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Aventurine HSR – Guide, Skills, Builds, Teams & More

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Aventurine is a follow-up sustain with sub DPS capabilities, due to his talent. He provides a shield that scales off of his defense, and it can be refreshed whenever his talent gets stacked. His talent also deals damage to random enemies, sending out a follow-up.

He is the premier sustain for follow-up teams, but can be slotted in anywhere if you need a sustain. With follow up teams being considered one of the strongest in the game, Aventurine’s value does not need any questions.

Aventurine works great in every single end game mode, and can become immortal in Divergent/Simulated Universe with the right blessings and curios.

HSR Aventurine Release Date

Aventurine first released in Version 2.1 on April 17th, 2024. His most recent rerun was in the 2nd half of Version 2.6 which ran from November 13th, 2024 to December 3rd, 2024.

Aventurine HSR Kit Review (Trace Level 10)

Aventurine’s kit has almost everything you want in a sustain. He is SP positive, does damage, grants Eff RES for his teammates, and can sustain like no other. He primarily excels against AoE situations, where he can get his talent stacks faster.

Skill

We’ll start off with his skill. His skill provides Fortified Wager, a shield that’s as big as 24% of his defense plus 320 that lasts for 3 turns. This shield can stack up to 200% of the current shield. Aventurine’s talent also grants 50% Eff RES for anyone under his shield, and one CC res for himself. Thanks to his 2nd trace, your battles will also start with a shield active.

Follow-Up

Aventurine doesn’t just grant a shield. Each follow up attack by his allies or Aventurine grants a stack of Blind Bet. Blind Bet, when it reaches 7 points, launches a follow-up bounce attack, randomly hitting an enemy equal to 25% of his DEF 7 times. Blind Bet has an overcap feature of up to 10.

This follow-up also grants a smaller shield to all allies. Blind Bet can also be stacked whenever enemies hit Aventurine’s shield. Each hit against the shield grants 1, and an additional one if Aventurine is hit. Meaning, a full AoE attack on all 4 party members would give 5 stacks. Aventurine’s ultimate does 270% of his DEF as damage to a single target, and you gain a random number between 1 and 7 for Blind Bet. The ultimate also increases Crit DMG dealt by 15% on the target, applying a debuff.

Trace

One of Aventurine’s traces allows him to get up to 48% Crit Rate depending on how much defense he has. This cap comes out to be when Aventurine has 4000 DEF, which is something players should aim for. His technique is a gambling mechanic that gives him DEF, ranging from 24-60%, with lower odds for higher defense.

Overview

Aventurine in-game plays itself. The shield refreshing and follow-up frequency is heavily dependent on the enemy and how often they attack, but can become ridiculous against super fast enemies like Hoolay. Most of the time though, Aventurine will constantly keep your allies safe under a shield, and do chip damage from follow-up.

He is very SP positive, as the shield can be maintained without skilling, other than in emergency situations. Aventurine’s weaknesses are heavy ST and CC fights, where the shield cannot refresh and the 50% Eff RES gamble does not pay off, since he doesn’t have a cleanse. Still in the current game, these weaknesses are outweighed by all the benefits he provides, easily being one of the best sustains in the game.

HSR Aventurine Talents

Aventurine HSR Core Skills

Basic Attack – Straight Bet

Straight Bet

Deals Imaginary DMG equal to 100% of Aventurine’s DEF to a single target enemy.

Skill – Cornerstone Deluxe

Cornerstone Deluxe

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.

Ultimate – Roulette Shark

Roulette Shark

Randomly gains 1 to 7 points of Blind Bet. Then, inflicts Unnerved on a single target enemy 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%.

Talent – Shot Loaded Right

Shot Loaded Right

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 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.

Follow-up attack: Unleashes an extra attack on the target. This effect is triggered automatically when requirements are met.

