To beat Ten Stonehearts: Aventurine of Stratagems, build a team that can exploit Physical, Ice, or Lightning weakness, bring dependable healing or shielding, and treat the phase-two dice gamble as a planned damage check rather than a surprise. When All or Nothings appear, use blast and area attacks so one action can affect several dice. The encounter is the story boss, not the playable Aventurine’s normal kit.
This guide explains the encounter’s verified mechanics, a safe team-building framework, a turn-by-turn plan, and the two achievements associated with the fight. Exact dice thresholds and damage values are not established in the available documentation, so the advice avoids pretending that a particular score, team, or rotation is universally optimal.
What is the Ten Stonehearts: Aventurine of Stratagems fight?
Ten Stonehearts: Aventurine of Stratagems is a boss encounter against the story version of Aventurine. A Game8 boss guide lists the enemy as weak to Physical, Ice, and Lightning and resistant to Imaginary. Those properties should determine your damage lineup more than the character’s popularity or rarity.
The battle also contains a dice gamble. In the second phase, the whole party is pulled into that gamble and must interact with All or Nothings while the boss continues to pressure your team. The mechanic changes which attacks are valuable for a few turns: multi-target actions can influence several dice at once, while a narrowly focused hit may leave you unable to answer the check efficiently.
There is no source-supported “best team” that applies to every account. Your available weakness coverage, relic investment, speed tuning, healing or shielding, and access to area attacks matter more than a single recommended roster.
Which weaknesses and resistances should I plan around?
Use Physical, Ice, and Lightning damage where your roster allows. The boss has Imaginary resistance, so an Imaginary-centered damage plan is a poor default unless the rest of your account gives you a specific reason to use it. The weakness information comes from Game8’s encounter listing.
| Combat property | What it means for team building | Practical choice |
|---|---|---|
| Physical weakness | Physical attacks can contribute to breaking the boss’s toughness. | Use a Physical damage dealer or breaker if that character is already built. |
| Ice weakness | Ice coverage gives you another route to toughness damage and control opportunities. | Choose an Ice attacker when it fits your sustain and action-economy needs. |
| Lightning weakness | Lightning attacks provide a third listed weakness to exploit. | Use a Lightning carry, sub-DPS, or breaker if it is your strongest investment. |
| Imaginary resistance | Imaginary damage is less attractive as the sole damage plan. | Do not select an Imaginary-only lineup simply because the playable Aventurine is associated with that element. |
Breaking is not the only consideration. A theoretically perfect weakness spread still fails if the team cannot survive the gamble or cannot answer several All or Nothings in one action. Treat weakness coverage as the first filter, then select the most reliable sustain and area damage your account can support.
How should I prepare before entering the fight?
Prepare for a short period in which the entire party has to solve the dice mechanic while taking boss pressure. Enter with the team’s healing, shielding, energy, and skill points in a usable state rather than spending every resource in the opening turns.
Cover at least one listed weakness
At minimum, bring a main damage dealer or breaker aligned with Physical, Ice, or Lightning. Two different listed weaknesses are useful when your account can provide them without sacrificing survivability, because losing access to one damage type does not leave you helpless if the battle’s target or toughness pattern changes.
Bring real sustain, not only damage mitigation on paper
Use a healer, shielder, or hybrid sustain unit that can recover the team after an unlucky gamble result. The dice sequence is a predictable pressure point, so arrange for your sustain unit to have its ultimate, skill points, or other emergency tool available before the transition. This is tactical advice based on the encounter’s forced party-wide gamble, not a claim that a particular sustain character is mandatory.
Include an area or blast option
At least one character should be able to hit multiple targets with a skill, ultimate, follow-up, or blast attack. You do not need an all-area team; a single flexible source of multi-target damage can give you an answer when several All or Nothings appear together.
Check resource economy
- Do not enter the transition with every character at zero energy if your lineup depends on ultimates to recover.
- Keep enough skill points for the sustain unit and for the character whose multi-target attack you expect to use on the dice.
- Make sure your damage dealer is not so slow that the boss receives repeated turns before you can respond.
- Upgrade survivability first if one hit routinely removes a character; a slower clear is safer than losing the run during the gamble.
What happens during Aventurine’s dice gamble?
When the fight reaches phase two, the whole team is forced into the gamble. The encounter presents All or Nothings, and the practical objective is to use attacks that can interact with more than one of them during the available window. A 2024 video guide demonstrates attacking the All or Nothings with area attacks; its presentation supports the multi-target approach, but it does not establish universal score thresholds or damage values. See the guide at NJMH Nexus.
