How Much Speed Does He Need? - Aventurine Waveflair Build & Guide

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Brief Summary

In this video, the creator explains the details of the character Aventurine Wave Flarer, focusing on his kit, gameplay mechanics, and building strategies. Key takeaways include insights on his abilities, team dynamics, Eidolons, light cone specifics, build recommendations, and speed breakpoints for optimizing performance.

  • Aventurine builds resources with punchline and fervor.
  • His enhanced Elation skills deal significant bounce damage.
  • Speed tuning can enhance his effectiveness in battle.

Aventurine's Kit

The video begins with an introduction to Aventurine Wave Flarer, highlighting his role as a Quantum Elation unit. His attack mechanics focus more on follow-up attacks rather than his basic attack or skill. The primary components of his kit include generating fervor and punchline stacks to enhance his damage output, particularly when executing his Aha instant skill. His ultimate ability provides AoE damage and a 30% speed boost, allowing for easy maintenance of speed buffs. Aventurine's talent plays a crucial role in launching additional Elation skills as he reaches fervor thresholds, significantly impacting his overall damage potential.

Eidolons

Aventurine's Eidolons significantly enhance his capabilities. E1 provides him with 24% resistance penetration and allows his Elation skill to trigger at every 10 fervor stacks, improving his attack frequency. E2 increases fervor stack limits from 30 to 50 and grants additional fervor stacks when using his Elation skills. E4 enables all allies to benefit from defense ignore, further improving team efficacy. E6 allows all Elation damage to be increased by 25% with an interesting mechanic that transforms normal Elation skills into enhanced skills after multiple uses. Overall, these Eidolons are essential for maximizing Aventurine's potential.

Lightcones

Aventurine's signature light cone serves as a strong stat booster, offering 18% crit rate, 24% speed, and 40% Elation. However, it does require an initial Elation skill usage to activate the speed and Elation buffs. The light cone also provides skill points throughout battles, enhancing team dynamics. For free-to-play options, "Mashi Shrumi's Adventure" is mentioned as a viable alternative. While the light cone is beneficial for building Aventurine, Eidolons are prioritized for those looking to invest in his effectiveness.

Relics

Building relics for Aventurine is similar to Silver Wolf, focusing on speed and crit. The recommended relic sets include Magical Girl for offensive capabilities, although Diviner may be preferred in certain setups to prevent overcapping defense ignore. Relics should be paired with planar ornaments like the Punk Lord set. Key stats to prioritize are crit, speed, and survivability, ensuring Aventurine performs optimally in various combat scenarios.

Speed Breakpoints

Aventurine benefits from speed scaling, where each point of speed translates to a percentage increase in Elation. Specific breakpoints include aiming for 200 speed to maximize turns in battles, particularly for the second wave of Memory of Chaos. Speed tuning considerations vary based on resource generation strategies, with higher requirements for initial turns if not utilizing certain characters. The discussion emphasizes that while reaching these speed thresholds can enhance performance, Aventurine's damage also largely stems from team dynamics rather than solely from his own turns.

Conclusion

The video wraps up by encouraging viewers to look forward to an upcoming team-building guide for Aventurine. It highlights the character's unique playstyle that merges aspects of other characters while maintaining his distinct approach to battle, underlining the potential he has when properly built and teamed.

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Transcript

Full transcript of “How Much Speed Does He Need? - Aventurine Waveflair Build & Guide”. Click a timestamp to open the video at that moment. Need another video? Use the YouTube transcript generator.

