
Nobody is going to sleep in this battle field. Use your sleep dart to keep your teammates alive, especially your tanks.
Item purchase order
Round 1

[Sleep Dart] can hit allies, healing 1 of their max Life over 8s instead of putting them to sleep.






The core of the build. Straightforward. Since Dreamy is percentage based, it doesn't scale with Ability Power so there's no need to invest in it.
Round 2



[Sleep Dart] gains: 5 Collision Size 1 Projectile Speed 20% Sleep Duration
You absolutely want to rush Tranquilizer to help make your sleeps more consistent. If you can't afford it, just invest into Weapon Power/Attack Speed or some armor for survival. Advanced Nanobiotics and Potent Projectiles are solid items for healing output and consistency. Double Dosage is also good for overall Cooldown Reduction.
Round 3

Gain 50 Health. When you apply Sleep to an enemy, gain 10 Health, up to 150.






Unscoped [Biotic Rifle] projectiles are 1 larger.


Landing a [Sleep Dart] on target affected by [Biotic Grenade] reduces its cooldown by 35%.


After healing an ally, gain 10% Attack Speed for 3s.


Convert 100 Health into Armor.
Items from last round if you weren't able to afford Tranquilizer.
Round 4



When you use an ability, restore 10% of your Max Ammo.
Investing in a little bit of Attack Speed to keep it closer to your Weapon Power. If you can't afford Commander's Clip, other items are fine to get some stats.
Round 5

[Nano Boost] also affects other allies in your line of sight, but it has a 50% reduced duration on them.


After healing an ally, gain 10% Attack Speed for 3s.



When you use an ability, gain 5% Weapon Power for 3s, stacking up to 3 times.
Cooldown Reduction for Sleep Dart uptime is nice.
Round 6


Convert 100 Health into Armor.



Restore 3% of your Life every 1s.
More Cooldown Reduction which puts your Sleep Dart on a roughly 8s cooldown if you sleep a Naded target. If you need more survivability, Divine Intervention or Ogundimu Reduction Field can be good options. But with your Sleep Regimen Power, you should have a good amount of health. A 600+ HP Ana can survive a good while with her small hitbox.
Round 7

[Nano Boost] also applies to yourself for 50% of its duration.


Unscoped [Biotic Rifle] projectiles are 1 larger.



While healing an ally below 50%% Life with your Weapon, deal 15% increased Weapon Healing.
If you're not struggling with Aim, you can swap out the Potent Projectiles for more Weapon Power or Attack Speed. Amari's Antidote, Booster Jets, Codebreaker, Eye of the Spider are all good offensive items. If you want to play into Nano more, you can get Eye of Horus to hit more people with Our Turn.
Description
The best games I've had with this build are with an Orisa, since she only has Javelin Spin for damage blocking, she takes damage more often. I would avoid using it with Zarya because of her bubble uptime being massive so there's not a lot of sustained damage being taken. If she's dying, probably to burst damage. Junker Queen can be hit or miss, maybe just because I'm bad at hitting her with Sleep Dart, or she's a little squishier and doesn't have as much HP.
Also, be weary if they're running lots of flankers or dive characters where you need Sleep to defend yourself more.