggressive build, sacrificing the shield buff from Knight of Purity Palace for 20% follow-up attack damage.
The Ashblazing Grand Duke + Pioneer Diver of Dead Waters |
---|
The Ashblazing Grand Duke 2-Piece Effect | Increases the DMG dealt by follow-up attacks by 20%. |
Pioneer Diver of Dead Waters 2-Piece Effect | Increases DMG dealt to enemies with debuffs by 12% |
An offensive build that sacrifices DEF for more offense, with 20% to follow-up attack DMG and increased DMG to debuffed enemies. Since this build only uses 2 Pioneer Diver of Dead Waters, the enemy only needs 1 debuff to activate the effects. That being the case, Aventurine’s ultimate alone already fulfills the role.
Pioneer Diver of Dead Waters |
---|
2-Piece Effect | Increases DMG dealt to enemies with debuff by 12%. |
4-Piece Effect | 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. |
The whole Pioneer Diver of Dead Waters set. The best option is using it on a Nihility team to easily get permanent access to 3 debuffs and get the set’s full potential. This option becomes more viable if you have both Aventurine’s E2 and Signature Lightcone. He will also apply debuffs on his Basic ATK and follow-up attack.
Planar Ornaments
Inert Salsotto |
---|
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%. |
Aventurine triggers this effect by default, through his traces and the CRIT RATE given by the Planar Ornament. Aventurine’s Major Trace A2 increases his CRIT RATE based on Defense, providing a 48% CRIT RATE plus 8% from the Planar Ornament already triggers the DMG increase. Besides that, this passive synergizes greatly with Aventurine’s kit, which constantly uses follow-up attacks and ultimates.
Broken Keel |
---|
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%. |
Effect RES is a good stat, but one Aventurine doesn’t need. Because of that, you will probably need to adjust your relics to reach the 30% minimum to use this Planar Ornament. The upside is the support of CRIT DMG which is taken advantage of by Aventurine and the team’s DPS.
Penacony, Land of the Dreams |
---|
Increases wearer’s Energy Regeneration Rate by 5%. Increases DMG for all other allies with the same DMG Type as the wearer by 10%. |
Penacony, Land of the Dreams provides a better stat than Broken Keel since Aventurine wants to use his ultimate as much as possible, but a worse buff, given it only buffs characters with the same DMG Type as the wearer. Although Imaginary has received buffs, a mono Imaginary team is not viable.
Fleet of the Ageless |
---|
Increases the wearer’s Max HP by 12%. When the wearer’s SPD reaches 120 or higher, all allies’ ATK increases by 8%. |
A more universal option than Broken Keel. If you have SPD boots on Aventurine, you can easily reach the 120 minimum and get an overall ATK increase for the whole team.
Belobog of the Architects |
---|
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. |
The worst option of all. Effect Hit Rate is not a necessary stat on Aventurine. You will only use this if there is no other option for the 15% DEF. You will most likely never see the other 15%.
Relic Stats
As for the relic stats, you will want a DEF% body, planar sphere, and link rope. If your Aventurine already has a 4k DEF minimum, you can opt for a CRIT DMG body and/or Imaginary DMG planar sphere for more damage. For the boots, you usually go for SPD, unless you are struggling to get 4k DEF or are running a more damage-focused relic set, then you can go DEF% boots. For the substats, DEF is the priority until the 4k minimum, then SPD, CRIT DMG, and CRIT RATE have all equal relevance, being a matter of necessity and preference. From my experience, Aventurine doesn’t need SPD, since most of what he does is passive, from his ultimate, and follow-up attacks.
Teams
Follow-up attack team |
---|
The new follow-up team. Synergizes greatly with Aventurine, providing follow-up damage support from Robin, and plenty of follow-up attacks to generate stacks of Blind Bet. Dr. Ratio being an Imaginary DPS also allows for more variety on Aventurine builds. Also, both of them can obliterate Imaginary enemies’ toughness with Ratio’s ultimate and Aventurine’s follow-up attacks. |
Acheron Nihility team |
---|
The Acheron team, but Aventurine replaces Fu Xuan/Gepard. He provides great survivability and can inflict debuffs via his ultimate, SIgnature Light Cone and E2, buffing Acheron greatly. |
Imbibitor Lunae team |
---|
The classic Imbibitor Lunae team, with Aventurine replacing Luocha. Aventurine serves Luocha’s role of keeping the team alive with low SP cost while also providing damage. Besides that, his ultimate makes his opponent take more CRIT DMG, which is great for Imbibitor Luane, an Imaginary CRIT DPS. With this setup, you have to manage Aventurine’s skill usage more, since he has no follow-up attacks besides his own to generate Blind Bet Stacks. |
Overall, Aventurine is such a good sustain unit that he can fulfill his role successfully on any team making him a valuable character, especially for F2P players, who pull occasionally.
Conclusion
Aventurine is currently the best sustain unit in the game, providing shield, debuff, support, damage, and being an SP-positive tank, a complete character. That being the case, he becomes a valuable character, especially for Free-to-Play players, since he will see extensive use. With the addition of his E2 and Signature Light Cone, he inflicts even more debuffs, helping debuff dependant characters like Acheron and Dr. Ratio who are part of two of his best teams. Alongside Robin, he enabled the existence of the follow-up attack team, which wasn’t really a team until now. Sadly, his banner is gone, but Aventurine is a must-have on anyone’s account.