Ammo? In this economy? Choirbinds.

I've been wanting to make a build based around Choir of One and Briarbinds for a while, they just seemed like the perfect pairing to me, and I think I finally cracked it.

Briarbinds are an exotic that buff Void Souls, and allow them to gain extra damage and survivability the more enemies they beat, plus, you can go pick them back up and reposition them!

The void soul excels at dealing chip damage in a wide area and is great for setting up finishers.

Aspects are going to be feed the void, and child of the old gods. Devour is too good for survivability to pass up, and we need child of the old gods to use our Briarbinds.

For fragments, I'm going with Expulsion, because if your child of the old gods kills something, it'll explode! Free damage is best damage.

Harvest makes our Briarbinds soul spawn Orbs and Breaches, which is great! Breaches give us class ability energy.

Briarbinds have a mechanic where you can run in to pick up the child, which is why we're taking these next two fragments.

Obscurity lets us turn invisible on a finisher for safety, and cessation makes our finishers do a big AOE explosion that makes enemies volatile, but most importantly, it makes defeating volatile targets spawn void breaches. That secondary function of the fragment works with any possible source of volatility!

This is where Choir of One comes into play.

Destabilizing rounds is basically the only pick here, it lets us spawn void breaches easily from most multikills.

For my heavy, I'm running a Faith-Keeper, with Enhanced Field Prep, and Enhanced Bipod. As a precision frame rocket, it has built in tracking! Can't deal damage if you miss the rocket, after all.

But most importantly, with that particular perk combo? Without any equipped reserves mods, you get SEVENTEEN ROCKETS.

Now, we're built into using a special weapon as a primary, and that's usually a problem because OH NO, AMMO ECONOMY

But we're also built into finishers.

Charged up on the chest.

Stacks on Stacks, a harmonic scavenger, and a recuperation on the boots

Reaper, Proximity Ward, and Special Finisher on the class item.

The reason we take charged up on the chest is because reliability is good.

Special Finisher eats 3 stacks of Armor Charge. Stacks on Stacks and Charged up mean we get 4 stacks from 2 orbs.

Our first finisher will eat 3 stacks, leaving us with 1. Then our next orb will bring us to 3, which lets us get our next special finisher off with just one orb.

For your primary you can use whatever you'd like. I've been having fun with an explosive payload / kinetic tremors hung jury for long distance chipping away at things if I'm low on special ammo but you can keep that in your inventory as a swap, a blinding chill clip GL is also a great pick for champions.

This build gets even sillier with the artifact, but it functions nicely on its own, so let's talk artifact perks.

Total Carnage for damage resist after finishing a powerful combatant

Debilitating wave for yet another damage explosion on finisher.

Supernova so that our void breaches let us apply weaken with Choir of One

Curative Orbs for spawning an orb by breaking an enemy's shields.

Frenzied Hunger for extra weapon stats by getting rapid kills with devour up.

Finders Keepers for armor charge from picking up special or heavy ammo, even MORE special finisher reliability.

Void Renewal, for even MORE void breaches

and Old God's Rite for the funny little portal.

I don't have a DIM link set up for this, but obviously you'd want to try and get 100 resilience and 100 discipline, and as much recovery as you can fit just for your class ability cooldown, but the void breaches will help with that.

Have fun!