Crowd Control Debuff: Freeze, Entanglement, Imprisonment, Dominated, Outrage, Strong Reverberation, Alien Dream, Snarelock, Terrified

Technique – The Red or the Black

The Red or the Black

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 HSR Traces

Leverage

Leverage

For every 100 of Aventurine’s DEF that exceeds 1600.0, increases his own CRIT Rate by 2.0%, up to a maximum increase of 48.0%.

Hot Hand

Hot Hand

When battle starts, grants all allies a Fortified Wager shield, whose Shield effect is equal to 100.0% of the one provided by the Skill, lasting for 3.0 turn(s).

Bingo!

Bingo!

After an ally with Fortified Wager launches a follow-up attack, Aventurine accumulates 1 Blind Bet point. This effect can trigger up to 3.0 time(s). 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 96.0, and additionally grants a Fortified Wager that can block DMG equal to 7.2% of Aventurine’s DEF plus 96.0 to the ally with the lowest Shield effect, lasting for 3 turns.

Aventurine HSR Eidolons

hsr aventurine eidolon 6

E1 Prisoner’s Dilemma: Increases CRIT DMG by 20.0% for allies with Fortified Wager. After using the Ultimate, provides all allies with a Fortified Wager shield, whose Shield effect is equal to 100.0% of the one provided by the Skill, lasting for 3.0 turn(s).
E2 Bounded Rationality: When using the Basic ATK, reduces the target’s All-Type RES by 12.0% for 3.0 turn(s).
E3 Drop Rate Maxing: Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK +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 40.0% for 2.0 turn(s), and additionally increases the Hits Per Action for his talent’s follow-up attack by 3.0.
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 that holds a shield, the DMG dealt by Aventurine increases by 50.0%, up to a maximum of 150.0%

Eidolon Priority

Aventurine’s E1 and E2 are pretty good for a sustain’s eidolons. E1 makes Aventurine fully sp-positive and provides a buff for his teammates, and E2 provides a debuff of All-Type RES on his basic attack.

His E4 is somewhat lackluster, like most E4s. E6 makes Aventurine a full-fledged DPS. For vertical investment, however, his signature is recommended first. It greatly boosts his personal DMG while also providing vulnerability to enemies he hits, whereas Crit DMG can be found from many other sources.

  • Eidolon 1: High Value
  • Eidolon 2: High Value
  • Eidolon 4: Medium Value
  • Eidolon 6: Medium High Value

Aventurine HSR Build Guide Overview

Light Cones

  • Inherently Unjust Destiny
  • Moment of Victory
  • Concert For Two
  • This is Me!
  • Destiny’s Threads Forwoven
  • Day One of My New Life
  • Trend of the Universal Market

Main Stats

  • Body: DEF% / Crit Damage%
  • Feet: Speed / DEF%
  • Orb: DEF%
  • Rope: ERR / DEF%

Relics

  • Pioneer Diver of Dead Waters
  • Knight of Purity Palace
  • 2-Pc FUA and Pioneer/DEF

Planar Set

  • Duran, Dynasty of Running Wolves
  • Inert Salsotto
  • Broken Keel
  • Lushaka, the Sunken Sea or Broken Keel
  • Belobog of the Architects

HSR Aventurine Light Cones

Premium Options

Inherently Unjust Destiny

Inherently Unjust Destiny

Increases the wearer’s DEF by 40.0% / 46.0% / 52.0% / 58.0% / 64.0% . When the wearer provides a Shield to an ally, the wearer’s CRIT DMG increases by 40.0% / 46.0% / 52.0% / 58.0% / 64.0% , lasting for 2.0 turn(s). When the wearer’s follow-up attack hits an enemy target, there is a 100.0% / 115.0% / 130.0% / 145.0% / 160.0% base chance to increase the DMG taken by the attacked enemy target by 10.0% / 11.5% / 13.0% / 14.5% / 16.0% , lasting for 2.0 turn(s).

An amazing LC, not just increasing Aventurine’s personal damage but also for his team, applying 10% vulnerability on his follow up to the enemy hit. The 40% DEF given will also make reaching 4K DEF easier to max out his Crit Rate talent.

