Rotating object away from colliding objects

I have a collision occuring using void OnTriggerEnter2D(Collider2D collider). From that I want to create a particle effect facing the opposite direction of the collision.

    void OnTriggerEnter2D(Collider2D collider)
    {
        if (collider.gameObject.tag != Constants.Tags.Projectile)
            return;

        var projectile = collider.gameObject.GetComponent<Projectile>();
        var direction = transform.position - collider.transform.position;

        BloodEffect(direction);
    }

    private void BloodEffect(Vector2 direction)
    {
        if (OnHitEffect == null)
            return;

        var effect = Instantiate(OnHitEffect);
        var pos = transform.position;

        var rotation = Quaternion.LookRotation(direction);
        var invertedRotation = Quaternion.Inverse(rotation);

        Debug.Log($"rotation: {invertedRotation}, euler: {invertedRotation.eulerAngles}");

        effect.transform.position = new Vector3(pos.x, pos.y, effect.transform.position.z);
        effect.transform.rotation = invertedRotation;
    }

I can’t see what is wrong. I get these wierd values in Debug.Log:
rotation: (-0.44919, -0.54610, 0.44919, 0.54610), euler: (0.00, 270.00, 78.88)

I found this answer now, seems to be what I am looking for but still haven’t figured it out https://forum.unity.com/threads/look-rotation-2d-equivalent.611044/.