0:00 Aventurine Wave Flarer is finally upon us. And for me, this is the character I have been waiting for above all others. As such, I have dedicated hours upon hours of my time to testing and theory crafting for this character. And now, I'm here to share all of my findings with all of you. So, in this video, we will cover what Aventurine Wave Flarer does and how to build him. There are a lot of nuances in his build requirements that we'll cover, such as speed tuning requirements and his stat goals in general. Team building is a whole other massive can of worms for Aventurine, so I'll actually be dedicating an entire separate video for his team building guide. eye out for that. But for now, let's dive into how Aventurine's kit works before we talk about his relic builds. Aventurine Wave Flarer is a Quantum Elation unit with a relatively simple kit. Despite being an Elation character, he actually plays more like a follow-up attack character. His basic attack is nothing special, and you'll ideally never be using it unless you run

0:46 low on skill points, which is possible in certain teams. Instead, you'll want to spam his skill. Even though it actually also doesn't do that much. It simply deals AoE damage and gives him four stacks of punchline as well as four stacks of a resource called fervor. So, you're spamming his skill just to build his resources as much as possible. We'll talk about what his fervor stacks do in a second, but we might as well cover his ultimate since it's also super simple and short. It has an energy cost of 130, which is relatively forgiving, and it also simply deals AoE Quantum damage and gives him more stacks of punchline and fervor. Essentially, just being a bigger version of his skill. It also gives him a massive speed buff of 30% speed, which lasts four turns. So, it should be relatively effortless to keep this speed buff up permanently. The real bread and butter of Aventurine's kit lies in his talent. First off, Certified Binger's on him by one turn, which is helpful since, as we'll see, Aventurine wants to build

1:32 a lot of speed. So, Certified Binger's would run out pretty fast without this talent. Then, whenever allies attack, they give him one stack of punchline and one stack of fervor. For a brief refresher on what punchline and Certified Binger are, punchline stacks only influence the damage of the Aha instant. So, you build up punchline and then consume all the punchline when Aha takes a turn, increasing the damage of every Elation skill in the Aha instant based on the punchline stacks. After the Aha instant ends, the punchline consumed gets converted into certified banger stacks. Certified banger stacks are essentially punchline stacks that now become attached to each individual elation character instead of being attached to the Aha instant, allowing the converted punchline to now buff your character's elation damage outside of the Aha instant. Essentially, punchline only buffs the Aha instant while certified binger buffs everything except the Aha instant. And you get certified binger every time Aha consumes punchline

2:18 and converts them into certified binger stacks. But what about fervor stacks? Where are those? Well, fervor is a special stacking resource specific to Aventurine Wayfarer and he can hold up to a maximum of 30 fervor at a baseline. When Aventurine reaches 10 fervor, he automatically launches his elation skill even when Aha isn't taking a turn, which we'll discuss more in a second. This elation skill takes into account a fixed 20 punchline, so even though he stacks punchline every time allies attack, none of it is taken into account for the elation skill he launches from his talent when he reaches 10 fervor. Additionally, his talent allows his skill and ultimate to deal AoE elation damage when he uses them. This is important since the attack scaling on his skill and ultimate are pretty much entirely inconsequential. Aventurine gets no sources of attack or damage percent buffs in his kit, not to mention the attack scalings of his skill and ultimate are already smaller than even Avenessia's and thus the only reason his

3:03 skill and ultimate will deal any damage is due to his elation scaling on his talent. But let's finally talk about his elation skills since these are where the majority of his damage comes from. Aventurine has two elation skills, his normal one and his enhanced one. The normal elation skill deals AoE elation damage followed by 10 instances of bounce damage and this is the elation skill he uses via his talent when he reaches 10 fervor stacks. After using this elation skill via his talent, his next elation skill during the Aha instant will become his enhanced elation skill. His enhanced elation skill is similar to his normal one dealing AoE elation damage followed by bounce damage, but the number of bounces on his enhanced elation skill increases based on the amount of fervor stacks he had. So, if you manage to max out his fervor stacks to 30 from constant ally attacks and then Aha takes action, his enhanced elation skill will consume his fervor stacks for up to 30 extra bounces, which adds up to a lot of extra damage. That's

