Tiny
Tiny | ||||||||||||||||||||||||||||||||||||||||||||||||
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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 non-existent armor, with a few levels, he gets considerably stronger. His killing power in the early and midgame comes from combo-ing his two active abilities. Avalanche engulfs an area in a wave of stones, dealing respectable damage and stunning enemies, while 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 also triples the damage the target takes from Avalanche, allowing Tiny to easily dispatch fragile enemy heroes in a matter of seconds. Tree Grab lets Tiny use a tree to smack his enemies, dealing splash damage and makes Tiny a formidable pusher with its bonus damage against buildings. Furthermore, should his weakened enemies attempt to escape, Tiny can simply use his Tree Throw to finish them off. Although his nuking potential with his active abilities is already considerable, his ultimate Grow turns Tiny into a formidable physical combatant as well. Grow increases Tiny's size and provides him with a massive boost to his attack damage and armor at the cost of some attack speed. 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.
Contents
Bio[edit]
Abilities[edit]
Notes:
- Avalanche's projectile travels at a speed of 1200.
- Deals 15/30/45/60 (
31/46/61/76) damage in 0.3 second intervals, starting once the projectile reaches the targeted point, resulting in 5 instances.
- This results in a total duration of 1.2 seconds, counting after projectile arrival.
- The in-game tooltip includes the stun duration as well, showing a total duration of 1.4 seconds.
- If a unit is affected by Toss, it takes 2.5 times the damage from Avalanche, which is 37.5/75/112.5/150 (
77.5/115/152.5/190) per instance.
- On each instance, Avalanche first applies the damage, then the debuff.

Notes:
- The tossed unit travels at a speed based on the distance between it and the target, capped at 2308.
- 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.
- If the tossed unit dies in mid-air, it still deals the area damage upon landing.
- Forcefully moves the unit, disabling it and canceling channeling spells and other position changing effects.
- Buildings cannot be targeted, but take 33.33% damage (30/53/77/100) from a tossed unit landing near them.
- The 30% extra damage is only applied to the tossed enemy unit, increasing the damage it takes to 117/208/299/390.
- Other enemy units (including buildings) within the radius only take the basic damage.
- Can toss any unit, except for ancient creeps and wards.
- 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.
- While in the air, other units may pass below the tossed unit.
- Can directly target and toss towards runes, but cannot toss runes.
- The buff or debuff of Toss is hidden, means it is not visible in the HUD.
- When the talent is chosen, Toss can target the ground, throwing the unit towards the targeted point.
- Runes can no longer be directly targeted when this talent is chosen, but other units still can.
Notes:
- Has no set duration. The buff lasts until the charges are used up, Tree Throw is used, or until death.
- The cooldown of Tree Grab only starts upon losing the tree in any way. Does not go on cooldown upon cast. The mana is expended upon cast.
- Sets the caster's base attack range to 350, meaning if used by other heroes than Tiny, they may have their range reduced.
- Attack range bonuses are not overriden and still work normally.
- Only increases base damage and that given by the primary attribute of Tiny. Raw bonus damage is not increased.
- The bonus damage is not applied when attacking allied units.
- Checks Tiny's main attack damage periodically and adapts the attack damage bonus instantly.
- Cleave damage cannot be amplified with spell damage amplification and cannot spell lifesteal.
- Cleave damage is reduced by Damage Block.
- The area has a rectangular shape with a semi-circle at the side away from Tiny. Like cleave, the area always starts in front of the attacking unit.
- The rectangle has a length of 400 and a width of 400. The semi-circle has a radius of 200.
- This means the area damage can reach up to 600 range away from Tiny.
- Fully stacks with other sources of cleaves. Each source of cleave works completely independent.
- Applies the area damage upon attacking wards, or buildings, but not on allies and items. Wards and buildings are unaffected by the area damage.
- Despite the visual effect, cleave damage is applied instantly in the whole area.
Notes:
- Replaces Tree Grab until Tiny loses the tree.
- The tree travels at a speed of 900.
- When targeting a unit, the projectile homes in on the target. This way, the tree hits the target upon fully reaching it.
- When targeting the ground, the tree travels in a straight line up to 1300 range before it disappears.
- This way, the tree uses a 300 radius collision size. This means this way, the tree may hit the intended target earlier.
- Can hit units up to 1600 (travel distance + collision radius).
- The splash damage is centered around the first unit it hits, and not around where the tree was as it hit.
- Applies an instant attack on the targeted unit, or the first enemy it finds.
