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26 + 3.0
9 + 0.9
17 + 1.6
Level Base 1 16 25
Health 200 720 1660 2560
H Regen 0.25 1.03 2.44 3.79
Mana 50 254 566 950
M Regen 0.01 0.69 1.73 3.03
Damage 37‒43 63‒69 110‒116 155‒161
Armor -1 0.26 2.43 6.08
Spell Dmg 0% 1.06% 2.69% 4.71%
Att / Sec 0.58 0.64 0.72 0.88
Movement Speed 285
Turn Rate 0.5
Sight Range 1800/800
Attack Range 150
Missile Speed Instant
Attack Duration 0.49+1
Base Attack Time 1.7
Magic resistance 25%
Collision Size 24

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.

Bio[edit | edit source]

Tiny Tiny, the Stone Giant
Play "My enemies break upon me like surf upon the stone."
Role: Carry Carry / Nuker Nuker / Pusher Pusher / Initiator Initiator / Durable Durable / Disabler Disabler
Lore: 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 used 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.
Voice: Eric Newsome (Responses)

Gameplay[edit | edit source]

Abilities[edit | edit source]

Partially dispellable. Not blocked by Linken's Sphere. Blocked by Spell Immunity. Play
Avalanche icon.png
Ability Affects Damage
Target Area Enemies Magical
Bombards an area with rocks, stunning and damaging enemy land units.
Cast Animation: 0+0.53
Cast Range: 600
Effect Radius: 275
Total Damage: 100/180/260/300
Stun Duration: 1
Cooldown 17 Mana 120
Partially dispellable. Dispellable with strong dispels.
Inanimate rock becomes animate when called by the Stone Giant.


  • Deals 25/45/65/75 damage in 0.25 second intervals, starting 0.5 seconds after cast, resulting in 4 instances.
  • If a unit is affected by Toss icon.png Toss, it takes double damage (50/90/130/150) per instance from Avalanche.
  • No matter how close or far Avalanche gets targeted, the targeted area is always hit 0.5 seconds after cast.
  • The stun is applied together with each damage instance. However, the stun does not hit units which are already stunned by Avalanche.
    • This means, if a unit is hit by the first instance, it does not get stunned by the remaining 3, unless the stun gets dispelled before.
    • No matter which instance hits a unit, the stun always lasts 1 second.

Cannot be dispelled. Not blocked by Linken's Sphere. Partially blocked by Spell Immunity. Play
Toss icon.png
Ability Affects Damage
Target Unit Enemies / Allies Magical
Grabs the nearest unit in a 275 radius around Tiny, ally or enemy, and launches it at the target unit or rune to deal damage where they land. If the tossed unit is an enemy, it will take an extra 20% damage. Toss does more damage with each level in Grow.
Cast Animation: 0+0.53
Cast Range: 1300
Grab Radius: 275
Damage Radius: 275
Damage: 75/150/225/300
Toss Duration: 1.3
Cooldown 9 Mana 120
Partially blocked by Spell Immunity. Can toss any spell immune unit. Attempts to damage spell immune tossed enemies. Does not attempt to damage spell immune enemies within the area. Cannot directly target spell immune enemies. Can directly target spell immune allies.
Tiny's gargantuan stature allows him to catapult even the sturdiest of warriors.


  • 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 every 0.1 seconds of Toss' duration.
  • If the tossed unit dies in mid-air, it still deals the area damage upon landing.
  • 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 icon.png Grow are only applied to the tossed enemy unit.
    • Other enemy units (including buildings) within the radius only take the basic damage.
  • 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 icon.png Grow increases this to 35%/50/65% (Can be Improved by Aghanim's Scepter. 50%/65%/80%).
    • Grow Level 0: 90/180/270/360 damage.
    • Grow Level 1: 101.25/202.50/303.75/405 (Can be Improved by Aghanim's Scepter. 112.50/225.00/337.50/450) damage.
    • Grow Level 2: 112.50/225.00/337.50/450 (Can be Improved by Aghanim's Scepter. 123.75/247.50/371.25/495) damage.
    • Grow Level 3: 123.75/247.50/371.25/495 (Can be Improved by Aghanim's Scepter. 135/270/405/540) damage.
  • Tossed allies take no damage.

