26 + 3.0
9 + 0.9
17 + 1.6
Tiny the Stone Giant is a melee strength hero with powerful ganking and killing potential. Although he starts off vulnerable in lane with his pitiful mana pool and almost non-existent armor, with a few levels, he gets considerably stronger. His killing power in the early and midgame comes from comboing his two active abilities. Avalanche engulfs an area in a wave of stones, dealing respectable damage and stunning enemies. Toss allows Tiny to pick up the closest unit near himself and launch it at the designated location, dealing damage to all enemies at the location as well as additional damage to the thrown unit if an enemy. It can be used to displace an ally within the enemy team, but is mostly used on enemies themselves to deliver massive damage. If chained immediately with Avalanche, it will also double the damage the target takes from Avalanche, allowing Tiny to easily dispatch fragile enemy heroes in a matter of seconds. Although his nuking potential with his two active abilities is already considerable, his passives, Craggy Exterior and Grow turn Tiny into a formidable physical combatant as well. Craggy Exterior provides Tiny with some much needed armor, and gives him a chance to stun enemies that attack him from too close, making Tiny a potent counter to fast-attacking melee heroes. Grow increases Tiny's size and provides him a massive boost to his attack damage, movespeed, and Toss damage, at the cost of some attack speed. Aghanim's Scepter is an almost essential item on Tiny since it allows him to permanently equip a tree, giving him extra attack range as well as a powerful cleaving attack. Although Tiny initially lives up to his name by starting off small and weak, much like an avalanche, he quickly grows in size and strength until he becomes a hulking behemoth with enormous health and damage output. This gives Tiny the potential to become one of the strongest carries in late game situations.
| Tiny, the Stone Giant
| Play "My enemies break upon me like surf upon the stone."
|| Carry / Nuker / Pusher / Initiator / Durable / Disabler
|| Coming to life as a chunk of stone, Tiny's origins are a mystery on which he continually speculates. He is a Stone Giant now, but what did he use to be? A splinter broken from a Golem's heel? A shard swept from a gargoyle-sculptor's workshop? A fragment of the Oracular Visage of Garthos? A deep curiosity drives him, and he travels the world tirelessly seeking his origins, his parentage, his people. As he roams, he gathers weight and size; the forces that weather lesser rocks, instead cause Tiny to grow and ever grow.
|| Eric Newsome (Responses)
- An enemy under the effect of Toss, takes double damage from Avalanche.
- Deals 4 instances of damage, dealing 1/4 of the total damage in each instance.
- The first instance occurs 0.25 seconds after the cast.
- The stun ends exactly 1.25 seconds after the cast (and starts 0.25 seconds after the cast).
- This means the first instance stuns for 1 second, the second for 0.75, the third for 0.5 and the last for 0.25 seconds.
- The tossed unit travels at a speed based on the distance between it and the target, capped at 2307.
- The speed does not instantly adapt if the distance changes, but rather accelerates or decelerates at a slow rate.
- The tossed unit can be avoided by blinking or moving rapidly, but cannot technically be disjointed.
- This means the tossed unit can fly up to 3000 range away when the target teleports far enough away.
- In order to avoid the tossed unit, upon cast of Toss, the minimum required distance to avoid it is 3000, decreasing by 230 for each 0.1 second of Toss' duration.
- Buildings cannot be targeted, but take 33% damage (25/50/75/100) from a unit being tossed near them.
- The 20% extra damage, and the further increased values from Grow are only applied to the tossed enemy unit.
- Other enemy units (including buildings) within the radius only take the basic damage.
- Invisible enemy units cannot be tossed, but still take damage from a unit being tossed onto or near them.
- Units in the Fog of War can be tossed if they are within a 275 radius of Tiny, but cannot be selected as a target.
- Units tossed in the air lose their collision size for the duration, so units can path below them.
- The tossed unit takes 20% more damage (before reductions) from Toss. Grow increases this to 35%/50/65% ( 50%/65%/80%).
- Grow Level 0: 90/180/270/360 damage.
