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]
Gameplay[edit | edit source]
Abilities[edit | edit source]
|Bombards an area with rocks, stunning and damaging enemy land units.|
|Cast Animation: +|
Cast Range: 600
Effect Radius: 275
Total Damage: 100/180/260/300
Stun Duration: 1
- 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, 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.
|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: +|
Cast Range: 1300
Grab Radius: 275
Damage Radius: 275
Toss Duration: 1.3
- 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.
- Makes use of forced movement, canceling other position changing spells, fully disabling the tossed unit and interrupting its channeling spells.
- 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.
- Can toss any unit, except ancient creeps (also including Warlock's Golem and the Primal Split spirits), Roshan, wards and couriers.
- 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%).
- Tossed allies take no damage.
|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%
Armor Bonus: 2/3/4/5
Stun Duration: 1/1.25/1.5/1.75
- 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.
- Can proc on the secondary attacks from Marksmanship, Geminate Attack, and the attack from Stifling Dagger.
|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% ( 50%/65%/80%)
Attack Range Bonus: 0 ( 85)
Cleave Radius: 0 ( 400)
Cleave Damage: 0 ( 50%)
Building Attack Damage Bonus: 0 ( 75%)
- 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), 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 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.
Counters[edit | edit source]
- 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.
- Anti-Mage with a Manta Style will drain all your mana and kill you within seconds. Chasing and/or escaping from him is usually difficult, as he can simply Blink away (although Blink Dagger is a common item pick on Tiny, partially solving this problem). He is also resistant to your combo thanks to his Spell Shield
- Juggernaut will deal high physical DPS with his Omnislash, especially with Tiny's low armor. His Blade Fury also makes him immune to your combo.
- Sniper keeps a safe distance from you while picking at you with his high DPS and kiting you around with Shrapnel. However, if you manage to initiate on him before he notices you, he will be quickly disposed of.
- Drow Ranger is good at kiting you around with Frost Arrows while you are lumbering towards her silenced with her Gust.
- Phantom Lancer may seem to be countered by your Aghanim's Scepter upgraded Grow, but if he obtains Diffusal Blade, his illusions will quickly burn your mana away and deal extra damage before you yourself can do any.
- Naga Siren initiates on you with Song of the Siren, bind you with her Ensnare and proceed with her combination of Rip Tide, Mirror Image and Diffusal Blade.
- 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.
Equipment[edit | edit source]
Tips[edit | edit source]
- 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's 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 teammates 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 teammate. As such, a player must use his discretion when utilizing 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 channelling 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.
- 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; 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]
- Tiny's quote "Play Tiny Smash!" is a reference to Hulk, a well-known superhero from the Marvel Universe.
Update history[edit | edit source]
Balance changelog[edit | edit source]
Replaced abilities[edit | edit source]
|War Club (6.68-6.72f)|
|Picks up a tree to give the Stone Giant bonus damage against buildings, cleave and increased attack range. Lasts for 6 strikes.|
|Cast Animation: +|
Cast Range: 100
Number of Attacks: 6
Attack Range Bonus: 107
Cleave Radius: 350
Cleave Damage: 50%
Building Damage Bonus: 150%
- This ability turned passive and got merged with Grow.
- Requires Aghanim's Scepter to be unlocked.
- 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.