Craggy Exterior
Cannot be used by illusions. Disabled by Break. Partially dispellable. Not blocked by Linken's Sphere. Blocked by Spell Immunity. Play
Craggy Exterior icon.png
Ability Affects Damage
Passive Enemies / Allies Magical
Causes damage to bounce back on Tiny's attackers. Enemies that attack Tiny from within 300 units have a chance of being stunned.
Maximum Radius: 300
Proc Chance: 10%/15%/20%/25%
Damage: 25/35/45/55
Armor Bonus: 2/3/4/5
Stun Duration: 1/1.25/1.5/1.75
Partially dispellable. Dispellable with strong dispels.
Melee warriors tend to find attacking the Stone Giant largely ineffective.


  • Craggy Exterior can only proc when a unit lands an attack on Tiny while being within 300 radius of him. This means it cannot proc on missed attacks.

Not a Unique Attack Modifier. Partially usable by illusions. Not disabled by Break. Cannot be dispelled. Not blocked by Spell Immunity. Play
Grow icon.png
Ability Affects Damage
Passive Self (Can be Improved by Aghanim's Scepter. Enemies) Physical
Tiny gains craggy mass that increases his power at the cost of his attack speed. Increases Tossed unit damage and improves movement speed.
Attack Damage Bonus: 50/100/150
Attack Speed Loss: 20/35/50
Move Speed Bonus: 40/50/60
Tossed Unit Bonus Damage: 35%/50%/65% (Can be Improved by Aghanim's Scepter. 50%/65%/80%)
Attack Range Bonus: 0 (Can be Improved by Aghanim's Scepter. 85)
Cleave Radius: 0 (Can be Improved by Aghanim's Scepter. 400)
Cleave Damage: 0 (Can be Improved by Aghanim's Scepter. 50%)
Building Attack Damage Bonus: 0 (Can be Improved by Aghanim's Scepter. 75%)
Not blocked by Spell Immunity. Aghanim's cleave cannot be blocked.
Partially usable by illusions. Illusions benefit from everything, except for the cleave and bonus damage against buildings.
Not a Unique Attack Modifier. Neither the cleave, nor the bonus damage against buildings are Unique Attack Modifiers.
Can be Improved by Aghanim's Scepter. Allows Tiny to equip a tree, increasing his attack range, damage versus buildings, and granting a cleave attack. Improves Tossed unit damage.
Watching a hill become a mountain is awe-inspiring - especially if the mountain begins laying waste to adversaries.


  • Each level changes Tiny's appearance, making him bigger and making his voice deeper.
  • If Aghanim's Scepter icon.png 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), grants 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 cleave. Each source of cleave works completely independent.
    • Does not cleave upon attacking wards, buildings or allied units. Wards and buildings are unaffected by the cleave damage.

Recommended items[edit | edit source]

  • 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 Strength and Intelligence 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 icon.png 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.

Counters[edit | edit source]


  • Lion can continuously Mana Drain icon.png Mana Drain you during the laning phase while harassing you with Earth Spike icon.png Earth Spike. Bring a Magic Stick icon.png Magic Stick and possibly a Ring of Basilius (Active) icon.png Ring of Basilius with you.
  • Anti-Mage will prevent you from fighting early by sapping your mana with Mana Break icon.png 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 (Anti-Mage) icon.png Blink.
  • Bristleback can stack you with Quill Spray icon.png 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 icon.png Viscous Nasal Goo stacks and given your weak armor and movement speed, he will be able to kill you easily.
  • Undying's Decay icon.png Decay stacks make you vulnerable to enemy ganks while also reducing your attack damage. His Tombstone icon.png Tombstone will be a major problem early game because of your sub-par movement speed.



  • Black King Bar icon.png Black King Bar completely cancels your burst potential, given the enemy is quick enough to use it.
  • Force Staff icon.png Force Staff is a popular choice for fleeing melee carries.
  • Diffusal Blade 1 icon.png Diffusal Blade is very dangerous to you combined with illusions such as Manta Style icon.png Manta Style or Mirror Image icon.png Mirror Image.
  • Desolator icon.png Desolator removes your already small amount of armor, making you more vulnerable to physical damage.
  • Scythe of Vyse icon.png 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 icon.png Black King Bar.
  • Rod of Atos icon.png 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 icon.png Blink Dagger, one can easily escape the enemy when slowed, provided you have quick reflexes and Tiny had not been damaged beforehand.