The important decision is action shape, not a memorized number. A single-target attack may solve one die but leave the others unresolved. A blast or area attack can cover several positions and gives you more chances to meet the check with one turn. Save that option for the gamble instead of spending it casually in the preceding phase.
Why should I heal or shield before the transition?
The entire party is involved, so a character who enters the gamble at critical health can turn an otherwise successful roll into a defeat. Use your sustain action before the transition when possible, then keep an emergency heal, shield, or defensive ultimate available for the result. Do not assume that winning the damage check makes the following boss turn harmless; the encounter still requires ordinary survival afterward.
What if I do not know the required score?
Do not build a strategy around an unverified threshold. Watch the in-game display, use the broadest attack available, and adjust on the next attempt according to which dice remain unresolved. Published material available for this guide does not confirm exact dice mathematics, so any chart claiming a fixed score or guaranteed damage outcome should be treated cautiously.
How do I beat the fight step by step?
- Open with controlled damage. Attack the boss with your listed weakness coverage while preserving the skill points and energy needed for the coming gamble. Avoid burning every area attack simply to accelerate the first health bar.
- Maintain your sustain cycle. Keep healing or shielding ahead of incoming damage. If a character is already close to defeat, recover them before chasing a faster break.
- Watch for the phase-two transition. The whole party being drawn into the gamble is the key signal. Before committing your next action, identify which character has the best blast or area attack and confirm that your sustain resource is still available.
- Target the All or Nothings with multi-target actions. Use the saved blast, area skill, ultimate, or follow-up to affect as many dice as the attack allows. If you have a choice between a large single-target hit and a weaker area hit during the check, favor the action that can address multiple dice unless the display clearly requires a specific target.
- Recover from the result. Heal or shield anyone left vulnerable, then resume weakness-focused damage. Do not spend the whole team’s remaining energy on the gamble if doing so leaves you unable to survive the next boss turn.
- Finish with the same fundamentals. Continue exploiting Physical, Ice, or Lightning weakness, preserve enough skill points for sustain, and use single-target attacks only when no dice check is active or when the game clearly identifies one target as necessary.
This sequence is intentionally account-neutral. Faster teams can compress the opening, while lower-investment teams should spend more turns stabilizing before the transition.
What team roles work best for different rosters?
Build around roles rather than copying a fixed four-character lineup. The following framework keeps the verified encounter requirements visible without claiming that one composition is universally best.
| Role | Job in this encounter | Selection test |
|---|---|---|
| Primary damage dealer | Converts the boss’s listed weakness into consistent health and toughness damage. | Prefer a well-invested Physical, Ice, or Lightning dealer you can keep alive. |
| Secondary damage or breaker | Adds another listed weakness, supplies weakness pressure, or contributes area damage during the gamble. | Choose the character whose normal rotation does not consume the skill points your sustain needs. |
| Sustain | Restores or protects the entire party through the forced gamble and its aftermath. | Value reliable emergency coverage over a small increase in theoretical damage. |
| Support or flex | Improves damage, speed, energy, control, or action economy while preserving the area-answer requirement. | Use this slot for a second sustain if survivability is the actual failure point. |
High-investment account
A heavily built weakness-aligned carry can devote the flex slot to a support, but keep one multi-target action available for the gamble. Do not replace your only reliable sustain merely because the opening phase feels easy; the forced party check is where a glass-cannon plan can fail.
Developing account
Use two durable characters if necessary and accept a longer clear. A modestly invested weakness-aligned attacker with dependable protection is more useful than an unbuilt damage dealer chosen only because its element appears on a tier list.
Accounts without a convenient weakness match
Prioritize survivability and area coverage, then use the strongest practical damage option you own. Imaginary resistance means an Imaginary-only plan is less attractive, but resistance does not make the encounter impossible; it simply makes that choice less efficient than an available Physical, Ice, or Lightning alternative.
Which attacks should I use when the dice appear?
Use blast and area attacks first, especially attacks that can reach several All or Nothings in one action. Follow-ups and ultimates are valuable if they retain their multi-target behavior and do not leave your sustain unable to respond. The encounter’s public guides do not verify a universal ranking of individual skills, so judge each action by its target pattern and current energy cost.
- Best default: an area attack that reaches every visible die.
- Good alternative: a blast attack that covers the central die and adjacent positions.
