As promised for the Clashers on this forum, here is an AQ level effectiveness analysis WRT to Walking or Super Queen attacks. For each AQ level, I ran two scenarios: the number of hits required to destroy 50% of a weak TH9 base and the number of hits required to destroy 50% of a strong TH9. I tallied up the hit points for the appropriate structures and buildings per strength of base. I also included one wall, since the AQ has typically takes out one wall, at least with my attacks (I use wall breakers to break outer or intermediate walls). Most likely, you will exceed the 50% destruction using the Super Queen method. I typically get anywhere from 55% to 75% base destruction. Note that rage on healers is much more effective than a heal spell on the AQ, especially on bases with tougher or grouped defenses. The latest update nerfed stacked heals a bit, so I prefer go in with at least three rage spells or two rages with a group of hogs to kill a defense structure which is targeting the AQ. Master III league seems to be a good sweet spot for Super Queen with the combination of good bonuses, bases with good loot, and winnable bases. The Master II and higher leagues are much more difficult since the December 2015 update. For obvious reasons, avoid bases with heroes that are up and single target Inferno towers. If PEKKAs or Wizards come out from the CC, don't be afraid to pop the Cloak, rage your healers, and spam the rest of your archers, minions, etc. One PEKKA on defense can ruin your attack. I highlighted some AQ levels which represent good jumps in AQ effectiveness. Remember that it's not damage which is necessarily most important, but number of hits required (with as less overshoot as possible) for the AQ to destroy the structure. Since the AQ is almost the sole destroyer of structures with Super Queen attacks, this analysis pertains most to this attack method. This analysis may not be as useful other types of attacks (GoWiPE, GiBArch, etc.) on a base since the AQ will have assistance from other units and the AQ attack "overshoot" when a building is destroyed may likely be minimized or averaged out. Note the significant jumps in effectiveness at certain levels: 11, 13, 14, 17, 21, 24. Yes, I am a total geek.