Equipment[edit | edit source]

Tips[edit | edit source]

  • Using Avalanche icon.png Avalanche and then Toss icon.png 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 icon.png 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's damage to the tossed unit gets increased by the ultimate as well.
  • While Craggy Exterior icon.png 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 icon.png Slardar, Earthshaker icon.png Earthshaker or Tidehunter icon.png Tidehunter at foes can set their spells up perfectly. Tiny may also throw Techies icon.png Techies in order to use them as a devastating hand grenade.
  • However, tossing teammates can potentially be devastating. When facing enemy heroes such as a Clockwerk icon.png Clockwerk with Power Cogs icon.png Power Cogs will likely result in serious damage or death to your teammate. As such, a player must use his discretion when utilizing Toss.
  • Grow icon.png 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 icon.png Mask of Madness).
  • Tiny teams up particularly well with Io icon.png Io, due to Io's ultimate Relocate icon.png Relocate and the attack speed boost from Overcharge icon.png Overcharge, both being of great use to Tiny.
  • Toss icon.png Toss will throw a unit regardless of it being spell immune or not (excluding ancient creeps). Sometimes you can use Toss to interrupt channelling spells being performed by spell immune heroes like Sand King icon.png Sand King's Epicenter icon.png Epicenter.
  • An alternative build to the Blink Dagger icon.png Blink Dagger approach is to rush a Shadow Blade icon.png 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 icon.png Aghanim's Scepter pickup.
  • Although not listed, Manta Style icon.png 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.
  • Keep in mind that Craggy Exterior will not proc on missed attacks, so evasion items must be considered thoroughly before purchase.
  • 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 scaling process is delicate; If he cannot farm quickly to obtain his core items to alleviate his slow attack speed and armor, and/or level quickly to mitigate 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 (Full) icon.png 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.

Trivia[edit | edit source]

Update history[edit | edit source]

April 28, 2016 Patch

  • Fixed Tiny having slightly too large of an attack range with Aghanim's Scepter icon.png Aghanim's Scepter (bonus from 107 to 85).

January 06, 2016 Patch

  • Toss icon.png Toss can once again be targeted on runes.

December 17, 2014 Patch Update 5

  • Fixed Toss icon.png 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 icon.png 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 icon.png Razor, Zeus icon.png Zeus, Tiny and Tidehunter icon.png 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 icon.png Essence Aura with Toss icon.png 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 icon.png 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 icon.png Toss not destroying trees
  • Fixed a bug where characters who had model changes (such as Tiny when using Grow icon.png Grow) would not have their selection boxes updated to match the new model.

September 15, 2011 Patch

  • Fixed Toss icon.png Toss not destroying trees
  • Fixed a bug where characters who had model changes (such as Tiny when using Grow icon.png Grow) would not have their selection boxes updated to match the new model.

September 09, 2011 Patch

  • Fixed buffs like Craggy Exterior icon.png 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 icon.png Toss such that it takes 1 second on level ground.

July 22, 2011 Patch

  • Fixed animation issues.

July 08, 2011 Patch

July 01, 2011 Patch

  • Fixed Avalanche icon.png Avalanche to do 4 ticks rather than 7.
  • Fixed Avalanche icon.png 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 icon.png Toss instead of the level for Grow icon.png Grow when we hadn't leveled grow yet. This was giving Toss icon.png Toss 60% more damage before you had leveled Grow icon.png Grow.
  • Fixed Toss icon.png 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 icon.png Enigma and Viper icon.png Viper from "New heroes" list, so they won't be the only ones chosen with Random Hero.
  • Fixed Avalanche icon.png Avalanche to be a projectile under the hood, so it has a bit of delay now.
  • Fixed Avalanche icon.png Avalanche lasting 0.5 seconds too long.
  • Fixed Grow icon.png Grow damage being added as bonus damage rather than base damage.