3:50 why his fervor stacks are so important. At max stacks, his enhanced Elation skill has a higher multiplier than Avenge his ultimate. And as we'll see later, he's able to spam this enhanced Elation skill a decent amount. Also, similarly to Avenge his ultimate spamming. The Avenge comparisons are just to have a frame of reference. The two of them aren't actually anything alike in gameplay. So, this is where Aventurine will be dishing out the majority of his damage. But, how does the rest of his kit complement his Fervor stacking and Elation skill spamming? First off, his technique is an attacking technique, so you have to use it to enter battle. It deals underwhelming Quantum damage and then, more importantly, it lets him start the battle with two stacks of Fervor and 20 stacks of Certified Banger. A fairly basic technique, all things considered. Aventurine's kit in general is pretty basic, although he does have some pretty interesting bonus abilities. Okay, now to his first one. His first bonus ability is a copy and pasted version of Silver Wolf 999's, converting his speed

4:36 stat to Elation bonus. His speed to Elation conversion is lower than Silver Wolf's, but it starts kicking in earlier than Silver Wolf's. If we assume both of them reach 200 speed, Silver Wolf would get 90% Elation bonus, while Aventurine would get 80% due to their different starting amounts and scaling. However, Aventurine tends to have an easier time going above 200 speed, thanks to his ultimate giving a massive 30% speed buff. Thus, allowing his Elation conversion to actually end up giving him more Elation than Silver Wolf can get. His second bonus ability is where things get really interesting. Aventurine gets different bonuses depending on if he's the only Elation character in the team or not. If Aventurine is paired with other Elation characters like Yaoguang, then Aventurine gives a team-wide 20% Elation buff and he additionally gives himself an extra 80% Elation on top of that. If Aventurine is the only Elation character in the team though, then instead of buffing his damage, he gets bonus says based on ally attacks. First

5:21 off, his Elation skill is now counted as a follow-up attack, clearly signaling where he's meant to be played. Hint hint. Then, whenever allies use an attack, they give Aventurine two points of Certified Banger and one point of Punchline. This is essentially just to allow non-Elation teammates to generate a similar amount of Punchline that actual Elation teammates would be able to give him. However, the most important part is the last part. Ally attacks will also increase Aha's speed by 25, stacking infinitely until Aha takes a turn, which will then reset its speed. This means if you pair Aventurine with allies who attack fast enough, you can speed Aha up by a lot and get a lot of Aha instances within a cycle, more than any other Elation character, which is important since most of Aventurine's damage comes from his enhanced Elation skill during the Aha instant. This is why he's able to spam his powerful enhanced Elation skill to a similar degree as Asta's ultimate spamming. For his last bonus ability, Aventurine gains

6:08 48% crit damage completely for free. Then, when a teammate uses a basic attack, skill, ultimate, or follow-up attack, he additionally increases all allies crit damage by 48%, including buffing his own by an additional 48% for 96% personal crit damage total. He also gains two additional points of Fervor from these ally attacks, on top of the one point of Fervor he already gains from ally attacks in his talent, for three Fervor stacks total from ally attacks. However, the bonus two Fervor stacks from his bonus ability can only trigger six times, wherein Aventurine will need to use his skill to refresh the counter. Essentially, Aventurine's way of play style is like this. You build him super fast so he can spam his skill and give himself as much Punchline and Fervor stacks as possible. Meanwhile, you want to pair him up with allies who also attack frequently, since frequent attacks will give him even more Punchline and Fervor stacks. When Aha takes a turn, Aventurine consumes all those Fervor stacks to increase the

6:54 bounce damage of his enhanced Elation skill. So, it's really important to give him as many Fervor stacks as possible between each Aha instant. If he's the only Elation unit on the team, then ally attacks will speed up Aha, allowing him to do a bunch of these enhanced Elation skills at the risk of possibly not being able to stack Fervor super high in between each Aha instant. Whereas, when Aventurine is paired with other Elation characters, Aha will naturally be slower, but he buffs his own Elation stat to increase his damage, and he's allowed to consistently max out his Fervor stacks a bit more easily, since Aha will be slower in these teams. There are tradeoffs to both his playstyles, and it makes him a really unique character who can essentially be played either as a standard Elation DPS or as a follow-up attack DPS, both of which are very good. His stat bonuses are identical to Silver Wolf 99's, because why not? Let's touch on his Eidolons now. These are pretty relevant because, as we'll see, Aventurine is a character who scales pretty hard with his vertical

