 So yesterday I uploaded a method of how you could basically get unlimited ammo, infinite ammo, with any weapon and any vault hunter. Today I bring you a build I quickly created for Zayn around this, and to be honest guys it ended up being an amazing build, which will help anybody out struggling through that mayhem 10. Obviously though, certain aspects of this build you will need to go and get. Has it gone guys, my name's DPG and today I bring you another BR3 video. If you do enjoy it leave a like really helps out and subscribe and turn those notifications on by hitting that bell button if you do want to see more. So the infinite ammo trick is actually a real simple one and it means that weapons like the yellow cake, the sand hawk, the iron cannon and many many other weapons which have a habit of burning through that ammo be a much more consistent and efficient weapon, especially on vault hunters like Zayn, who don't really have the means to stretch out their ammo usage and so forth. And that's why I decided to upload this video on my Zayn infinite ammo build. So firstly the items you will need to get. So you need to get the fishlap grenade, which is an exclusive item to the revenge of the cartel's event, and you get this thing from Villa ultraviolet farm fishlap himself, or Tyron smolens. And you also need any variant of the cut purse artifact, so find yourself any artifact farm, an artifact you feel would suit this for your place though and a choice of set up you call for and go get this thing. You can see a quick guide on screen now of where all artifacts do indeed drop. So once you have those items, weapons I suggest you get in your hands on though are weapons such as crazy powerful weapons, but mark through that ammo quick, where with this build that won't be the problem. Weapons that come to mind for me are weapons like the iron cannon, the yellow cake, the hydrofrost and the sand hawk. I mean there are many many weapons in this game right now that just are super powerful but they burn through that ammo so so quick, so just ain't really that efficient to unzane. Today with this they will be. I personally just use the yellow cake with this though and it marks through absolutely everything on mayhem 10. And it means those who are struggling with mayhem 10 will be able to use this and farm anywhere for that beautiful loot. So the shield I am using here is the new firewall. This variant is the ammo cash variant and it has that tail prefix, which is good. 15% chance to absorb ammo as well as its usual skill. Projected Shield has a chance to fire projectiles at attackers. A portion of the projectiles damage restores shields. Now I won't lie, this is only being used here because of the anointment and it's probably the best shield I have with this anointment on. And that is why action skill is active. 250% of health taken is returned to the attacker to shock damage. If you could land yourself an old gun shield with this anointment on, which is a variant which offers damage which helps you with the weapons you are using, that would be absolutely amazing. I don't have one of them right now, so that's why I'm using this. Now the firewall is another exclusive drop upon the villa ultraviolet from the enemies of Josie Byte and Franco firewall. Class mod we are using here is the scene dead. Obviously, I don't feel I need to explain this thing. Obviously go for skills though on this that will help you build and match your build. Mine obviously dedicate to heavy and ammo. Scene dead drops anywhere upon the handsome jackpot for those who are new around here. Grenade is that fish slap grenade. This by the way doesn't have to be any particular one. Yes if you have one which gives you additional benefits that's perfect, but that isn't really necessary. As it's the grenade's main party trick which we indeed need and that is the fact that fish slap's damage is melee damage and this means with the cut purse equipped we indeed replenish ammo upon our grenade hitting those enemies, which is pretty cool. And that's why I state the cut purse is also very important. So let's move on to the build and we will start with the skill tree in which the action skill is being used here and that's barrier. So fireleaf points into adrenaline for that increased action skill cooldown. Very important where one action skill is being used. We then have three points into stiff upper lip. As bear in mind we have all the damage output we need being able to spam out rocket launches and so forth. So putting a little more into defence makes sense. And we then put two into rise to the occasion again at the offensive perk and we then have confident competence selected where we gain a great damage bonus depending on shield status. Augments we use here are nanites or some shite and all rounder with again defensive intentions in mind. Okay so moving on to sentinel. Five points into violent speed and five points into violent momentum. Speed equals power. We then put four points into salvation with death follows close selected. Five points into violent violence where I will state I use mainly for when I am using weapons it will affect more more so than rocket launchers with two points into playing dirty here. Now what I will state is depending on where you prefer to use this setup weapon wise if you roll four launchers I'd put five right here and two into violent violence. If you're more so go with weapons like the sandhawk and the hydra first five in violent violence makes more sense. And then we put three points into good misfortune which is a must obviously and then we have that scene read selected. Lastly people we have the digiculantry. Five points into synchronicity and five points into done in brook. Great pairing for damage here. We then put five points into duct tape mud these when grenades are fired from that weapon do trigger the pairing of the grenade and the artifact which will regen that ammo. This though I will state isn't super important because we will be throwing grenades so you can put two here and three into prey for that extra mag size that's up to you but we just need five points to get down the tree for our next skill which is pocket for the grenades. This obviously replenish your grenades upon it being active and it comes into play via you simply hitting enemies because of the scene dead class mud and also because we're using scene red you will also activate this perk when you activate your action skill so grenades will always be there people to help you replenish that ammo. And guys that's the build the complete thing and it works amazingly well for sure. Those of you guys who are a fan of my winter soldier build my winter soldier 2.0 build well notice straight away that this is just a simple adaptation of that with a few things changed here and there and what this will do is help you through the toughest challenges this game throws at you if you are struggling as well as giving you infinite ammo which is just a major bonus. So yeah I made this for those who asked and hit me up about this and were curious about this build so I hope it helps you out. Footage in the background by the way was obviously me using this build and as you saw it was absolutely destroying everything on mayhem 10. But on that note we have come to the end of the video if you guys enjoyed it leaving a like really helps out. If you're new and you want to see more boardlines be sure to subscribe and if you never want to miss a video upload you can turn notifications on by hitting that bell button. But guys thanks as always for stopping by hopefully you enjoyed the video and hopefully I will see you on that next one. You should back away.