Moment of Victory

Moment of Victory

Increases the wearer’s DEF by 24.0% / 28.0% / 32.0% / 36.0% / 40.0% and Effect Hit Rate by 24.0% / 28.0% / 32.0% / 36.0% / 40.0% . Increases the chance for the wearer to be attacked by enemies. When the wearer is attacked, increase their DEF by an extra 24.0% / 28.0% / 32.0% / 36.0% / 40.0% until the end of the wearer’s turn.

Gepard’s LC is another great LC for Aventurine, actually providing more DEF compared to his signature. The increased aggro will also bring more safety to his other teammates.

Concert for Two

Concert for Two

Increases the wearer’s DEF by 16.0% / 20.0% / 24.0% / 28.0% / 32.0% . For every on-field character that has a Shield, the DMG dealt by the wearer increases by 4.0% / 5.0% / 6.0% / 7.0% / 8.0% .

A solid 4 star alternative, providing DEF and also helping with Aventurine’s personal damage.

This is Me!

This is Me!

Increases the wearer’s DEF by 16.0% / 20.0% / 24.0% / 28.0% / 32.0% . Increases the DMG of the wearer when they use their Ultimate by 60.0% / 75.0% / 90.0% / 105.0% / 120.0% of the wearer’s DEF. This effect only applies 1 time per enemy target during each use of the wearer’s Ultimate.

The BP Preservation LC is also good, providing DEF and increased DMG on Aventurine’s Ultimate.

Day One of my New Life

Day One of My New Life

Increases the wearer’s DEF by 16.0% / 18.0% / 20.0% / 22.0% / 24.0% . After entering battle, increases All-Type RES of all allies by 8.0% / 9.0% / 10.0% / 11.0% / 12.0% . Abilities of the same type cannot stack.

Really solid LC for increasing the overall team’s effective HP if you are having trouble surviving at the cost of Aventurine’s damage.

Trend of the Universal Market

Trend of the Universal Market

Increases the wearer’s DEF by 16.0% / 20.0% / 24.0% / 28.0% / 32.0% . When the wearer is attacked, there is a 100.0% / 105.0% / 110.0% / 115.0% / 120.0% base chance to Burn the enemy. For each turn, the wearer deals DoT that is equal to 40.0% / 50.0% / 60.0% / 70.0% / 80.0% of the wearer’s DEF for 2.0 turn(s).

Decent stat stick, providing DEF. Useful in teams when you need to apply debuffs, such as Acheron’s.

F2P Options

Destiny’s Threads Forwoven

Destiny’s Threads Forwoven

Increases the wearer’s Effect RES by 12.0% / 14.0% / 16.0% / 18.0% / 20.0% . For every 100.0 of DEF the wearer has, increases the wearer’s DMG dealt by 0.8% / 0.9% / 1.0% / 1.1% / 1.2% , up to a maximum DMG increase of 32.0% / 36.0% / 40.0% / 44.0% / 48.0% .

Since Aventurine wants a lot of DEF due to his CR trace, this LC will inadvertently increase Aventurine’s DMG as your build becomes better. You need 4000 DEF to max out the DMG buff, which is coincidentally what Aventurine’s Trace caps out at. The Effect Res is also a nice bonus, giving you 68% Effect RES including his shield passive, without considering any relics.

HSR Aventurine Main Stats

  • Body: DEF% / Crit DMG%
  • Feet: Speed / DEF%
  • Orb: DEF% > Imaginary Damage
  • Rope: ERR / DEF%

Aventurine wants to hit at least 4000 DEF to max out his Trace that gives him extra Crit Rate depending on his DEF. His FUA and shields also scale on DEF so this is a no brainer. His stats are a balancing act to reach this DEF number, or at least as close to it as it can be hard without his signature or LCs that give a lot of DEF.

As a side note, without Aventurine’s signature, his damage output leaves much to be desired, so investment in his relics should be prioritized last after your DPS and support.

For his Body, DEF% is preferred. Crit DMG% can be used only if you can reach 4000 DEF with it, otherwise it’s a damage loss.

