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Tiny minimap icon.png Tiny is a carry with a large amount of health and attack damage. In the early game, he uses his Avalanche and Toss combo to deal burst damage in ganks. As he acquires more items, Tiny transitions into a full-fledged carry, capable of wiping entire teams and demolishing buildings with Tree Grab. With every level in Grow, he gains more damage and armor, although he does lose some attack speed. With a Blink Dagger icon.png Blink Dagger, Tiny also makes an effective initiator. However, Tiny is susceptible to disables, and can be shut down by intense harassment in the early game.
Pros Cons
  • High early game burst damage.
  • High late game splash damage.
  • High damage against buildings.
  • Decent at clearing stacks.
  • Gains even more damage and armor with his ultimate.
  • Low mana.
  • Needs a good early game.
  • Does not get any agility at all, which results in abysmal attack speed and armor.
  • Low attack speed without items.
  • Loses attack speed with every point Tiny puts into his ultimate.


Tiny only needs Blink Dagger icon.png Blink Dagger and levels in Avalanche and Toss to deal serious damage, earning kills for his team throughout the mid game. It may be worth it to delay leveling Grow until Avalanche and Toss are maxed out in order to maximize ability damage.


Instead of farming heroes, carry Tiny farms stacks of neutral creep camps, especially ancient ones, by using Tree Grab's splash damage. He should invest in items that grant attack speed to complement his huge attack damage, resulting in consistent damage output in team fights.

Ability Builds[edit]

Ganker Tiny
Tree Grab icon.pngAvalanche icon.pngToss icon.pngAvalanche icon.pngAvalanche icon.pngToss icon.pngAvalanche icon.pngToss icon.pngToss icon.pngTalent icon.pngGrow icon.pngGrow icon.pngTree Grab icon.pngTree Grab icon.pngTalent icon.pngTree Grab icon.pngUnknown icon.pngGrow icon.pngTalent icon.pngTalent icon.png
Carry Tiny
Tree Grab icon.pngAvalanche icon.pngToss icon.pngTree Grab icon.pngTree Grab icon.pngGrow icon.pngTree Grab icon.pngToss icon.pngToss icon.pngTalent icon.pngToss icon.pngGrow icon.pngAvalanche icon.pngAvalanche icon.pngTalent icon.pngAvalanche icon.pngUnknown icon.pngGrow icon.pngTalent icon.pngTalent icon.png


Hero Talents
3 Toss Charges25-8s Avalanche Cooldown
Toss Requires No Target20+18 Strength attribute symbol.png Strength
+80 Avalanche Damage15+5 Tree Grab Attack Charges
+25 Damage10+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.

Tips & Tactics[edit]


  • Tiny has high base attack damage, which makes last hitting a breeze.
  • Tiny suffers from low mana. In the early game, one ability or ability combo will often use up all his mana.
  • Tiny has poor lane presence and should be supported by another hero if necessary.
  • Tiny has great strength gain, but poor intelligence and no agility gain.
  • Despite his appearance, Tiny's absence of armor in the early game make him vulnerable to physical attacks.
  • While Tiny has the potential to be a relentless force in the late game, his scaling process is delicate. Good players must know how to farm well in the early game to keep pace with other carries.
    • A poorly farmed Tiny will become a burden to his team in the mid and late game.
  • To clear creep waves, Toss enemy ranged creep into enemy melee creeps and finish with Tree Grab attacks or Tree Throw.



  • Tossed units take triple damage from Avalanche, bursting most heroes in the early to mid game.
    • To perform the combo, get close to the enemy, use Avalanche then Toss right after.
    • Since the duration of Toss lasts longer than that of Avalanche, if Tiny wants to take advantage of triple damage Avalanche, he can take the talent that grants Toss charges.
    • In the late game though, space out Avalanche and Toss to maximize disabling duration since Tiny relies more on attacks to deal damage at that point.
  • When ganking, use Avalanche to stun enemies so Tiny can walk up to them and Toss them to his allies.
  • Avalanche has a 600 cast range, and its radius is slightly larger than its visual effect.
  • Use Blink Dagger icon.png Blink Dagger then Avalanche to initiate onto groups of enemies.
  • Even though Avalanche has no cast point, it still takes some time to actually damage and stun enemies.


