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Solar

Sleeper Simulant — Dornröschen (Solar Hunter)

Burst boss/miniboss DPS — radiant ricochet laser
Sleeper Simulant on light.gg
Your gear best achievable Weapons 161 / 200 target — 39 short
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Solar · Heavy · No intrinsic champion

Centerpiece: Sleeper Simulant (Linear Fusion Rifle · Heavy · Solar) · Subclass: Gunslinger (Solar) · Role: Burst boss/miniboss DPS — radiant ricochet laser Sandbox: 9.7.0 · Updated 2026-07-03

One bolt that overpenetrates, ricochets off geometry, and deletes a health bar. The build has one idea: keep Sleeper loaded, keep yourself Radiant, and air-dodge between shots. Rain of Fire folds the reload chore and the damage buff into the same button — holster, air-dodge, fire, repeat.

The weapon

Dornröschen (intrinsic, 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 and 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 shortens the charge so your bolts come faster and your damage-per-second floor rises, and Deeper Pockets pads reserves so a single Heavy brick covers a whole damage phase. Overpenetration plus ricochet means a bolt in a tight arena can register the boss crit and a second instance off the geometry behind it. It sits in the top tier of Heavy linear-fusion burst DPS, and every buff you stack rides straight onto that one big bolt.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Radiant access plus Golden Gun seeds Orbs for the dodge/Super economy.
SuperGolden Gun: MarksmanOne precision 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 and keeps a short cooldown; the air-dodge that triggers Rain of Fire reloads everything anyway.
MovementTriple JumpMaximises airtime so the air-dodge (the Rain of Fire trigger) is always available mid-phase.
MeleeLightweight KnifePowered-melee hit → Radiant via Ember of Torches; a cheap radiant top-up between Sleeper shots.
GrenadeHealing GrenadeCure and sustain — the gun is the damage, the grenade keeps you alive standing still through a DPS phase.
Aspect 1On Your MarkClass-ability activation or precision hits grant increased reload speed and Weapons stat (stacks 10×) to you and allies — a direct per-bolt Sleeper buff you proc just by dodging.
Aspect 2Knock 'Em DownEnhances Marksman Golden Gun (increased duration), widening the Super/Orb window and locking the kit to Gunslinger.
FragmentsEmber of Torches, Ember of Empyrean, Ember of Solace, Ember of SingeingSee below.
Exotic armourRain of Fire (Leg Armor) — Soaring FusilierKeystone: air dodge reloads all weapons and boosts LFR airborne effectiveness; LFR final blows make you radiant.
WeaponsTractor Cannon (Special · Solar Shotgun) + add-clear primaryTractor weakens the boss and answers Overload; the primary clears adds and refills between DPS windows.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Super. Weapons is the priority — it's a direct PvE damage stat on Sleeper and On Your Mark piles more on. Health next so you can stand and DPS through a phase; Super to recycle Golden Gun for Orbs; Class keeps Marksman's Dodge (the Rain of Fire trigger) on a short cooldown. Archetype lean: Powerhouse / Gunner pieces favouring Weapons + Super.

Mods:

Artifact — Implement of Curiosity

The Solar radiant amp that mirrors this build's whole engine: Fever and Chill lets Sleeper's precision bolts self-source Radiant, and the Solar payoff mods turn each radiant bolt into extra Solar damage and scorch.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (5/10)Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Solar Siphon 3e fillRapid Solar weapon final blows create an Orb of Power.
Arms (6/10)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.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Fastball 1e fillIncreases grenade throw distance.
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). Flex/loadout-dependent: matching Golden Gun; Sleeper's Solar element. - **Anti-Champion:** Tractor Cannon (Repulsor Force) covers Overload; bring an archetype-intrinsic primary/special for Barrier; Unstoppable.