February 19, 2011 Patch

February 09, 2011 Patch

  • Toss icon.png Toss victim will now do AoE damage upon landing, even if it dies in mid-air.

Balance changelog[edit | edit source]


  • Craggy Exterior icon.png Craggy Exterior now triggers when attacks land rather than when they start.



  • Toss icon.png Toss
    • Now grabs the closest unit to Tiny, instead of a random unit within the radius.
    • Increased grab radius from 250 to 275.




  • Craggy Exterior icon.png 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 icon.png Toss cooldown from 10 to 9.
  • Can now Toss icon.png Toss units towards Runes.


  • Increased Toss icon.png Toss cast range from 700/900/1100/1300 to 1300 on each level.


  • Reworked Aghanim's Scepter icon.png Aghanim's Scepter upgrade
    • No longer grants the War Club ability.
    • Now increases Grow icon.png Grow Tossed unit bonus damage from 35%/50%/65% to 50%/65%/80%.
    • Now causes Grow icon.png 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.


  • Toss icon.png Tossed allied units no longer take damage. (they used to take the 20% tossed unit damage).


  • Increased Grow icon.png 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 Toss icon.png 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 icon.png Grow level.
  • Craggy Exterior icon.png 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.



  • Avalanche icon.png Avalanche
    • Now damages tossed units twice, instead of hitting them indefinite times.
    • No longer affects ancient creeps and Roshan.
  • Toss icon.png Toss
    • No longer uses mana cost/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 icon.png Grow.


  • Fixed a rare bug with Toss icon.png Toss.



  • Reduced Toss icon.png Tossed unit extra damage from 50% to 20%. Each level of Grow icon.png 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.
  • Grow icon.png Grow
    • 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.
    dispelling 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 icon.png Avalanche mana cost from 140 to 120.
  • Toss icon.png Toss
    • Now does partial damage (33% of area damage) to buildings.
    • Reduced mana cost from 135 to 120.



  • Avalanche icon.png Avalanche
    • Reduced cast range from 700 to 600.
    • Increased cooldown from 15 to 20.



  • Can no longer Toss icon.png Toss a unit towards a courier.
  • Fixed Grow icon.png Grow location in the hud when learning.


  • Avalanche icon.png Avalanche
    • Increased cooldown from 13 to 15.
    • Reduced cast range from 750 to 700.


  • Avalanche icon.png Avalanche
    • Increased cooldown from 11 to 13.
    • Increased mana cost from 95/105/115/125 to 140.




  • Fixed various issues with Grow icon.png Grow in Deathmatch mode and some memory leak issues.



  • Increased Avalanche icon.png Avalanche radius from 275 to 325.
  • Fixed few issues caused by leveling Grow icon.png Grow multiple times rapidly (would cause loss of all items in the inventory).


  • Grow icon.png Grow
    • 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 icon.png Toss units towards ancient creeps and Roshan (Toss can't target them anymore, but they still can be tossed towards other units).


  • Created.

Replaced abilities[edit | edit source]

War Club (6.68-6.72f)
Not a Unique Attack Modifier. Cannot be used by illusions. Cannot be dispelled. Not blocked by Spell Immunity.
Unknown icon.png
Ability Affects Damage
Target Unit Self / Enemies Physical
Picks up a tree to give the Stone Giant bonus damage against buildings, cleave and increased attack range. Lasts for 6 strikes.
Cast Animation: 0.001+0
Cast Range: 100
Number of Attacks: 6
Attack Range Bonus: 107
Cleave Radius: 350
Cleave Damage: 50%
Building Damage Bonus: 150%
Cooldown 30
Not a Unique Attack Modifier. Neither the cleave, nor the bonus damage against buildings are Unique Attack Modifiers.


  • This ability turned passive and got merged with Grow icon.png Grow.
  • Interrupts queued orders upon cast.
  • Increases attack range to 235 (still considered as melee).
  • Cleave damage is reduced by armor type but not by armor value.
  • The cleave damages a circular area in front of Tiny.
  • The tree disappears and the attack range bonus is lost upon dying or activating Manta Style icon.png Manta Style, but the cleave and extra damage against building stays for the remaining attacks.

Gallery[edit | edit source]

See also[edit | edit source]