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(→‎{{A|Avalanche|Tiny|40px}}: similar issue with double -> triple damage)
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== Gameplay ==
 
== Gameplay ==
 
{{hero intro
 
{{hero intro
| intro = {{H|Tiny}} is a carry with a large amount of health and status resistance. In the early game, he uses his {{A|Avalanche|Tiny}} and {{A|Toss|Tiny}} combo to deal burst damage in ganks. As he acquires more items, Tiny transitions into a full-fledged carry, capable of wiping entire teams with his tree, and demolishing buildings in little time. With a {{I|Blink Dagger}}, Tiny also makes an effective initiator. However, Tiny is susceptible to [[disable]]s, and can be shut down by intense harassment in the early game.
+
| intro = {{H|Tiny}} is a carry with a large amount of health and attack damage. In the early game, he uses his {{A|Avalanche|Tiny}} and {{A|Toss|Tiny}} 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 {{A|Tree Grab|Tiny}}. With every level in {{A|Grow|Tiny}}, he gains more damage and armor, although he does lose some attack speed. With a {{I|Blink Dagger}}, Tiny also makes an effective initiator. However, Tiny is susceptible to [[disable]]s, and can be shut down by intense harassment in the early game.
 
| pros =
 
| pros =
 
* High early game burst damage.
 
* High early game burst damage.
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* High damage against [[buildings]].
 
* High damage against [[buildings]].
 
* Decent at clearing stacks.
 
* Decent at clearing stacks.
  +
* Gains even more damage and armor with his ultimate.
 
| cons =
 
| cons =
 
* Low mana.
 
* Low mana.
 
* Needs a good early game.
 
* Needs a good early game.
* No agility meaning bad attack speed and no armor.
+
* Does not get any agility at all, which results in abysmal attack speed and armor.
 
* Low attack speed without items.
 
* Low attack speed without items.
  +
* Loses attack speed with every point Tiny puts into his ultimate.
 
}}
 
}}
   
 
=== Ganker ===
 
=== Ganker ===
Tiny only needs {{I|Blink Dagger}} and levels in Avalanche and Toss to deal serious damage, earning kills for his team throughout the mid game.
+
Tiny only needs {{I|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.
   
 
=== Carry ===
 
=== Carry ===
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| lvl4 = Avalanche
 
| lvl4 = Avalanche
 
| lvl5 = Avalanche
 
| lvl5 = Avalanche
| lvl6 = Grow
+
| lvl6 = Toss
 
| lvl7 = Avalanche
 
| lvl7 = Avalanche
 
| lvl8 = Toss
 
| lvl8 = Toss
 
| lvl9 = Toss
 
| lvl9 = Toss
 
| lvl10 = Talent
 
| lvl10 = Talent
| lvl11 = Toss
+
| lvl11 = Grow
 
| lvl12 = Grow
 
| lvl12 = Grow
 
| lvl13 = Tree Grab
 
| lvl13 = Tree Grab
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* Tossed units take triple damage from Avalanche, bursting most heroes in the early to mid game.
 
* 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.
 
** 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.
** This combo also works if you reverse the order by first using Toss and then Avalanche, but becomes difficult to perform. Avalanche has a 0.5 second delay for before the stun and damage begins, with damage intervals of 0.25 seconds, which means you have 0.5 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 0.5 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.
 
 
** 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.
 
** 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.
 
* Avalanche has a 600 cast range, and its radius is slightly larger than its visual effect.
 
* Use {{I|Blink Dagger}} then Avalanche to initiate onto groups of enemies.
 
* Use {{I|Blink Dagger}} then Avalanche to initiate onto groups of enemies.
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* Toss must target an enemy/allied unit, meaning that Tiny cannot simply Toss units anywhere on the map.
 
* 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.
 
** 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 [[building]]s, but will damage them if the Tossed unit hits the building within its AoE radius.
+
* 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.
 
** To do so, target Toss on an enemy unit next to the building.
 
* Use Toss as an initiation tool by throwing a hero like {{H|Earthshaker}} or {{H|Tidehunter}} into a group of enemies.
 
* Use Toss as an initiation tool by throwing a hero like {{H|Earthshaker}} or {{H|Tidehunter}} into a group of enemies.
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* Use Tree Grab in the laning stage for bonus damage to last hit.
 