7:40 investments. His E1 in particular is a really huge spike for him. First off, his E1 gives him 24% all type res pen, which is nice considering he doesn't have that many sources of res pen in his kit or teams. Then, you remember how his talent allows him to launch his elation skill for free whenever he reaches 10 fervor stacks? His E1 now allows him to do the same thing, launching his elation skill when he hits 20 and 30 fervor stacks as well. Essentially, every increment of 10 fervor stacks will now make him use his elation skill, which increases his attack frequency and damage by a lot. When Aventurine is E0, he will still be strong enough to clear content, but it'll often feel like his team is doing a lot of the work. Of course, there's nothing wrong with this, so you don't need to feel pressured to invest further in Aventurine. However, Aventurine's E1 is when he really starts to feel like he's actually contributing to the team a lot more and is definitively carrying his own weight. It reminds me a little bit of Avenessia's

8:27 E1 and how important it is to increase their damage and make their own stacking mechanics much more smooth. And well, we all know how much of an E1 merchant Avenessia is. Again, you definitely don't need to get this E1 just for him to clear content, but it's definitely going to be one of the main things you aim for if you want to play him long-term. His E2 is also very powerful. It increases the maximum limit of fervor stacks from 30 to 50, meaning his enhanced elation skill can now have up to 50 extra bounce attacks instead of only 30, nearly doubling the amount of bounce attacks it's doing when you max out his fervor stacks. Additionally, he's able to launch his elation skill from his talent when he reaches 40 and 50 stacks as well, which is essentially just an extension of his E1, allowing him to use his elation skill for every increment of 10 fervor stacks he reaches. But how are you reaching 50 fervor stacks on him, you may ask? After all, he already struggles to max out his 30 fervor stacks prior to his E2 even

9:12 with the correct teammates. Well, his E2 also gives him four stacks of fervor every time he uses his elation skill, meaning every time he reaches an increment of 10 fervor stacks to launch his elation skill from his talent, he gains four more fervor to get him closer to the next increment of 10 to launch another elation skill. There will be a lot of scenarios where this effect causes him to launch a bunch of elation skills back-to-back-to-back when paired with their ability to trigger his teammates' follow-up attacks at the the time. Needless to say, this E2 is basically just his E1, but even stronger. His attack frequency can genuinely get pretty nuts with his E2, and while it doesn't give him any stat buffs, it's directly increasing the damage multiplier of his enhanced elation skill due to the extra fervor stacks adding so many extra bounce attacks. Aventurine's first two eidolons are very powerful. And again, while you don't need them just to clear end game, I will say that Aventurine's eidolons are generally going to be the very first

9:58 eidolons you want to pull for any Aventurine team if you're planning on investing further into the team. He scales very hard with his own personal vertical investments. After that, his E3 and E5 are just talent level upgrades as per usual. His E4 is arguably better than most E4s, allowing his skill to give 18% defense ignore, not just to Aventurine, but also to his allies, making it easier to reach the coveted 100% defense ignore for everyone on the team. And then lastly, there's Aventurine's E6. This E6 obviously won't matter to most people, and it's generally not something I would ever recommend since it requires so many pulls just to get here, but I will just note that his E6 stands out a lot with how powerful it is. First, it causes all of his elation damage to merry make by 25%, which is essentially like 25% true damage for his elation damage. It's a straight-up 25% final damage increase, which is nice. Then, after Aventurine

