
Yes—Aventurine is a flexible Imaginary shielder with FUA utility. Ultimate “Roulette Shark” buffs allies’ damage for a short window. Best with Feixiao / Dr. Ratio / Acheron / Yunli. Shield refresh wants ally FUA or enemy AoE hits. Skip when you already have two limited sustains and no FUA synergy need.
Aventurine is a 5★ Imaginary Preservation Shielder. Skill “Cornerstone Deluxe” is the primary in-combat spend. Ultimate “Roulette Shark” is the payoff window for damage or team utility. This Phase 1 page covers kit text, gear targets, and pull notes—team comps stay empty until Phase 2.
Light Cone
Inherently Unjust Destiny
Signature BiS when owned.
Relic Set
Knight of Purity Palace (4pc) + Belobog of the Architects (2pc)
Standard Preservation relic direction for Aventurine.
Body
DEF%
Main stat
Feet
SPD
Main stat
Sphere / Rope
DEF% · ERR%
Substats
DEF% / SPD / Effect Hit as needed
Cornerstone Deluxe carries most of the kit’s damage or utility—level this first.
Roulette Shark supports the main rotation—raise after the top priority traces.
Shot Loaded Right supports the main rotation—raise after the top priority traces.
Straight Bet is last priority outside of filling trace materials.
Open with Technique if it helps, spend Skill to advance the kit’s resource, and hold Ultimate for the damage or buff window. Exact teammate order lands in Phase 2.
Open supports first, then spend the carry’s Skill/Ult inside the buff window. Exact order varies by the team tab above.

5★ · Path cone
Increases the wearer's DEF by 0.4%. When the wearer provides a Shield to an ally, the wearer's CRIT DMG increases by 0.4%, lasting for 2 turn(s). When the wearer's Follow-Up ATK hits an enemy target, there is a 1% base chance to increase the DMG taken by the attacked enemy target by #5[f1]%, lasting for 2 turn(s).
Why it works —Signature / best-in-slot when owned—passive lines up with Aventurine’s kit triggers.

5★ · Path cone
Increases the wearer's DEF by 0.24% and Effect Hit Rate by 0.24%. Increases the chance for the wearer to be attacked by enemies. When the wearer is attacked, increase their DEF by an extra 0.24% until the end of the wearer's turn.
Why it works —Flexible alternative on the same path—equip if you already own it at higher superimposition.

5★ · Path cone
Increases the wearer's Effect RES by 0.08%. If the wearer is attacked and has no Shield, they gain a Shield equal to 0.16% of their Max HP for 2 turn(s). This effect can only be triggered once every 3 turn(s). If the wearer has a Shield when attacked, the DMG they receive decreases by 0.12%.
Why it works —Best accessible option for most accounts—raise superimposition when copies drop.

4★ · Path cone
Increases the wearer's DEF by 0.16%. After entering battle, increases All-Type RES of all allies by 0.08%. Abilities of the same type cannot stack.
Why it works —Budget path cone—fine while building the account.



Aventurine enabling Acheron. Acheron, Jiaoqiu, Pela complete the nihility shell.
Acheron stacks shred / vulnerability the carry’s kit assumes every cycle.

Anchors sustain in this squad while contributing Preservation utility the archetype expects.
Jiaoqiu stacks shred / vulnerability the carry’s kit assumes every cycle.
Pela stacks shred / vulnerability the carry’s kit assumes every cycle.
Deals Imaginary DMG equal to 140% of Aventurine's DEF to one designated enemy target.
Provides all allies with a Fortified Wager shield that can block DMG equal to 28.0% 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.
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 18.0%.
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.
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).
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).
Is it worth getting?
Modest E1: Flat combat-stat bump tied to a specific trigger. Helpful padding, not a build-defining unlock.
When using the Basic ATK, reduces the target's All-Type RES by 12% for 3 turn(s).
Is it worth getting?
Kit add-on: When using the Basic ATK, reduces the target's All-Type RES by 12% for 3 turn(s). Evaluate against your supports—pull only if that specific clause solves a problem you actually hit.
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Is it worth getting?
Ultimate + Basic ATK levels only (+2). Free if you roll into it; never spend currency aiming for E3.
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.
Is it worth getting?
Side-grade: When triggering his Talent's Follow-Up ATK. Happy if it drops; not a planned stopping point.
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Is it worth getting?
Skill + Talent levels only (+2). Skip as a goal—grab it if you overshoot toward E6, never hard-pity for it.
For every teammate that holds a Shield, the DMG dealt by Aventurine increases by 50%, up to a maximum of 150%.
Is it worth getting?
Whale ceiling: Extra sustain clause on top of the base kit. Only chase if Aventurine is your dedicated Preservation main and E0–E2 already feel finished.
Aventurine is fully usable at E0. Dedicated mains often stop at E0 before chasing higher. First stop: E0. Endgame target: E0.
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