One bolt that overpenetrates, ricochets off geometry, and in 9.7.0 hits bosses and champions 10% harder. The build is built around one idea: keep Sleeper loaded, keep yourself Radiant, and air-dodge between shots. Rain of Fire is the iconic Hunter LFR exotic — an air dodge reloads every gun and LFR kills make you radiant — so the reload chore and the damage buff are the same button. Holster, air-dodge, fire, repeat.
The weapon
Dornröschen (exotic perk, verbatim): "The weapon's laser overpenetrates enemies and refracts off hard surfaces."
Sleeper Simulant Catalyst (verbatim): "Accelerated Coils: Speeds up weapon charge. / Deeper Pockets: Increased ammo reserves."
What it does: Sleeper fires a high-impact Solar linear-fusion bolt that punches through a target and bounces off walls/floors — one shot can hit a boss, the wall behind it, and tag adds on the rebound. The catalyst is the boss-DPS enabler: Accelerated Coils cuts charge time so your damage-per-second floor rises, and Deeper Pockets adds reserves so a single Heavy brick lasts a full DPS phase. 9.7.0 gave the whole gun a flat +10% vs bosses and champions — it sits in the top tier of Heavy LFR burst DPS.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Radiant access + Golden Gun seeds Orbs for the dodge/Super economy.
Super
Golden Gun: Marksman
One precision GG shot for an off-cooldown priority kill and Orb spawn; on-element so it surges Solar.
Class ability
Marksman's Dodge
Reloads the equipped weapon on dodge — but the air-dodge that triggers Rain of Fire reloads everything anyway; Marksman gives the on-ground reload + faster cooldown.
Melee
Lightweight Knife
Precision knife kill → Radiant (Ember of Torches). Cheap radiant top-up between Sleeper shots.
Grenade
Healing Grenade
Cure + sustain; the gun is the damage, the grenade keeps you alive standing still during a DPS phase.
Aspect 1
On Your Mark
Class-ability/precision hits grant +Weapons stat ×10 to you and allies — straight per-bolt Sleeper damage, and you proc it just by dodging.
Aspect 2
Knock 'Em Down
Enhances Marksman GG (longer duration) so the Super damage/Orb window is bigger; flavour-locks the kit to Gunslinger.
Fragments
Ember of Torches (melee → Radiant), Ember of Empyrean (Solar weapon/ability kills extend Radiant — Sleeper kills self-sustain the buff), Ember of Solace (Radiant lasts longer), Ember of Singeing (class-ability regen → more dodges → more reloads).
Exotic armour
Rain of Fire (Leg Armor) — Soaring Fusilier
The build's keystone. Air dodge reloads all weapons and boosts LFR airborne effectiveness; LFR final blows make you radiant.
Heavy (the gun)
Sleeper Simulant
The centerpiece.
Energy
Tractor Cannon (Solar Shotgun) — Repulsor Force
Weakens the boss ~30% (a separate debuff multiplier on top of Radiant) and stuns/handles Overload. Swap to Sleeper after the shove.
Kinetic
Envious Assassin / Bait-and-Switch primary (or any add-clear primary)
Kills before drawing overfill the mag (or, on an LFR with B&S, the 3-weapon swap buffs Sleeper).
Why this works (the mechanics)
Rain of Fire makes the reload and the buff one action. A linear fusion's weakness is the reload between shots and staying grounded. Soaring Fusilier removes both: air-dodge → every gun reloads instantly, and any LFR final blow makes you Radiant. So the optimal Sleeper rhythm — fire, jump, dodge in air, fire — reloads Sleeper and keeps Radiant rolling with zero downtime.
Radiant is a clean weapon-damage multiplier and you have four sources. Rain of Fire (LFR kills), Ember of Torches (knife), Knock 'Em Down's Radiant-while- GG, and the Solar subclass verb itself. Radiant's increased weapon damage stacks multiplicatively with Tractor's weaken and On Your Mark's Weapons stat — three independent buckets onto one bolt.
On Your Mark double-dips the 9.7.0 Weapons stat. Its ×10 stacks add the Weapons stat, which adds PvE weapon damage on top of Radiant — and you proc it off the class ability, i.e. the same dodge you're already spamming for Rain of Fire reloads. Free ramp.
The catalyst is the DPS floor. Accelerated Coils shortens charge time so bolts come faster; Deeper Pockets makes one Heavy brick cover a whole damage phase. Sleeper's overpenetration + ricochet means a single bolt can hit the boss crit and the ground behind it for a second damage instance in tight arenas.
Golden Gun is the economy, not the damage. Marksman GG one-shots a priority target → spawns Orbs → Orbs feed Super back and (via mods) abilities, so dodges and the next GG come around faster. Knock 'Em Down lengthens the window. The gun is the boss damage; the Super keeps the loop fed.
Tractor is the team multiplier + Overload answer.Repulsor Force weakens the boss ~30% (a debuff bucket Sleeper rides for the whole fireteam) and is intrinsically strong against Overload champions — the one champion Sleeper itself can't reliably stun.
Stats & mods
Weapons 200 → Health 100+ → Super → Class. Weapons is the priority — it's a direct PvE damage stat on Sleeper and On Your Mark piles more on. Health 100+ so you can stand and DPS; Super to recycle Golden Gun for Orbs; Class to keep Marksman's Dodge (the Rain of Fire trigger) on a short cooldown.
Boots: Solar Weapon Surge ×2 (≈+17% Solar weapon damage — straight onto Sleeper) · Orbs of Restoration.
Arms: Heavy Ammo Finder / Reserves; Fastball if you keep Healing Grenade for placement.
Helmet: Harmonic/Solar Siphon (Orbs for the GG/dodge economy) · Ashes to Assets (Super on grenade/GG-adjacent kills) · Dynamo (Super on dodge — stacks with the dodge you already spam).
Mandatory: Heavy Finisher / Special Finisher to top reserves mid-phase.
Stat tuning: +Weapons/−Class or +Weapons/−Health to push Weapons toward 200.
Where it shines
Boss / miniboss DPS: raids, dungeons, GM bosses — the +10% boss buff, Radiant, Tractor weaken, On Your Mark and Solar Surge stack into one of the hardest-hitting Heavy LFR rotations available. Ricochet adds chip in tight rooms.
Champions:Sleeper has no intrinsic champion stun (its perk is overpenetration/ricochet, not a Stagger/Disruption/Anti-Barrier keyword), and it's a Precision-frame Heavy LFR — flag this: it does not self-stun a champion. Tractor Cannon covers Overload; bring a primary/special whose archetype covers Barrier and Unstoppable (Anti-Champion 2.0: archetype- intrinsic stuns). Sleeper's job is to delete the champion's health bar once it's stunned, not to stun it.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (9/10)
Dynamo3e
Reduces Super cooldown when using your class ability near targets.
Dynamo3e
Reduces Super cooldown when using your class ability near targets.
Solar Siphon3e
Rapid Solar weapon final blows create an Orb of Power.
Arms (5/10)
Fastball1e
Increases grenade throw distance.
Fastball1e
Increases grenade throw distance.
Utility Kickstart3efill
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Chest (6/10)
Solar Resistance2efill
Reduces incoming Solar damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (3/10)
Solar Weapon Surge1e
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge1e
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (3/10)
Special Finisher1e
Finishers generate Special ammo for the whole fireteam.
Special Finisher1e
Finishers generate Special ammo for the whole fireteam.
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
All 15 sockets used, 10 energy per masterworked piece; costs from the manifest. Core mods are the build's engine; fill mods are strong defaults — swap freely (chest resists should match the activity's damage types).