- This instant attack deals 25% bonus damage, like the attacks with Tree Grab do. It also applies splash damage around the target.
- The instant attack can proc attack modifier and on-hit effects on the primary target normally. Since the area damage is splash, no modifiers are applied here.
- Cleave effects are based on the target's position, damaging a trapezoid area the opposite direction where the tree came from.
- Although the tree may make it look like a ranged attack, the attack still counts as melee.
- This means all abilities which differentiate between ranged and melee, use their melee effects/values, not ranged.
- The performed instant-attack has True Strike, so it cannot miss. However, when the tree is avoided, no attack is performed.
- When targeting the ground, the tree provides 200 radius flying vision around itself while traveling.
- Does not provide vision when directly targeting a unit.
- When the tree hits a unit, no matter if ground or directly targeted, it grants the same vision at its location for 2 seconds.
Notes:
- Requires Aghanim's Scepter to be unlocked.
- Throws trees in 0.4-second intervals, starting immediately upon cast begin, resulting in up to 6 trees being thrown.
- Checks for trees in the same intervals. If no tree is found within the area, the channeling ends prematurely.
- The trees within the area are chosen randomly.
- Performs an instant attack on all enemies within the damage area.
- This instant attacks deal 0% bonus damage.
- The instant attack can proc attack modifier and on-hit effects on normally.
- Cleave effects are based on the target's position, damaging a trapezoid area the opposite direction where the tree came from.
- Although the trees may make it look like a ranged attacks, the attack still counts as melee.
- This means all abilities which differentiate between ranged and melee, use their melee effects/values, not ranged.
- The performed instant-attacks have True Strike, so they cannot miss.
Notes:
- Requires Aghanim's Shard to be unlocked.
- Procs only when a unit lands an attack (regular and instant attacks) on Tiny from within the radius. This means it cannot proc on missed attacks.
- Fully works against allied units, resulting in a deny if the damage kills the ally.
- Craggy Exterior uses pseudo-random distribution.
Passive
Self
Notes:
- Each level changes Tiny's appearance, making him bigger and making his voice deeper.
- The attack damage bonus is directly added to the main attack damage value, and therefore does not count as a raw attack damage bonus.
- This means it fully benefits from percentage-based attack damage bonuses.
- This also means that Tiny's illusion benefit from it as well.
Talents[edit]
Hero Talents | ||
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3 Toss Charges | 25 | -8s Avalanche Cooldown |
Toss Requires No Target | 20 | +18 Strength |
+80 Avalanche Damage | 15 | +5 Tree Grab Attack Charges |
+25 Damage | 10 | +15 Movement Speed |
- This attack damage talent is added as raw attack damage, so it does not benefit illusions, and is not affected by most percentage-based damage increasing or reducing effects.
- The strength talent effectively grants Tiny 360 health, 1.8 health regen, and 18 attack damage.
Recent Changes[edit]
- Reduced Toss Avalanche damage multiplier from 3 to 2.5.
- Reduced Tree Grab cooldown from 25/20/15/10 to 16/14/12/10.
- Increased Grow attack damage bonus from 25/50/75 to 30/70/110.
- Added Aghanim's Shard upgrade for Tiny:
- Grants Tiny the Craggy Exterior ability.
- Craggy Exterior
- Enemies that attack Tiny from within close range to him have a chance to get stunned and damaged.
- Proc chance: 20%
- Radius: 400
- Damage: 100
- Stun duration: 1
- Notes: Can only proc on attacks that land on Tiny, missed attacks do not proc it. Does not pierce spell immunity.
- Talents:
- Reduced base movement speed from 310 to 300.
- Increased base health regeneration from 0 to 1.
- Avalanche now uses a 1200 speed projectile, rather than having a fixed delay of 0.5 seconds.
- Increased Toss duration from 1.3 to 1.4.
- Tree Grab
- No longer slows movement speed by 30.
- Is now limited to 5 attacks, after which the tree is lost.
- Rescaled bonus attack damage against units from 10%/20%/30%/40% to 25% on each level.
- Increased bonus attack damage against buildings from 20%/50%/80%/110% to 90%/120%/150%/180%.
- Increased attack damage as area damage from 30%/40%/50%/60% to 40%/60%/80%/100%.
- Rescaled Grow attack damage bonus from 30/45/60 to 25/50/75.
- Talents:
Recommended items[edit]
Starting items:
- Tango keeps Tiny's health up in lane.
- Healing Salve restores health to Tiny.
