← All builds
Solar

Sleeper Simulant — Dornröschen (Hunter)

Burst boss/miniboss DPS — radiant ricochet laser
✓ Manifest Solar · Heavy · No intrinsic champion

Weapon: Sleeper Simulant (Linear Fusion Rifle · Heavy · Solar) · Subclass: Gunslinger (Solar) · Role: Burst boss/miniboss DPS — radiant ricochet laser Sandbox: 9.7.0 · Created 2026-06-16

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

SlotPickWhy
SubclassGunslinger (Solar)Radiant access + Golden Gun seeds Orbs for the dodge/Super economy.
SuperGolden Gun: MarksmanOne precision GG shot for an off-cooldown priority kill and Orb spawn; on-element so it surges Solar.
Class abilityMarksman's DodgeReloads 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.
MeleeLightweight KnifePrecision knife kill → Radiant (Ember of Torches). Cheap radiant top-up between Sleeper shots.
GrenadeHealing GrenadeCure + sustain; the gun is the damage, the grenade keeps you alive standing still during a DPS phase.
Aspect 1On Your MarkClass-ability/precision hits grant +Weapons stat ×10 to you and allies — straight per-bolt Sleeper damage, and you proc it just by dodging.
Aspect 2Knock 'Em DownEnhances Marksman GG (longer duration) so the Super damage/Orb window is bigger; flavour-locks the kit to Gunslinger.
FragmentsEmber 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 armourRain of Fire (Leg Armor) — Soaring FusilierThe build's keystone. Air dodge reloads all weapons and boosts LFR airborne effectiveness; LFR final blows make you radiant.
Heavy (the gun)Sleeper SimulantThe centerpiece.
EnergyTractor Cannon (Solar Shotgun) — Repulsor ForceWeakens the boss ~30% (a separate debuff multiplier on top of Radiant) and stuns/handles Overload. Swap to Sleeper after the shove.
KineticEnvious 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)

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.

Archetypes: Powerhouse / Gunner pieces that favour Weapons + Super. Mods:

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (9/10)Dynamo 3eReduces Super cooldown when using your class ability near targets.
Dynamo 3eReduces Super cooldown when using your class ability near targets.
Solar Siphon 3eRapid Solar weapon final blows create an Orb of Power.
Arms (5/10)Fastball 1eIncreases grenade throw distance.
Fastball 1eIncreases grenade throw distance.
Utility Kickstart 3e fillWhen 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 Resistance 2e fillReduces incoming Solar damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (3/10)Solar Weapon Surge 1eYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge 1eYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (3/10)Special Finisher 1eFinishers generate Special ammo for the whole fireteam.
Special Finisher 1eFinishers generate Special ammo for the whole fireteam.
Reaper 1eShortly 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).