- Grow Level 1: 101.25/202.50/303.75/405 (112.50/225.00/337.50/450) damage.
- Grow Level 2: 112.50/225.00/337.50/450 (123.75/247.50/371.25/495) damage.
- Grow Level 3: 123.75/247.50/371.25/495 (135/270/405/540) damage.
- Tossed allies take no damage.
- Each level changes Tiny's appearance, making him bigger and making his voice deeper.
- If Aghanim's Scepter is purchased, Tiny equips a tree, regardless of his level. However, Grow has to be learned in order to get any of the bonuses.
- Aghanim's Scepter increases Tiny's attack range to 235 (still considered as melee), gives 50% cleave in a 400 radius, and causes his attacks to deal 75% bonus damage to buildings.
- Cleave damage is reduced by armor type but not by armor value.
- Cleave damage is reduced by Damage Block.
- The cleave damages a circular area in front of Tiny.
- Fully stacks with other sources of cleaves. Each source of cleave works completely independent.
- Does not cleave upon attacking wards, buildings or allied units. Wards and buildings are unaffected by cleave.
- Purchasing a Clarity or two at the start of the game will help offset Tiny's tiny mana pool.
- Magic Stick restores some health and mana so Tiny can sustain more damage in lane, or use his spells in a pinch.
- Bracer is an excellent cost efficient item which can be turned into a Drum of Endurance later on. It provides good bonuses to his attributes as well as an increase to his health pool.
- Bottle helps Tiny refill his mana and health pool, especially useful if he is playing in the middle lane.
- Magic Wand is an inexpensive upgrade from Magic Stick that gives useful bonuses to Tiny's overall attributes and increases its charge storing capacity.
- Power Treads gives attack speed and stats. Switching treads between Strength and Intelligence on Tiny is important, because his two spells use a lot of mana.
- Arcane Boots alleviates Tiny's mana problems early on.
- Aghanim's Scepter grants Tiny a cleave, extra auto-attack damage against buildings, extra auto-attack range, and increased Toss damage.
- Blink Dagger can be used in conjunction with the Avalanche/Toss combo, causing massive burst damage to one or more enemy heroes.
- Drum of Endurance gives attack speed, movement speed, mana, stats, and damage for a cheap price.
- Assault Cuirass gives attack speed, which is well needed after putting some points into Grow, as well as armor, which makes Tiny even tankier. The aura is also useful to the rest of your team.
- Black King Bar allows Tiny to attack enemies freely for several seconds, which is important because with a few damage items, Tiny hits like a truck. Also, it gives strength and damage.
- Heart of Tarrasque gives Tiny lots of strength, health, and regen.
- Scythe of Vyse allows Tiny to use his abilities more often, as well as a useful disable to keep enemies within hitting distance.
- One critical strike from Daedalus can produce massive damage, thanks to Tiny's naturally high attack damage.
- Manta Style gives a good amount of agility, stats, and movement speed. Also, Tiny's illusions benefit from Grow greatly.
- Mask of Madness gives a huge attack speed and movement speed buff in addition to lifesteal for very cheap, but can backfire if not careful.
- Moon Shard nearly single-handedly solves Tiny's attack speed issues by granting him a massive 120 attack speed bonus, the highest in the entire game. The shard can later be consumed to be replaced by a more effective item - Even though the attack speed bonus will be halved, it's extremely handy to have 60 extra points of attack speed without needing an inventory slot for it, especially if the shard is to be replaced by other items which grant attack speed and more utility, such as an Assault Cuirass.
- Silencer will burn your already weak mana pool quickly with Curse of the Silent, preventing you from casting spells. Both your spells are mana intensive early, so your best bet is to switch lanes.
- Lion can continuously Mana Drain you during the laning phase while harassing you with Earth Spike. Bring a Magic Stick and possibly a Ring of Basilius with you.
- Anti-Mage will prevent you from fighting early by sapping your mana with Mana Break when you close in to last hit. Ask your support to pull your creepwave or else you are going to have difficulties. Also, killing him is rather challenging, given his great escape possibilities with Blink.
