With ZZ, one of the main strengths in favor of the ZZ matchup is the powerful early game power of Zerglings from both players. Rushed Zerglings can devastate the opponents when they are not prepared for and can shift the game in favor of the Zerg quickly even when they are with a favorable engagement. Zerg practically must fast-expand preferably with their partners help with normal maps in this matchup, since otherwise the Terran has such an efficiency advantage, making static defense rather more important for defending than in other matchups and putting the Zerg for a short time in a precarious situation if the opponents know what they are doing. It is not that static defense can not repulse early aggression until Siege Tanks (if Siege Tanks are even used) however, but so much that it has a varying effect on how many resources are available to spend on other things.
The most common strategy from the Terran in this matchup is to M&M while the Zerg supports, also often playing off its strengths with early aggression or unit-based defense.
Later in the game the ZZ usually goes Spire into Mutalisk as is typical in a ZvZ due to its cheap cost and general effectiveness through mobility although Marines counter Mutalisk cost for cost and are dealt with with Zerglings and higher tech, such as Defiler Dark Swarm.
Mass Muta Build
One transition that the Zerg can make especially with maps with multiple expansions is for the initial fast expanding player to make super-mobile massed Mutalisks while the other player fills in other defensive measures; one of the prime strategies is for the one basing player to produce sufficient ground units and then do a tech switch from a low mass of harassing Mutalisks to Lurkers to deal with Marines. The one basing player helps make a few Mutalisks to keep the enemy at bay until his allies Mutalisks spawn in sufficient numbers. A few Mutalisks are bought to help the ally guarantee early air dominance. From there the one base player makes Lurkers off one gas.
Greater Spire and Dealing with Goliaths
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It is viable to go one gas Greater Spire in the ZZvsTZ matchup if the enemy Terran is going Marines and Medics. Both Zergs on the ZZ team must go Mutalisks for this to work. The fast expansion player goes two gas Mutalisks while the one-basing Zerg makes 6-8 Mutalisks as is necessary. You morph in 6-8 Guardians outside the Terran's main base to kill the Terran if he doesn't have Valkyries or enough Science Vessels. You can bring along a few Scourge if you suspect he will have Science Vessels. After the Terran is killed, you morph in a few Devourers to help your ally's Mutalisks against your opponent's Mutalisks. Three Devourers can make your opponent's Mutalisk stack have 9 acid spores in just three hits, thus helping your ally tremendously. You use your Guardians to snipe Spore Colones. You micro your Devourers by attack moving in between your own units and your opponents units to spread out the Devourer fire optimally.
The Zerg who fast expanded in a ZZxTZ game can defend himself from Tank pushes using 1 Guardian if his Terran opponent has not made sufficient Science Vessels or air-to-air. It costs the Zerg the Greater Spire and a Guardian about the same amount of resources as the Terran spends on getting Siege Mode and 2 or 3 tanks. A Guardian can find it easier to land shots from 8 range than Goliaths although Goliaths can outpace it. Also, a ZZ team can have the two gas player make multiple Guardians to harass workers if the opposing team doesn't have adequate anti-air. They are still useful if slower when not in mass.