10:44 has used his normal elation skill twice within the battle, every subsequent elation skill of his becomes his enhanced elation skill. Normally, Aventurine only uses his enhanced elation skill during the aha instant, but now every single elation skill launched from his talent, meaning every elation skill he uses when he reaches an increment of 10 fervor stacks, becomes his enhanced elation skill, dealing way more damage and way more bounce attacks, scaling off of his fervor stacks. It does all of this without consuming his current fervor stacks. Aside from the aha instant, which will still consume his fervor stacks, so he can start stacking up again and keep launching more enhanced elation skills via his talent and E6. It's hard to quantify exactly how powerful this is, but essentially, imagine if Avenessia suddenly started launching a free ultimate every time the Master Fox attacks. It's not increasing the attack frequency, which is already super high, but it's just making the damage during

11:29 these frequent attacks much, much, much higher. Again, the E6 isn't going to be relevant for most people, but I thought I'd highlight how powerful it is for a bit since it is pretty standout as far as E6's go. Needless to say, Aventurine's Eidolons tend to be much more important than his signature light cone. As for what his signature light cone does, it's essentially just a massive stat stick for Aventurine, giving 18% crit rate, 24% speed, and 40% Elation. Though it should be noted that he doesn't get the speed and Elation bonuses right at the start of battle. He needs to use his regular Elation skill first to get the speed buff, which is going to make speed tuning a little weird as we'll get to in a bit. And the Elation buff only occurs after his first enhanced Elation skill, aka the first Aha instant. It's not hard to get these buffs, so you aren't missing out on too much of his damage, but there is technically a bit of ramp up time to start getting use out of his light cone. It is a lot of stats though, to be fair.

12:14 It also gives a skill point at the start of every wave or after every three Elation skills, offering some extra comfort to his teams as well, especially since Aventurine moves very fast and thus consumes a decent amount of skill points. As an Elation character, Aventurine doesn't have access to many free-to-play options, but that's okay since the default Elation light cone in the Memory of Chaos Shop, "Mashi Shrumi's Adventure", is a fine option as usual for any Elation character, giving 20% Elation and 10% vulnerability for Elation damage. Don't get me wrong, it's not great by any means, but it's sufficient enough for a free option. At least he's not stuck using off-path light cones or anything like that. Of course, if you have the battle pass Elation light cone, you can just use that one instead. There's also a new gacha four-star Elation light cone releasing, but unfortunately Hoyo decided to put it on Robin's light cone banner instead of Aventurine's, so I don't really recommend trying to pull for it, especially since at S1, it's

13:00 just a side grade to the free Mashi Shrumi light cone, offering the same amount of Elation percent with a trade-off being 10% vulnerability versus 8% defense ignore. You would need to get multiple copies of this gacha light cone just for it to finally start outperforming, so I would just be content with using the free option. If you happen to have Silver Wolf 99's light cone sitting around on the bench, that light cone is also very good for Aventurine. He can't make use of the last part of it to get punchline since it requires the user to use their ultimate on themselves, which Aventurine obviously can't do, but it still gives speed and defense ignore, which is great for him. Again, in terms of pulling priority, Aventurine's Eidolons by far take precedence over his light cone. You would rush to both his E1 and his E2 before even considering his signature light cone. The main benefit of his signature light cone is making him easier to build, offering a ton of crit rate as well as a lot of speed, and in some cases, the speed on his light cone is necessary to reach certain speed

13:46 break points in his build, which we will talk about after we go over how to build him. Building Aventurine is a very similar to building Silver Wolf 999, since they're both Elation units who scale off of speed. Aventurine can actually use both of the Elation relic sets, whether it be the Magical Girl set or the Diviner set. Generally, you're going to use the Magical Girl set, but defense ignore as a stat has a cap of 100%, and once you hit that, defense ignore stops being useful. So, in some scenarios, such as when you're playing Aventurine sustain-less with multiple sources of defense ignore, like Ashblazing, Blade, and Welt or Robin Summeredo, you obviously wouldn't want to use the Magical Girl set, since your defense ignore will be overcapping. Additionally, Aventurine's E4 gives him 18% defense ignore, which can also lead to awkward scenarios where he's overcapping by too much with the Magical Girl set. Generally, this won't matter for most people, but just be mindful of this if you are going to be in a scenario where you're overcapping on

