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
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Radiant access plus Golden Gun seeds Orbs for the dodge/Super economy.
Super
Golden Gun: Marksman
One precision 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 and keeps a short cooldown; the air-dodge that triggers Rain of Fire reloads everything anyway.
Movement
Triple Jump
Maximises airtime so the air-dodge (the Rain of Fire trigger) is always available mid-phase.
Melee
Lightweight Knife
Powered-melee hit → Radiant via Ember of Torches; a cheap radiant top-up between Sleeper shots.
Grenade
Healing Grenade
Cure and sustain — the gun is the damage, the grenade keeps you alive standing still through a DPS phase.
Aspect 1
On Your Mark
Class-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 2
Knock 'Em Down
Enhances Marksman Golden Gun (increased duration), widening the Super/Orb window and locking the kit to Gunslinger.
Fragments
Ember of Torches, Ember of Empyrean, Ember of Solace, Ember of Singeing
See below.
Exotic armour
Rain of Fire (Leg Armor) — Soaring Fusilier
Keystone: air dodge reloads all weapons and boosts LFR airborne effectiveness; LFR final blows make you radiant.
Weapons
Tractor Cannon (Special · Solar Shotgun) + add-clear primary
Tractor weakens the boss and answers Overload; the primary clears adds and refills between DPS windows.
Fragments
Ember of Torchespowered-melee hit → Radiant
Ember of EmpyreanSolar weapon/ability final blows extend Radiant — Sleeper kills self-sustain the buff
Ember of SolaceRadiant lasts longer
Ember of Singeingclass-ability recharges faster on scorch → more dodges → more reloads
Why it 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 having to stay grounded. Soaring Fusilier removes both: air-dodge reloads every gun 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 hit), Knock 'Em Down's radiant-while-Golden-Gun, and the Solar subclass verb itself. Radiant's weapon-damage bonus stacks in a separate bucket from Tractor's weaken and On Your Mark's Weapons stat — three independent multipliers onto one bolt.
On Your Mark double-dips the 9.7.0 Weapons stat. Its stacks add the Weapons stat, which is a direct PvE weapon-damage stat on top of Radiant — and you proc it off the class ability, the same dodge you already spam for Rain of Fire reloads. Free ramp with no extra inputs.
The catalyst is the DPS floor. Accelerated Coils shortens charge time so bolts come faster; Deeper Pockets makes one Heavy brick cover a whole phase. Sleeper's overpenetration plus 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 and abilities back, 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 and the Overload answer.Repulsor Force suppresses and dramatically weakens the boss — a debuff bucket the whole fireteam's Sleeper bolts ride — and is intrinsically strong against Overload champions, the one champion type Sleeper itself can't stun.
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:
Boots: Solar Weapon Surge ×2 (straight onto Sleeper) · Orbs of Restoration.
Arms: Heavy Ammo Finder / Heavy Reserves.
Chest: Heavy Finisher / Special Finisher to top reserves mid-phase.
Surge: Solar Surge — the Boots Weapon Surge, matching Golden Gun and Sleeper's Solar element.
Anti-Champion: Tractor Cannon (Repulsor Force) covers Overload; bring an archetype-intrinsic primary/special for Barrier and Unstoppable.
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.
Fever and Chill grants Radiant on rapid Solar precision hits — a fifth radiant tap on top of Rain of Fire, Torches, Knock 'Em Down and the subclass verb, sustaining the keystone buff without spending the dodge.
Semi-Auto Striker tops up Armor Charge on precision shots from Snipers/Scouts, feeding the Orb-of-Restoration and Surge economy on the add-clear primary.
Cauterized Darkness makes debuffed non-boss combatants take increased Solar damage — stacks under Tractor's weaken for the surrounding adds.
Elemental Daze plants a matching elemental debuff when you stun a champion with a Solar weapon, giving Cauterized Darkness something to exploit.
Elemental Coalescence drops Solar Elemental pickups on kills, fuelling the Overdrive damage loop.
Radiant Shrapnel turns sustained damage while Radiant (or scorch kills) into extra Solar projectiles — the build's exact Solar payoff, and it re-scorches to keep Ember of Singeing recharging dodges.
Elemental Overdrive grants increased Solar weapon damage on picking up a matching pickup — straight onto Sleeper.
Where it shines
Boss / miniboss DPS: raids, dungeons and GM bosses — Radiant, Tractor weaken, On Your Mark and Solar Surge stack into one of the hardest-hitting Heavy linear-fusion rotations available; overpenetration adds chip in tight rooms.
Sustained damage phases: Deeper Pockets reserves plus a Finisher mod let one Heavy brick carry a full phase without an ammo scramble.
Champion coverage: Sleeper has no intrinsic champion stun — its perk is overpenetration/ricochet, not an Anti-Champion keyword — so it does not self-stun anything. Tractor Cannon covers Overload (Repulsor Force, strong against Overload); bring an archetype-intrinsic primary/special for Barrier and Unstoppable. Sleeper's job is to delete the champion's health bar once it is stunned.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (5/10)
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Solar Siphon3efill
Rapid Solar weapon final blows create an Orb of Power.
Arms (6/10)
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.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Fastball1efill
Increases grenade throw distance.
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). 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.