- Bristleback can stack you with Quill Spray when you are trying to last hit while pushing your lane back against you in case your support is pulling. He can slow you with Viscous Nasal Goo stacks and given your weak armor and movement speed, he will be able to kill you easily.
- Undying's Decay stacks make you vulnerable to enemy ganks while also reducing your attack damage. His Tombstone will be a major problem early game because of your sub-par movement speed.
- Black King Bar completely cancels your burst potential, given the enemy is quick enough to use it.
- Force Staff is a popular choice for fleeing melee carries.
- Diffusal Blade is very dangerous to you combined with illusions such as Manta Style or Mirror Image.
- Desolator removes your already small amount of armor, making you more vulnerable to physical damage.
- Scythe of Vyse is an expensive way to disable you for a fairly long time. It is especially deadly later in the game if you skip Black King Bar.
- Rod of Atos slows you to a crawl, jeopardizing your already weak chasing and escape skills. However if Tiny has already obtained a Blink Dagger, one can easily escape the enemy when slowed, provided you have quick reflexes and Tiny had not been damaged beforehand.
- Using Avalanche and then Tossing an enemy hero into the avalanche allows the avalanche to damage the target twice as much. This effect also occurs if you reverse the order by using Toss and then Avalanche.
- Avalanche has as 0.25 second delay for before the stun and damage begins, which means you have 0.25 seconds to cast Toss after Avalanche for the full damage output. Whereas Toss begins instantly and lasts 1.3 seconds. You would have to cast Avalanche 0.05 seconds after casting Toss to get the 0.25 second avalanche delay and the 1 second damage and stun to go through. Doing that in the short time window is very hard, so it is generally recommended to cast Avalanche first in order to do the combo.
- Getting Grow at level six is highly recommended as the extra move speed and attack damage adds more damage to your combo than points in Avalanche or Toss alone, especially since Toss' damage to the tossed unit gets increased by the ultimate as well.
- While Craggy Exterior does alleviate Tiny's lack of armor, waiting until Avalanche and Toss are maxed to put your first point into it greatly increases Tiny's killing potential and farming potential.
- Early game, tossing an allied initiator such as Slardar, Earthshaker or Tidehunter at foes can set their spells up perfectly. Tiny may also throw Techies in order to use them as a devastating hand grenade.
- However, tossing team mates can potentially be devastating. When facing enemy heroes such as a Clockwerk with Power Cogs will likely result in serious damage or death to your team mate. As such, a player must use his discretion when utilising Toss.
- Grow gives Tiny the highest natural attack damage in the game, at the cost of degraded attack speed. If Tiny gets a good standing during the middle phase, Tiny can be equipped with attack speed items to increase its already dangerous power (such as Mask of Madness).
- Tiny teams up particularly well with Io, due to Io's ultimate Relocate and the attack speed boost from Overcharge, both being of great use to Tiny.
- Toss will throw a unit regardless of it being spell immune or not (excluding ancient creeps). Sometimes you can use Toss to interrupt channeling spells being performed by spell immune heroes like Sand King's Epicenter.
- An alternative build to the Blink Dagger approach is to rush a Shadow Blade. The Shadow Blade grants attack speed, a good bonus damage of 175 (works only if you hit before using your abilities) and a huge movement speed boost while invisible. The invisibility allows Tiny to position more effectively, while the attack speed synergizes with Grow and allows it to be purchased earlier, at the cost being detected and not being able to initiate under tower vision. This often combos into the Aghanim's Scepter pickup.
- Although not listed, Manta Style is a great item for carry Tiny as the illusions can make use of Aghanim's additional range and massive bonus damage from Grow as it is considered as base damage. It also gives +41 attack speed(+26 agility, +15 raw attack speed), +10 strength and +10% movement speed as well. Remember that cleave and 75% bonus damage on buildings from Aghanim's Scepter upgrade do not work on illusions but they will get the attack range. And because a carry Tiny often has a Butterfly (craggy exterior still proc), the illusions will benefit from the evasion. The illusion from Tiny have an effect of intimidation, because he is one of the biggest heroes in the game but also the real has craggy exterior which can proc a powerful stun if he gets attacked.