For Boots, Speed boots is generally the to-go, but if you find that you want more DEF and are facing enemies that attack frequently and don’t require Aventurine to get turns, DEF boots can be used too.

For orbs, DEF% is better than Imaginary DMG. Finally for the Rope, ERR or DEF% can both be used.

HSR Aventurine Substats

  • DEF% (4000)
  • Crit DMG%/Crit Rate
  • Speed
  • Effect RES

Once Aventurine reaches 4000 DEF, his other stats are really up to the player, whether they want to invest more in his DMG, Speed, or make him immortal to any CC with Effect Res, since his shield already gives him 50% without considering the one time resist he has.

Speed Tuning

Goal: Aventurine doesn’t really have any specific speed thresholds. Speed does not benefit him as much, as his damage comes from his follow up, which happens out of turn. 

Still, a speed of 134 is recommended, so that he can generate SP for his teammates.

HSR Aventurine Relics

Pioneer Diver of Dead Waters

Pioneer Diver of Dead Waters

  • 2-Pc: Increases DMG dealt to enemies with debuffs by 12%
  • 4-Pc: 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(s).
This relic is recommended only if you have his signature LC and or playing in a debuff-centric team to utilize Pioneer’s passive, to increase Aventurine’s damage output. Otherwise it is better to use 2pc/2pc or Knight.

Knight of Purity Palace

Knight of Purity Palace

  • 2-Pc: Increases DEF by 15%
  • 4-Pc: Increase the max DMG that can be absorbed by the wearer by 20%.

Good relic for Aventurine, purely for increasing his sustaining capabilities.

Any 2+2 combination of these sets with high DEF subs

The Ashblazing Grand Duke

Aventurine can also benefit from the Duke 2-pc, because his primary damage comes from his follow up attack. Investing in your sustain’s relic pieces should be prioritized last, as their damage contribution is usually the least. Any of these 2 pc combos with the highest DEF subs is a great substitution for his relics. The importance of a 4pc relic bonus is nowhere near that of the relics on your DPS.

HSR Aventurine Planar Sets

Broken Keel

Honkai Star Rail Broken Keel

  • 2-Pc: Increases the wearer’s Effect RES by 10.0%. When the wearer’s Effect RES is at 30% or higher, all allies’ Crit DMG increases by 10.0%.

Aventurine’s whole team under his shield already gets 50% Effect Res, so you don’t have to worry about getting Effect Res stats. 10% Crit DMG is always helpful for your whole team.

Lushaka, the Sunken Seas

  • 2-Pc: Increases the wearer’s Energy Regeneration Rate by 5.0%. If the wearer is not the first character in the team lineup, then increases the ATK of the first character in the team lineup by 12.0%.

Another supportive planar for the team. Stacking multiple of these onto your main DPS provides a noticeable increase in damage.

Duran, Dynasty of Running Wolves

  • 2-Pc: When an ally uses a follow up-attack, the wearer gains 1 stack of Merit, stacking up to 5.0 time(s). Each stack of Merit increases the DMG dealt by the wearer’s follow-up attacks by 5.0%. When there are 5.0 stacks, additionally increase the wearer’s Crit DMG by 25.0%.

Aventurine’s best planar if you want to increase his personal damage. Stacking Merit may be slow in teams with little follow up or when enemies attack less frequently.

Inert Salsotto

  • 2-Pc: Increases the wearer’s Crit Rate by 8.0%. When the wearer’s current Crit Rate reaches 50.0% or higher, the DMG dealt by the wearer’s Ultimate and follow-up attack increases by 15.0%.

Another great alternative for Aventurine for increasing his sub-DPS capabilities. The 50.0% Crit Rate should be no problem since one of his traces gives him a free 48% Crit Rate at 4000 DEF.

Belobog of the Architects

Belobog of the Architects

  • 2-Pc: Increases the wearer’s DEF by 15.0%. When the wearer’s effect Hit Rate is 50.0% or higher, the wearer gains an extra 15.0% DEF.

