Tactics and Strategy:
The Bane is a powerful complement to an already flexible Zerg air force. When used alone and without upgrades, Banes are very vulnerable to their ranged counterparts such as the Corsair or Mutalisk. However, if used in a balanced group of Mutalisks and Devourers, Banes add the extra power necessary to break a late-game enemy fleet. Their already formidable attack, which ignores enemy armor, benefits greatly from Acid Spores. This makes it possible for an individual Bane to deal a massive 22 damage per attack, and with their quick cooldown, groups of Banes can wreak havoc on even large fleets of capital ships. When used in conjunction with Plague and Ensnare, Zerg air superiority is virtually undeniable.
The Suicide Dive ability, used correctly, can devastate both ground armies and air armadas. Following a short charging time, the Bane accelerates quickly to ram into its target with such speed that it is invulnerable while in the final stages of the Dive. This makes it very useful in singling out key units like High Templar and Siege Tanks; however, it is highly vulnerable during the charging stage. To circumvent this, initiate the charge on high ground, so that your Banes will be undetected until it's too late.