- Iron Branch gives attributes, increasing health, mana, and damage.
- Enchanted Mango's passive health regeneration helps Tiny stay in lane longer; the burst mana also allows Tiny to use more abilities.
Early game:
- Magic Stick restores some health and mana so Tiny can sustain more damage in lane, or use his abilities in a pinch.
- Boots of Speed provides movement speed bonus so Tiny can get close to targets and use abilities on them.
- Bottle gives Tiny regeneration to stay in lane and mana to fuel his abilities by storing runes, which can heavily improve his performance if roaming or going mid.
- Bracer pads out Tiny's attributes, giving a cheap boost to both his damage for last-hitting and his mana pool for fighting.
Mid game:
- Magic Wand gives useful bonuses to Tiny's overall attributes and increases its charge storing capacity to restore health and mana.
- Power Treads gives attack speed and appropriate attributes. Switching to intelligence sustains Tiny's abilities usage, while switching to agility grants more attack speed to complement his high attack damage.
- Echo Sabre's double attack compensates for Tiny's low attack speed and synergizes well with his high attack damage, adding even more burst damage to his arsenal. It also grants much-needed mana regeneration and is a reasonably cheap pickup.
- Blink Dagger facilitates Avalanche and Toss combo, causing massive burst damage to one or more enemy heroes.
- Hyperstone can be a cheaper alternative to Echo Sabre allowing you to head for Moon Shard or Cuirass directly. Especially by delaying your first ultimate you may opt for a consistent attack frequency.
- Arcane Boots will provide enough mana to cast Toss and Avalanche multiple times without exceeding your mana pool. Alternative to Power Treads, catering to a gank-caster based gameplay.
Late game:
- Assault Cuirass gives attack speed to increase Tiny's damage output and armor to help Tiny tank physical attacks. The aura lowers buildings' and enemies' armors, complementing Tree Grab's and Grow's bonus attack damage.
- Daedalus helps Tiny inflict massive critical strike damage, thanks to his absurd attack damage from Tree Grab and Grow.
- Black King Bar gives strength and damage, as well as spell immunity to allow Tiny to move and attack enemies freely for several seconds, delivering consistent damage in team fights.
- Moon Shard grants Tiny massive attack speed increase to complement his powerful attack damage and Tree Grab's splash. Tiny may also choose to consume the shard to gain some attack speed bonus but clear an inventory slot for another late game item. Alternative to Cuirass.
Situational items:
- Soul Ring is an alternative to Bottle as a mana source, letting Tiny cast his expensive spells more easily for a minor health cost.
- Phase Boots grant attack damage and movement speed so Tiny can better approach opponent before having Blink Dagger, suiting an aggressive playstyle.
- Drum of Endurance gives attack speed, movement speed, and attributes for a low price.
- Mask of Madness gives a huge attack speed buff in addition to lifesteal for cheap, letting him smash teams apart with Tree Grab, and the armor loss is offset by Grow.
- Sange and Yasha grants movement speed, strength, and much needed agility, raising Tiny's attack speed to increase his damage output.
- Shadow Blade, an alternative or a complement to Blink Dagger, supplies attack speed and attack damage bonuses. The active Shadow Walk grants invisibility, speeds up Tiny's movement to get in position quicker, and applies burst physical damage when attack out of Shadow Walk.
- Heart of Tarrasque turns Tiny into a true tank, giving him lots of strength, health, and health regeneration.
- Aghanim's Scepter gives Tiny even more area-of-effect damage to soften enemies up or kill fragile foes outright, especially if he already has his damage items.
Gameplay[edit]
Roles: | Carry Nuker Pusher Initiator Durable Disabler |
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Complexity: | ★★☆ |
Playstyle: | A curious being of animated stone, Tiny roams the world in search of his origins. Seemingly mild-mannered, the Stone Giant is nonetheless a force to behold as he brings down an Avalanche of boulders. With a simple Toss, Tiny throws friends and foes alike across the battlefield, landing them on top of enemies and into the fray. In time and with experience, Tiny Grows larger and more powerful. Some have even claimed to witness the Stone Giant wielding a massive tree, bludgeoning at a fortress until only rubble remained. |
Audio[edit]
History[edit]
Equipment[edit]
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Trivia[edit]
- Tiny's quote "▶️ Tiny Smash!" is a reference to Hulk, a well-known superhero from the Marvel Universe.
- Tree Grab is still called Craggy Exterior after his old passive ability in the game files.