Used as a last resort. The extra DEF is helpful for Aventurine, however he will never get 50% EHR on a normal build to fully utilize the 2nd passive.

HSR Aventurine Teammates

Aventurine can be splashed into any team and fulfill the role of a sustain. However, to truly make him shine you want DPS that have follow ups, or can make use of the debuffs he can apply.

Some anti-synergies that exist are characters that want to take damage, like Blade.

Aventurine’s shield will prevent Blade from getting stacks for his follow-up. Preservations like Aventurine also have the highest innate taunt value, so counter characters like Clara and Yunli also prefer abundance units.

DPS

Feixiao

feixiao

Aventurine is the premier follow-up attack sustain. He provides unmatched protection but also generates many stacks for Feixiao, scaling depending on enemy aggression.

Dr. Ratio

dr-ratio

Aventurine’s debuff applications allows Dr. Ratio’s follow-ups to have a higher chance of landing. His ultimate being a damaging ability also allows him to easily trigger Ratio’s follow up attack on targets afflicted by Wiseman’s Folly.

Acheron

acheron

Aventurine with his signature is Acheron’s best sustain, applying a debuff whenever he ults or uses his follow-up. At high investment, his E2 can give her an additional stack, quickening her ult rotation.

Topaz & Numby

topaz

Aventurine can benefit from Topaz’s Proof of Debt that provides increased follow-up DMG debuff, and since all of Topaz’s attacks are considered follow-ups, they provide stacks for Aventurine’s talent. Targets marked with Proof of Debt also advance Numby when follow-ups are used, which Aventurine has.

Moze

moze

Moze, in similar light of Topaz, can help with stacks for Aventurine, with the follow up he has on his talent and Ultimate.

Harmony/Nihility

Robin

robin

Being the premier follow-up support, Robin works amazing with Aventurine. Aventurine’s follow-ups will be able to proc Robin’s own damage, and since Aventurine attacks frequently, helps Robin regenerate energy while she’s in Concerto.

HSR Aventurine Teams

Feixiao Follow-up Premium Team

HSR Feixiao Follow-Up Team

Released in 2.5, this team is the most complete team in HSR, having outstanding synergy amongst all party members. Topaz and Aventurine provide an incredible amount of stacks for Feixiao, and Robin is able to amp all of their damage. This team provides the highest single-target damage in the game, and can brute force almost anything in the game, due to the absurd frequency of attacks this team dishes out.

Acheron Hypercarry

hsr acheron jiaoqiu pela aventurine

Each member of this team is able to provide debuffs for Acheron, which is what she values most, in order to be able to ult as much as possible.

Dr. Ratio F2P Team

hsr ratio moze pela aventurine

Both Moze and Aventurine w/ Sig provide 2 debuffs for Dr. Ratio, allowing higher chance of Ratio’s follow-ups to go out. Pela with her great debuff uptime and DEF shred including Pearls are there for amp as well as triggering Ratio’ and Moze’s follow-ups.

HSR Aventurine Pull Value and Conclusion

Character_Aventurine_Introduction

Aventurine is no doubt one of the best limited sustains currently in the game. He is a core member of the strongest team comp in the game, follow-up. Aventurine also does not need his signature to perform his job, which is a huge plus. He provides SP positivity, unrivaled matchup against heavy AoE enemies, relevant chip damage from his follow-up, debuff application, and Eff RES to all his allies. He has a lot going for him.

However, sustains also have the lowest value in terms of pulling, when you already have 2. If you already are comfortable with your current options, and aren’t too interested in follow-up teams, it’s fine to skip him. The next patch (2.7) also features a limited harmony and nihility, two supportive classes, which usually offer more value and flexibility for future team comps.

Despite all this, Aventurine’s performance is good enough to justify picking up a copy if you want a strong limited sustain, and also want the best for follow-up and debuff oriented comps as of now.

Thanks for Reading! For more resources, check out our other Honkai Star Rail Guides.

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