* 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.
 
** Area damage from Tree Grab also serves as harassment against enemy heroes.
* Denying a friendly creep will deal area damage, harassing the enemies at the same time in the laning stage.
+
* Denying a friendly creep does not splash.
  +
* Conserve Tree Grab charges to deal bonus damage against buildings.
 
** Try to clear creeps with regular attacks or Toss if planning to push soon.
 
 
* [[Cleave#Tree_Grab|See here]] for more detailed mechanics of Tree Grab.
 
* [[Cleave#Tree_Grab|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 deals more [[splash]] damage than Tree Grab attacks, allowing Tiny to clear creeps faster.
  +
* Choose to use Tree Throw on the last charge of Tree Grab to increase damage output because Tiny has slow attack speed without items.
 
 
* Tree Throw gives vision along its path, revealing enemies hiding in trees.
 
* Tree Throw gives vision along its path, revealing enemies hiding in trees.
 
* Tree Throw can kill [[courier]] in one shot.
 
* Tree Throw can kill [[courier]] in one shot.
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* Grow buffs Tiny's attack damage, at the cost of degraded [[attack speed]].
 
* 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.
 
** His slow attack speed can be further exploited by enemies with abilities that slow attack speed.
* Grow grants Tiny a large increase in [[status resistance]], allowing him to be more aggressive in fights or punish a team for using disables on him.
+
* Grow grants Tiny a large increase in [[armor]] to resist enemy attacks, allowing him to be more aggressive in fights.
   
 
== Items ==
 
== Items ==
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* {{I|Tango|30px}} keeps Tiny's health up in lane.
 
* {{I|Tango|30px}} keeps Tiny's health up in lane.
 
* {{I|Healing Salve|30px}} restores health to Tiny.
 
* {{I|Healing Salve|30px}} restores health to Tiny.
* {{I|Stout Shield|30px}} blocks physical attacks received in the laning stage, making up for Tiny's lack of armor.
 
 
* {{I|Iron Branch|30px}} gives attributes, increasing health, mana, and damage.
 
* {{I|Iron Branch|30px}} gives attributes, increasing health, mana, and damage.
 
* {{I|Enchanted Mango|30px}}'s passive health regeneration helps Tiny stay in lane longer; the burst mana also allows Tiny to use more abilities.
 
* {{I|Enchanted Mango|30px}}'s passive health regeneration helps Tiny stay in lane longer; the burst mana also allows Tiny to use more abilities.
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'''Early game:'''
 
'''Early game:'''
 
* {{I|Magic Stick|30px}} restores some health and mana so Tiny can sustain more damage in lane, or use his abilities in a pinch.
 
* {{I|Magic Stick|30px}} restores some health and mana so Tiny can sustain more damage in lane, or use his abilities in a pinch.
* {{I|Boots of Speed|30px}} provides movement speed bonus so Tiny can get close to targets and use abilitites on them.
+
* {{I|Boots of Speed|30px}} provides movement speed bonus so Tiny can get close to targets and use abilities on them.
  +
* {{I|Bottle|30px}} 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.
  +
* {{I|Bracer|30px}} pads out Tiny's attributes, giving a cheap boost to both his damage for last-hitting and his mana pool for fighting.
   
 
'''Mid game:'''
 
'''Mid game:'''
 
* {{I|Magic Wand|30px}} gives useful bonuses to Tiny's overall attributes and increases its charge storing capacity to restore health and mana.
 
* {{I|Magic Wand|30px}} gives useful bonuses to Tiny's overall attributes and increases its charge storing capacity to restore health and mana.
* {{I|Power Treads|30px}} gives attack damage 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.
+
* {{I|Power Treads|30px}} 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.
 
* {{I|Echo Sabre|30px}}'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.
 
* {{I|Echo Sabre|30px}}'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.
 
* {{I|Blink Dagger|30px}} facilitates Avalanche and Toss combo, causing massive burst damage to one or more enemy heroes.
 
* {{I|Blink Dagger|30px}} facilitates Avalanche and Toss combo, causing massive burst damage to one or more enemy heroes.
  +
* {{I|Hyperstone|30px}} 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.
  +
* {{I|Arcane Boots|30px}} 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:'''
 
'''Late game:'''
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* {{I|Daedalus|30px}} helps Tiny inflict massive critical strike damage, thanks to his absurd attack damage from Tree Grab and Grow.
 