- Situational: a single-target attack when only one die remains relevant or when the display identifies a required target.
- Avoid: spending your only multi-target action immediately before the gamble unless it prevents an imminent defeat.
If an area ultimate is also your main source of healing, shielding, or break control, do not fire it automatically. The right play depends on whether the current threat is failing the check or dying after it.
How do I unlock the Aventurine fight achievements?
Eager for Battle
HoYoWiki’s surfaced achievement description says that one attack must make at least two All or Nothings roll six simultaneously. The condition is about a single attack resolving multiple dice at the same time, not about getting a six on separate turns. You can work toward it by entering the gamble with a multi-target action ready, then using that action when at least two eligible All or Nothings are present. The description is listed at HoYoWiki.
Because the available reference exposes only the achievement condition and not a guaranteed setup, avoid assuming that every area attack will satisfy it. Watch the result display and retry with a broader attack or a different timing if fewer than two dice show six.
All My People, All My People…
The Game8 guide excerpt associates this achievement with reaching phase two, when the whole team is forced into the gamble. If it does not unlock immediately, confirm that every party member was included in the phase-two gamble and that you completed the encounter under the same story-battle conditions; the available excerpt does not document alternate unlock routes.
Is the boss Aventurine the same as the playable character?
No. Keep the story boss’s mechanics separate from the playable character’s kit. A HoYoLAB character guide describes playable Aventurine mechanics such as Fortified Wager shields and the Blind Bet follow-up attack. Those descriptions apply to the playable unit and should not be used to predict the Ten Stonehearts boss’s dice sequence or damage pattern.
Confusing the two versions can lead to the wrong preparation: a team built around copying the playable character’s shield behavior may still lack the weakness coverage, area attack, or sustain needed for the story encounter.
What should I do if I keep losing?
I die before phase two
Replace a damage-only flex slot with stronger healing or shielding, improve defensive relics, and stop spending skill points on optional attacks. The listed weaknesses help you break faster, but they cannot compensate for a team that is already collapsing before the gamble.
I fail during the dice sequence
Enter the transition with a multi-target action available, and use it on the All or Nothings rather than on the boss. If your area attack is tied to an ultimate, delay that ultimate in the opening phase and generate energy through normal turns.
I survive the gamble but cannot finish
Review whether you used every major cooldown during the check. Reserve at least one damage cycle for the boss afterward, keep your sustain rotation intact, and return to the listed weakness instead of repeatedly attacking with a resisted damage type.
The achievement did not trigger
For Eager for Battle, verify that one attack produced six on at least two All or Nothings simultaneously; separate attacks do not satisfy the surfaced wording. For All My People, All My People…, verify that you actually reached the phase-two party-wide gamble, then complete the encounter.
Has the fight’s current version or replay access changed?
Game8’s search listing shows its boss guide updated March 31, 2026. HoYoverse’s Version 4.6 notes mention a Korean voice-line optimization for this enemy at the official update notes. That confirms the enemy remained referenced in a later update, but it does not prove that every combat parameter or story-battle access rule is unchanged.
Exact dice math, present-day replay availability, and a current universal best-team ranking are not established by those references. If you are returning to an older save or trying to repeat the encounter for an achievement, check the in-game quest log, mission replay options, and achievement tracker in your current client rather than relying on an old guide’s access assumptions.
Frequently Asked Questions
Can I beat Ten Stonehearts Aventurine without an Ice, Physical, or Lightning character?
The listed weaknesses make those elements the efficient choices, but the encounter does not require a specific named character. A stronger, well-built alternative can still clear if it survives the gamble and has a reliable way to damage the boss; expect a less efficient toughness phase than with a listed weakness.
Should I use an ultimate on the boss or save it for the dice?
Save an area or blast ultimate when it is your best way to affect several All or Nothings. Spend it on the boss only when delaying would cause a defeat, and remember that an ultimate tied to healing or shielding may be more valuable after the gamble.
Does failing the dice check permanently lock an achievement?
Nothing in the available achievement descriptions indicates a one-attempt lockout. If the condition does not trigger, finish or retry the encounter and set up the required multi-target result again, subject to whatever replay options your current game client provides.
Why does my playable Aventurine team perform differently from the boss fight?
The two versions are separate combat designs. Playable Aventurine’s Fortified Wager and Blind Bet mechanics belong to his character kit, while the story boss uses the phase-two All or Nothing gamble described in the encounter guides.