This post is made out of boredom and seeking the knowledge of epic ZvZ skills. Im just posting up what I know about what the different builds can do vs each other, and Im pretty much expecting replies based on if Im right or wrong about stuff. Im a silver league player atm, looking to jump up some leagues, and ZvZ is where I've had the most trouble in the past. Dont look to this as a guide, rather me saying what I believe.
As many zergs know, starting ZvZ can be a bit tricky. Why? Because you can punish your opponent for making mistakes more heavily than in the other zerg matchups. For example, they drone too hard, you can make army units, move in, kill them. They take a greedy expansion, you move in, you kill it. They make too many army units, you equal them in that over time and creep ahead in economy. So basically you're trying to stay on a line, go either side of that and you can be hurt pretty badly.
Builds
Ling/Bane - Its the most effective rush in ZvZ. Banelings chase the opponents zerglings and your zerglings go ahead and kill stuff while his cant even engage yours. It can oftentimes be micro intensive for both sides. Heavily countered by roach builds, particularly day[9] build when chokes are used correctly.
15hatch - Although only an opening, 15hatch can be very effective even if you dont put any drones on your natural (Assuming you 15hatched to there). the extra larvae can get you ahead by itself. I see a lot of players opting not to put any drones at this hatch, but it really depends on the map. maps like xelnaga caverns can allow your opponent some free drone kills if you put some mining there, which really sucks in ZvZ, as it often means they can be one drone ahead of you, which can increase over the period of the game. This opening can be hurt badly by ling/bane aggression if you dont get a roach warren up fast enough. If you're having trouble with ling/bane against your 15hatches, watch Ret's ZvZs.
Mass roach - This build can be pretty darn strong leading into the midgame, as roaches are really all you can be getting for the midgame. If your opponent went ling/bane, yet you suffered minimal losses, you can pull way ahead (If not winning) using this build, knowing he wont have as many roaches. You can also use burrow like medivacs if your units get a bit too hurt after battles. Although burrow doesnt let you fly around... Bad comparison.
Roach/Hydra - This is only really a build good for large army scenarios. If you dont have enough roaches to tank damage in your front line, then they will die, shortly followed by the hydras in the back line. Although, it does mean you often dont even need to scout for a spire, as hydras own mutas.
Mass hydra - The only time you want to do this is vs mass muta. Sorry baka. Kinda.
Roach/Infestor - The strongest midgame army in my opinion. As spy said in a recent ZvZ cast, if his opponent engages, he cannot unengage and run away. A section of the army can be fungaled, and then the entire army has to engage, because he will not be able to lose that many units. It can result in win/win scenarios if your army is larger than theirs.
+1 speedlings - It sucks vs ling/bane, I learnt that in a BSG and havent used the build since. Its like tossing a dice, if they go pure speedlings they die. If they go aggressive with unupgraded roaches, they die. If they make banelings, you die. If you REALLY cant go without it in ZvZ, either learn a different build or only upgrade the armor/ranged and transition to roaches as fast as you can afterwards. Use it for ZvP only, and even then, only if you are an aggressive zerg that feels you get ahead from being aggressive. Although, its hilarious seeing +1 speedlings chomp up zealots for lunch. Cant remember if it was +1 or +2 last time I saw that happen.
Pretty cool, eh? Be aggressive, then be more aggressive. Im sure that build can take down a lot of good players, but I have the feeling its like a one-trick pony. If your opponent gets too many queens and also defends the initial push, then you can end up seriously behind after your muta pushes. Hydras would also be interesting to see vs this build, mainly based on timings. Not a very versatile build, its a bit too far planned out.
Tactics
Overseer contaminates - If you're having a REALLY even game where the drone and army counts are practically the same, you can use contaminates to change that. Having two overseers contaminating the natural and main expansions of an opponent can pull you ahead in production, and if you use it enough, it can give you a large advantage. There are also several strategies where multiple overseers are made for each hatchery of the opponent, and contaminates are used constantly. This will cause no production from the opponent. If used constantly after you have killed their army in an engagement, it makes you automatically win, despite how much army you have left afterwards. This tactic works better for less hatcheries, for obvious reasons.
Nydus worms - If your nydus positionings/timings are good, it can throw off your opponent. I havent used this much, but after watching a day[9] funday monday based on nydus worms, I started thinking about nydusing a lot more. To be honest, theres heaps of situations where nyduses are viable simply because you can cause damage and retreat with minimal losses. Thats what you're aiming for in any mirror matchup, you'd have to assume.
Burrow - If used with roaches, even without tunneling claws, you can use burrow to heal or save roaches in or after engagements. This can gain you a few extra roaches than your opponent in midgame, and make you win further engagements.
If you think I said something wrong, or want to give an opinion, reply. If you want to practice ZvZ with me or just own me for a while, reply. I'll add important notes pointed out in replies to the original post, but if something is debatable, I might not.
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