- Use toss to push away someone attacking you with magic immunity or a ganker. When chasing, toss an ally preferably with a stun ability.
- A Vladimir's offering will give you needed armor, HP and mana regen, lifesteal and a 15 % damage amplification which works well with your damage increase with Grow.
- You should ideally attempt to farm quickly and/or on your own - Despite Tiny having the potential to be a relentless force in the late game, his scalling process is delicate; If he cannot farm quickly to obtain his core items to alliviate his slow attack speed and armor, and/or level quickly to mitiate his mana issues, Tiny will quickly become more of a liability to his team than an aid as he will not only fall quickly thanks to his pitiful armor, but he also won't be able to perform his Avalanche + Toss combo frequently at all. If possible, ask your team to allow you to solo lane, be it mid or safe lane, and focus on yourself until you have mana and survivability to help in ganks.
- If you are going to mid lane, consider skipping any initial items and instead either rush to one of the initial runes or kill one or two creeps in order to immediately get a Bottle; With rune control, the bottle will grant Tiny much more survivability that any of the other initial health/mana items could, and the quick mana regen means he can do his combo before reaching the required 240 mana points, as you can simply activate your bottle, use avalanche and quickly toss once the mana has regened enough - The stun provided by Avalanche should give you enough time to do it if you are quick.
December 17, 2014 Patch Update 5
- Fixed Toss duration to take 1.3 seconds.
March 14, 2013 Patch
- Added sound effects for various Tiny deaths.
January 31, 2013 Patch
December 06, 2012 Patch
September 27, 2012 Patch
- Added custom sounds when Tiny has an Aghanim's Scepter equipped and is attacking with a tree.
August 15, 2012 Patch
June 28, 2012 Patch
April 12, 2012 Patch
March 08, 2012 Patch
- Added rival taunts and misc. lines to Razor, Zeus, Tiny and Tidehunter to fill out basic voice set.
March 01, 2012 Patch
- Fixed Tiny's tree not being properly equipped in his stone grip.
- Fixed being able to trigger Essence Aura with Toss when there are no valid targets to toss.
February 16, 2012 Patch
- [Undocumented] Tiny received two new animations when holding a tree.
January 19, 2012 Patch
January 12, 2012 Patch
October 27, 2011 Patch
- Toss will now show an error message if he has nothing near him to toss when he reaches cast range.
September 16, 2011 Patch
- Fixed Toss not destroying trees
- Fixed a bug where characters who had model changes (such as Tiny when using Grow) would not have their selection boxes updated to match the new model.
September 15, 2011 Patch
- Fixed Toss not destroying trees
- Fixed a bug where characters who had model changes (such as Tiny when using Grow) would not have their selection boxes updated to match the new model.
September 09, 2011 Patch
- Fixed buffs like Craggy Exterior not refreshing their stats on the client or updating the stat display with new values.
August 02, 2011 Patch
- Adjusted the gravity of Toss such that it takes 1 second on level ground.
July 22, 2011 Patch
July 08, 2011 Patch
July 01, 2011 Patch
- Fixed Avalanche to do 4 ticks rather than 7.
- Fixed Avalanche to stun for exactly 1 second regardless of when you first were hit by it.
June 24, 2011 Patch
- Fixing a bug where we were using the level for Toss instead of the level for Grow when we hadn't leveled grow yet. This was giving Toss 60% more damage before you had leveled Grow.
- Fixed Toss to work on spell immune units.
- Fixed Tiny being able to toss ancient creeps.
April 09, 2011 Patch
March 12, 2011 Patch
March 03, 2011 Patch
- Removed Tiny, Enigma and Viper from "New heroes" list, so they won't be the only ones chosen with Random Hero.
- Fixed Avalanche to be a projectile under the hood, so it has a bit of delay now.
- Fixed Avalanche lasting 0.5 seconds too long.
- Fixed Grow damage being added as bonus damage rather than base damage.