14:32 defense ignore. Just do some quick math on how many sources of defense ignore you're getting from your teammates, and whether or not you'll be going over 100%. Again, this won't be an issue outside of E4 Aventurines or sustain-less setups. If you're barely exceeding 100%, then you're fine, but if you'd be overcapping by a lot, then the Diviner set is generally going to be better, since despite being a support set, it still gives a bunch of offensive stats Aventurine would want. Of course, if you're playing him in an Elation team and one of your Elation teammates is already holding the Diviner set, then Aventurine won't be able to use it. The Quantum set is also acceptable when you're against Quantum weak enemies, but is generally just a more restrictive source of defense ignore compared to the Magical Girl set. Still, if your Quantum pieces are crazy good, then it's definitely viable on him. As for planar ornaments, you should generally just use the Punk Lord Elation set. It gives him everything he wants, and nothing else really compares, with the exception of the Banana Amusement set if you're using

15:19 him with Dan Heng PT. But generally, you'll just use Punk Lord. Now, the main stats is where things get interesting. First off, always use a crit chest and speed boots. Again, building him is pretty similar to Silver Wolf. This extends to the planar ornaments, too. Like the other Elation DPS's, Aventurine doesn't care what stat his orb is. The attack scaling on his skill and ultimate are completely negligible, and his Elation skill straight up don't have any attack scaling whatsoever. Damage bonus also doesn't affect Elation damage, so a quantum damage orb is not going to make any noticeable difference in your damage. Just use whatever orb has the best substats, but in an ideal world use an HP or DEF orb to increase his survivability because no other stat is going to be affecting him at all, so you might as well just make him tankier. As for the rope, his ultimate isn't the craziest ability in the world, but since he once again has a grand total of zero rope main stats that impact his damage, you might as well go for an energy rope

16:05 as it's the only thing that's going to meaningfully improve his performance over any other rope main stats. Over a three-turn rotation, he'll use his skill three times, each one giving 30 energy. His Elation skills each give five energy, so if we lowball his Elation skills from his talent and assume he only gets two of them plus a third one from the Aha instant taking a turn plus five energy from using his ultimate, that's 110 energy. With an energy rope, Aventurine perfectly achieves a three-turn ultimate rotation for his 130 cost ultimate without the need for any enemies hitting him. So, yeah, just use an energy rope. As for substats, prioritize hitting his speed breakpoints that we'll touch on later along with getting as much crit as you can. Reaching as close to 100% crit rate is ideal, which his signature light cone helps with, but it's not necessary with good substats. As for crit damage, aim for upwards of 130 to 140% or 180% with a signature light cone. Depending on what speed breakpoints you're trying to

16:51 reach, you may have to sacrifice crit damage rolls for speed rolls, or you can sacrifice speed rolls and get even higher crit damage if you don't care about reaching certain speed breakpoints. Well, let's finally talk about these speed breakpoints. How much speed exactly does Aventurine need? In terms of his damage, every one point of speed will equate to 1% of Elation from his bonus ability, so trying to get as much speed as possible is always a good recommendation since it doubles up as an offensive stat. However, there are some specific breakpoints you can try and meet depending on what your goal is. The main speed breakpoint you can aim for with speed scalers, like Silver Wolf 999 and now Aventurine, is the 200 speed breakpoint. 200 speed gives you three turns in the first cycle of Memory of Chaos, so it's just really nice to have. However, Aventurine is obviously not reaching 200 speed without help. Now, the way Aventurine's speed tuning works can be a little weird. His ultimate gives him 30% speed. With a base speed

