By: Raisin Smuggler
2. The BK spawns barbs all around him, but that doesn't mean they necessarily target whatever he's targeting. In some cases, spawning these barbs may alert a nearby defending hero, which then pulls your BK as soon as his barbs are hit. It doesn't happen often, but it can ruin raids if your BK suddenly turns around to chase a hero, leading him away from something crucial you needed him to kill. To prevent this, consider not only the range of the defending hero relative to where your BK will be going in, but also where his barbarians might spawn and whether that'll change anything. This sometimes mean having to attack from a different angle.
3. The damage boost is the selling point. Probably. So make sure you're using it when it makes sense to, all other things considered. It's not useful to activate the ability if the BK is just about to get the killing blow on a builder hut and then trek around some empty space, as this wastes the time during which the BK deals extra damage. If it means saving the BK, then yes, obviously use the ability, but if you find yourself tending to run out of time during cleanup, and you're using the BK during a later part of the raid, little things like this will make the difference. This is also especially relevant at TH8, where the BK is sometimes used during the beginning of the raid to clear some trash for incoming dragons - get the most out of the damage increase duration and only activate it when the BK is going to be near a lot of buildings.
4. The ability lasts for 10 seconds. If the BK dies 5 seconds in, you just wasted half of the duration. To that end, it's usually a pretty bad idea to wait until the BK is at something ridiculous like 10% HP before activating his ability, as that tends to mean he dies while still under its effects. Yes - it was previously mentioned not to activate the ability too early, either, but it's much, much better to "waste" the HP restoration but get the full 10 seconds of extra damage (and everything else) than to "not waste" the HP restoration, but only get 2-5 seconds of ability time.
5. The BK will move fairly quick while under his ability. This is comparable to point #2 - make sure to account for how much earlier this means nearby defenses will target the BK, as due to his speed increase, the BK is likely to now (even more so) outpace any tank troops like golems, and start taking aggro from all defenses
2. Unlike the barbarians from the BK's ability, the archers will not stray too far away from the AQ, and consequentially, tend not to aggro defending heroes and end up getting your AQ pulled as well. Still, though, consider where your archers will spawn, and what that'll mean in terms of taking aggro and/or popping traps.
3. Under her ability, the AQ will 1 or 2-shot most things that aren't storages, so it's important, even more so than with the BK ability, not to let that go to waste by using it to kill low-HP buildings like builder huts and army camps. Or, supposing your AQ is supporting a kill squad going towards the core of a base (for example, during a goho attack), it's important to analyze (hopefully during a scout...!) when the best time for a damage boost is. Click this sentence for an example (time index 8m 28s in case it doesn't work) - here, the AQ ability was used not to prevent her from dying (the BK and golemites were still up), but to prevent the hogs from pathing towards the archer tower she kills, which, supposing had not died, would have led the hogs to undesirable pathing. And, in context, since the AQ was absolutely going to die to the defenses on the east, since the hogs could not possibly have gotten there in time to save her, choosing to use the AQ's ability to extend her life just before it runs out would have been arbitrary and not as useful as something more specific to what the situation needed (in this case, to correct hog pathing). A more common example is getting unlucky with wall mechanics, where your golem is beating on a wall with the defending archer queen shooting at it, where your own AQ, rather than moving up a few tiles, decides to break this wall the golem is attacking, all the while said golem takes damage; during something a scenario like this, it can definitely be better to activate the AQ's ability, get through the wall and to the defending AQ more quickly, and save a lot of golem HP; this results in far more survivability for your AQ in the long run (in terms of golem HP, since the golem's large HP offers more tanking than the AQ's few seconds of invincibility would offer, supposing you were to let the golem die and then pop the AQ's ability later, when she starts taking fire because there's nothing left to tank for her).
4a. The AQ's ability does not make her invincible. It doesn't even really prevent defenses from hurting her - it just means they can't target her after she activates it. "After" has been bolded here because it's very risky to save the ability for the last second, supposing you have a good reason for doing so - any projectiles (archer tower arrows, mortar shells, even that extra half-second of the single inferno's beam that still damages the AQ when you activate the ability) that were already launched at the AQ when you activated the ability will still make contact and damage her. This risk is compounded by the fact that the AQ will still be damaged by any splash that lands near her, as well as any bombs she or her archers trip while she is under her cloak. For this reason, unless you have very good timing, and already know the locations of nearby bombs, it's a bad idea to cut it close with the AQ's ability, since having her die while it's active wastes the obscene damage she can otherwise put out.
4b. Because defenses lose the AQ as her target, it's important to consider what they'll now target instead - preferably, you want this to be something tanky, so good practice is to, where possible, wait until a lagging golem catches up to the AQ, then to pop her ability in order for the golem to take aggro.
Let us know what you think in the comment section, below.