* {{I|Daedalus|30px}} helps Tiny inflict massive critical strike damage, thanks to his absurd attack damage from Tree Grab and Grow.
 
* {{I|Black King Bar|30px}} 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.
 
* {{I|Black King Bar|30px}} 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.
  +
* {{I|Moon Shard|30px}} 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:'''
 
'''Situational items:'''
  +
* {{I|Soul Ring|30px}} is an alternative to Bottle as a mana source, letting Tiny cast his expensive spells more easily for a minor health cost.
* {{I|Phase Boots|30px}} grant attack speed and movement speed so Tiny can better approach opponent before having Blink Dagger, suiting an aggressive playstyle.
 
* {{I|Drum of Endurance|30px}} gives attack speed, movement speed, mana, attributes, and damage for a low price.
+
* {{I|Phase Boots|30px}} grant attack damage and movement speed so Tiny can better approach opponent before having Blink Dagger, suiting an aggressive playstyle.
* {{I|Mask of Madness|30px}} gives a huge attack speed and movement speed buff in addition to lifesteal for cheap, but might backfire as it silences and reduces Tiny's already pitiful armor.
+
* {{I|Drum of Endurance|30px}} gives attack speed, movement speed, and attributes for a low price.
  +
* {{I|Mask of Madness|30px}} 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.
 
* {{I|Sange and Yasha|30px}} grants movement speed, strength, and much needed agility, raising Tiny's attack speed to increase his damage output.
 
* {{I|Sange and Yasha|30px}} grants movement speed, strength, and much needed agility, raising Tiny's attack speed to increase his damage output.
 
* {{I|Shadow Blade|30px}}, 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.
 
* {{I|Shadow Blade|30px}}, 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.
 
* {{I|Heart of Tarrasque|30px}} turns Tiny into a true tank, giving him lots of strength, health, and health regeneration.
 
* {{I|Heart of Tarrasque|30px}} turns Tiny into a true tank, giving him lots of strength, health, and health regeneration.
* {{I|Moon Shard|30px}} 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.<section end=items />
+
* {{I|Aghanim's Scepter|30px}} 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.<section end=items />
   
 
[[Category:Guides]]
 
[[Category:Guides]]
   
  +
[[pt:Tiny/Guia]]
 
[[ru:Tiny/Руководство]]
 
[[ru:Tiny/Руководство]]
 
[[zh:小小/攻略]]
 
[[zh:小小/攻略]]

Revision as of 04:12, 18 May 2020

Gameplay

Playstyle
Tiny minimap icon Tiny is a carry with a large amount of health and attack damage. In the early game, he uses his Avalanche icon Avalanche and Toss icon 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 icon Tree Grab. With every level in Grow icon Grow, he gains more damage and armor, although he does lose some attack speed. With a Blink Dagger icon 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.

Ganker

Tiny only needs Blink Dagger icon 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.

Carry

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

Ganker Tiny
1234567891011121314151617182025
Tree Grab iconAvalanche iconToss iconAvalanche iconAvalanche iconToss iconAvalanche iconToss iconToss iconTalent iconGrow iconGrow iconTree Grab iconTree Grab iconTalent iconTree Grab iconUnknown iconGrow iconTalent iconTalent icon
Carry Tiny
1234567891011121314151617182025
Tree Grab iconAvalanche iconToss iconTree Grab iconTree Grab iconGrow iconTree Grab iconToss iconToss iconTalent iconToss iconGrow iconAvalanche iconAvalanche iconTalent iconAvalanche iconUnknown iconGrow iconTalent iconTalent icon

Talents

Hero Talents
2 Toss icon Toss Charges25-8s Avalanche icon Avalanche Cooldown
Toss icon Toss Requires No Target20+40% Grow icon Grow Bonus Damage With Tree Grab icon Tree
+80 Avalanche icon Avalanche Damage15+10% Status Resistance
+10 Strength attribute symbol Strength10+20 Movement Speed
Notes:

Tips & Tactics

General

  • 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.

Abilities

Avalanche icon Avalanche

  • 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 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 icon Toss

  • 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 Earthshaker or Tidehunter minimap icon 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 icon 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 icon Tree Grab

  • 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 icon Grow

  • 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.

Items

Starting items:

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