February 19, 2011 Patch
February 09, 2011 Patch
- Toss victim will now do AoE damage upon landing, even if it dies in mid-air.
- Now grabs the closest unit to Tiny, instead of a random unit within the radius.
- Increased grab radius from 250 to 275.
- Craggy Exterior
- Increased proc chance from 6%/12%/18%/24% to 10%/15%/20%/25%.
- Increased Stun duration from 1.2 to 1.2/1.3/1.4/1.5.
- Reduced Toss cooldown from 10 to 9.
- Can now Toss units towards Runes.
- Increased Toss cast range from 700/900/1100/1300 to 1300 on each level.
- Reworked Aghanim's Scepter upgrade
- No longer grants the War Club ability.
- Now increases Grow Tossed unit bonus damage from 35%/50%/65% to 50%/65%/80%.
- Now causes Grow to increase attack range by 107, grant a 50% damage cleave with a 400 radius and causes attacks to deal 75% more damage to structures.
- Tiny visually equips a tree when having Aghanim's Scepter.
- Undid melee hero collision change from 6.72c
- Melee hero collision size now reduced from 24 to 12.
- Tossed allied units no longer take damage. (they used to take the 20% tossed unit damage).
- Increased Grow attack damage bonus from 40/80/120 to 50/100/150.
- War Club
- Increased attack count from 3 to 6.
- Increased cleave radius from 300 to 400.
- War Club
- Can target trees to pick them up as weapons. Makes your attack range longer, gives you bonus damage against buildings and cleave for a few attacks. Increases Tossed unit bonus damage from 35%/50%/65% to 50%/65%/80%.
- Cast range: 100
- Number of attacks: 3
- Attack range bonus: 107
- Cleave radius: 350
- Cleave damage: 50%
- building damage bonus: 150%
- cooldown: 30
- Fixed Tiny's illusions appearing small with any Grow level.
- Craggy Exterior
- Now increases armor by 3/4/5/6.
- Now triggers off of units with 300 range rather than just based on melee classification.
- Now damages tossed units twice, instead of hitting them indefinite times.
- No longer affects ancient creeps and Roshan.
- No longer uses manacost/cooldown if the cast because of no valid tossable units being nearby.
- Now seeks its target, instead of landing where the target was upon cast (not disjointable).
- Now deals magical damage, instead of universal damage.
- Fixed a minor bug with Grow.
- Fixed a rare bug with Toss.
- Reduced Tossed unit extra damage from 50% to 20%. Each level of Grow now increases that damage by 15% (to 35%/50%/65%).
- Tossed allied units always take the 20% damage, no matter on what level Grow is.
- No longer grants 1 armor per level (1/2/3 -> 0/0/0)
- Recoded ability to get rid of the following unwanted effects upon leveling:
- Refreshing of all of Tiny's ability and item cooldowns.
- disjointing of projectiles.
- dispeling of buffs and debuffs.
- Clearing of targetings done towards Tiny, including aggro loss from lane and neutral creeps.
- Interrupting of Tiny's current orders.
- Reduced Avalanche manacost from 140 to 120.
- Now does partial damage (33% of area damage) to buildings.
- Reduced manacost from 135 to 120.
- Reduced cast range from 700 to 600.
- Increased cooldown from 15 to 20.
- Can no longer Toss a unit towards a courier.
- Fixed Grow location in the hud when learning.
- Increased cooldown from 13 to 15.
- Reduced cast range from 750 to 700.
- Increased cooldown from 11 to 13.
- Increased manacost from 95/105/115/125 to 140.
- Fixed various issues with Grow in Deathmatch mode and some memory leak issues.
- Increased Avalanche radius from 275 to 325.
- Fixed few issues caused by leveling Grow multiple times rapidly (would cause loss of all items in the inventory).
- Now grants 1 armor on each level (1/2/3).
- Fixed location in the hud.
- Tiny no longer requires wood to revive.
- Can no longer Toss units towards ancient creeps and Roshan (Toss can't target them anymore, but they still can be tossed towards other units).