17:37 of 107, this equates to 32 speed from his ultimate. However, since he obviously doesn't have the speed buff at the start of the fight, it's harder to get three turns in the first wave of Memory of Chaos, since he doesn't start the fight with 200 speed. We'll walk through this slowly, depending on what the goal is, but first off, let me just emphasize that Aventurine does not need to meet any of these speed breakpoints. These speed thresholds are to give Aventurine a certain amount of turns within a zero cycle, but Aventurine is a character who does not rely on taking turns as much as a character like, say, Silver Wolf 999. Of course, it's still nice to take extra turns on Aventurine, since his skill gives more for wrist stacks, but a lot of his damage happens outside of his own turns. So, please do not feel like you need to build your Aventurine around any of these speed breakpoints in order for him to function. These speed breakpoints are simply a fun goal you can strive for if you want to, but sacrificing crit stats to meet some of these difficult speed

18:22 thresholds will often times not be worth it in a lot of scenarios. With that out of the way, the much easier goal to aim for is to have 200 speed for three turns in the second wave of Memory of Chaos. Since Memory of Chaos resets the action value of the wave when you clear the first wave and move onto the second wave of the battle, it doesn't matter if Aventurine doesn't start the first wave with 200 speed as long as he has 200 speed going into the second wave. So, let's aim for this goal first, assuming you do not have Aventurine's signature light cone. If you're just aiming for 200 speed in the second wave, Aventurine can build to have 168 speed out of combat. Then, with the 30% speed buff from his ultimate, he'll reach exactly 200 speed, giving him three turns in the second wave of MoC. If you're using the Imprisoned Elder ornament on anyone, which should be your ideal planar ornament set for Huohuo in this team if you're using her, then you can drop eight more speed thanks to the

19:07 Imprisoned set and instead run 160 speed to hit 200 speed in the second wave. So, the speed break points for three turns in the second wave of MoC are fairly simple to meet. But, what happens if you want to manage three turns in the first wave of MoC? The speed requirements get much higher, since you need to go above 200 speed in order to make up for the fact that his first turn didn't have the speed buff, and thus already ate up too much action value. There are a few requirements to reach three turns in the first wave. First off, Aventurine needs to get a one-turn ultimate, meaning he needs to get enough energy to use his ultimate immediately after his first skill. Since he starts a fight with half of his max energy, aka 65 energy, he needs 65 more energy for this turn one ultimate. His skill gives 30 energy, and if you have his E1, he's generally able to get two Elysian skills from his talent, plus one more enhanced Elysian skill from Aha taking a turn before him.

19:53 That's 30 energy from his skill, plus 15 energy from three Elysian skills. With an energy rope, that's 53 energy. He's still missing 12 energy for a first turn ultimate. Getting hit by an enemy or killing an enemy for 10 energy will make up for the missing energy with an energy rope. In other words, in order for Aventurine to get his ultimate in time to manage three turns in the first wave, he needs to get hit, or he needs to kill an enemy, neither of which are particularly reliable. Right off the bat, this is not a strategy that you should plan on always being able to capitalize on. And if you want to build Aventurine for a potential three turns in the first Memory of Chaos wave, just know that it's not always going to be consistent without these external energy sources. The exception to this is if you're using Huohuo or Robin Summer Rhapsody, as their energy generation will always guarantee Aventurine gets a turn one ultimate. In these scenarios, you can plan to always build him for three turns in the first wave of Memory

20:38 of is one upside to using these characters with Aventurine. The same goes for a character like Tri-by, or any Harmony character using the Dance, Dance, Dance Light Cone, which will generally let Aventurine take three turns without needing high speed requirements. But, outside of these scenarios, assuming you get Aventurine's ultimate on his first turn, he will need 180 speed in order to get three turns in the first wave of MoC. Or, if you're using the Emporius relic set on anyone, his speed requirement will drop down to 175 instead. These are very high speed requirements, and in all honesty, I do not recommend you try to reach them. If your Aventurine does not have his signature light cone, you should probably just accept that he isn't reaching the speed break points to take three turns in the first wave of MOC without DDD, which is completely fine, and just focus on building him with 160 or 168 speed to take three turns in the second wave of MOC instead. Or just ignore these speed break points altogether, since once again, Aventurine