  • Toss must target an enemy/allied unit, meaning that Tiny cannot simply Toss units anywhere on the map.
    • If Toss targets the enemy that is going to be Tossed, that enemy will be thrown straight up in the air, and come back down on the same spot.
  • Toss cannot target buildings, but will damage them if the Tossed unit hits the building within its AoE radius.
    • To do so, target Toss on an enemy unit next to the building.
  • Use Toss as an initiation tool by throwing a hero like Earthshaker minimap icon.png Earthshaker or Tidehunter minimap icon.png Tidehunter into a group of enemies.
  • When chasing a fleeing enemy, Toss an ally with a disable, buying Tiny enough time to catch up.
  • Use Toss defensively to throw enemies away from Tiny.
  • Use Toss offensively to throw enemies into Tiny's teammates.
  • Tiny will Toss the unit closest to him. He cannot directly choose which target to Toss.
    • Be careful not to Toss an ally to their death.
  • Toss interrupts channeled abilities.
  • Toss will remove the Cold Feet debuff when used on enemies, even when the target is tossed straight up.
  • Tiny may choose to use Toss after the full duration of Avalanche's stun if he wants to prioritize disabling over damaging, buying time for allies to follow.

Tree Grab[edit]

  • Tree hit charges last until used, so the ability does not need to be conserved while travelling to a fight.
  • Use Tree Grab in the laning stage for bonus damage to last hit.
    • Area damage from Tree Grab also serves as harassment against enemy heroes.
  • Denying a friendly creep does not splash.
  • See here for more detailed mechanics of Tree Grab.
  • Tree Throw deals more splash damage than Tree Grab attacks, allowing Tiny to clear creeps faster.
  • Tree Throw gives vision along its path, revealing enemies hiding in trees.
  • Tree Throw can kill courier in one shot.


  • Grow buffs Tiny's attack damage, at the cost of degraded attack speed.
    • His slow attack speed can be further exploited by enemies with abilities that slow attack speed.
  • Grow grants Tiny a large increase in armor to resist enemy attacks, allowing him to be more aggressive in fights.


Starting items:

  • Tango icon.png Tango keeps Tiny's health up in lane.
  • Healing Salve icon.png Healing Salve restores health to Tiny.
  • Iron Branch icon.png Iron Branch gives attributes, increasing health, mana, and damage.
  • Enchanted Mango icon.png 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 icon.png 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 icon.png Boots of Speed provides movement speed bonus so Tiny can get close to targets and use abilities on them.
  • Bottle (Full) icon.png 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 icon.png 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 icon.png Magic Wand gives useful bonuses to Tiny's overall attributes and increases its charge storing capacity to restore health and mana.
  • Power Treads icon.png 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 icon.png 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 icon.png Blink Dagger facilitates Avalanche and Toss combo, causing massive burst damage to one or more enemy heroes.
  • Hyperstone icon.png 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 icon.png 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 icon.png 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 icon.png Daedalus helps Tiny inflict massive critical strike damage, thanks to his absurd attack damage from Tree Grab and Grow.
  • Black King Bar icon.png 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 icon.png 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 icon.png 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 icon.png 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 icon.png Drum of Endurance gives attack speed, movement speed, and attributes for a low price.
  • Mask of Madness icon.png 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 icon.png Sange and Yasha grants movement speed, strength, and much needed agility, raising Tiny's attack speed to increase his damage output.
  • Shadow Blade icon.png 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 icon.png Heart of Tarrasque turns Tiny into a true tank, giving him lots of strength, health, and health regeneration.
  • Aghanim's Scepter icon.png 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.