21:24 is not that reliant on taking turns, and so you really shouldn't stress about it that much. You can also use Huohuo's E1 for the 12% speed buff, which kicks in as soon as the battle starts, and thus, you can consider this as 13 speed for Aventurine speed requirements if you do have Huohuo's E1. Additionally, if you end up using Pearl with Aventurine, she actually advances him by differing amounts depending on how many Elation units are on the team, so you can take that into account as well if you use Pearl. Now, if you do have Aventurine signature light cone, then his speed requirements become much easier to the point where you probably should think about building for them. And this is one of the main benefits of his S1 in general, making him easier to build. His light cone speed buff is similar to his ultimate in that he doesn't start the battle with the speed buff. It only kicks in after his first Elation skill, so his speed requirements will sort of depend on how quickly you manage to trigger that first Elation skill from his talent. Having one character on the

22:11 team with Vonwacq to trigger an Ashblazing follow-up attack will generally be enough to give Aventurine his light cone speed buff relatively early on into the fight. So, that's what we'll be assuming for these requirements. Just like S0 Aventurine speed requirements, the speed needed to take three turns in the second wave of MOC is much more forgiving, since it doesn't matter how long he takes to get his speed buffs as long as he has them active for the second wave, which he always will. He only needs 143 speed to reach 200 speed in the second wave, reducing down to the classic 134 speed if you're using the Imprisoning Relic set on anyone. You should always try and build more speed than this on Aventurine, since speed is just a really good offensive stat for him, so hitting 200 speed should just naturally happen no matter what. And these speed break points are completely effortless to meet. An S1 Aventurine should always manage three turns in the second wave of MOC. But as usual, managing three turns in the first wave is still more

22:57 demanding. First of all, it still has all the same caveats as before, where Aventurine needs to get enough energy for a first turn ultimate by getting hit or getting kills or using Huohuo or Robin Summertimes. If you manage to get his ultimate and with the assumption that we get his light cone speed buff early by using a character with Vonwacq to proc his first Elation skill early on, then his speed requirement is at a manageable 162 thanks to his signature light cone, which is far more manageable than his speed requirements without his light cone. If you have the Infurious relic set on somebody, then this speed requirement falls all the way down to 157. Even though you can't guarantee a first turn ultimate on Aventurine without Huohuo or Robin, you should still build him for these speed break points if you have his light cone just so that whenever you're in a situation where you do get his first turn ultimate, it'll feel really good to get his three turns in the first wave. These speed requirements are fairly manageable for him to reach anyway, so that's also why it's a good idea to just try and

23:42 reach these break points if you're going to have his light cone. But once again, these speed break points are far less important on Aventurine than other characters despite the fact that he's a speed scaling character. So much of his damage is happening on his teammates' turns rather than his own turns and it's honestly way more important to reach speed break points on his teammates by giving them the four-piece Eagle set and Vonwacq planar ornaments compared to sweating too hard on Aventurine speed break points. For Aventurine, you can generally just build as much speed as possible and whatever you end up with will be totally fine as long as you have a well-balanced build of speed and crit. I genuinely don't worry about specific speed specials for him too much, especially if you don't have his signature light cone. His E2 is still a far higher priority. These are just some fun little speed break points for you to keep in mind if you want something to strive for. As for his team building, I'm going to dedicate an entire separate video to go over all the nuances and which teammates are best for him at

24:29 specific investment levels. There's just way too much that I have to say about different team options and I've done so much testing with so many results I have to share. So it would have just been way too much to include all of it in this video. Please keep an eye out on the channel and look forward to that. But for now, that's going to be everything you need to know about how Aventurine's kit works and how to properly build him. He very much feels like a mix of Evanesce and Silver Wolf 999 while still bringing a lot of unique things in terms of his attack frequency as an Elation character and I'm super excited for everyone to see how fun he is. If you found this video helpful or enjoyable at all, consider leaving a like and comment down below with any lingering questions you have about his build and I'll do my best to answer. Once again, his team building video will be coming out soon, so subscribe to the channel so you don't miss out on that. Thank you so much for watching and with all of that said, until next time.

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