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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.
Tiny: Melee - Disabler - Nuker - Initiator - Durable
Avalanche: Bombards an area with rocks, stunning and damaging enemy land units.
Toss: Grabs a random unit in a 275 radius around Tiny, friend or enemy, and launches it at the target unit to deal damage where they land. If the tossed unit is an enemy, it will take an extra 20% damage. Toss does more damage as Tiny's size increases.
Craggy Exterior: Causes damage to bounce back on Tiny's attackers. Enemies that attack Tiny from within 300 units have a chance of being stunned for 1.2 seconds.
Grow: Tiny gains craggy mass that increases his power at the cost of his attack speed. Increases Tossed unit damage and improves movement speed. Upgradable by Aghanim's Scepter.
Pros:
Deals a ridiculous amount of burst damage.
Has potential to kill everyone if given the right farm/level
With Blink Dagger/Force Staff your enemies will be hesitant when they fight you,mainly including Intelligence hero's.
Is kinda like a assassin hero that can quickly kill someone if you use you moves right.
Cons:
Any hero that can silence Tiny is a pain to kill.
Tinys small mana pool is horrible against heros that can deplete it such as Anti-mage.
without proper item buld, can't scale into late game.
worst auto-attack speed (possibly slowest)
OK first of all when combining Tinys skills you use Avalanche and then Toss. Not the other way around. By doing this (by using Avalanche/Then Toss the enemy where you used Avalanche) it does double damage to that person. I'm saying this to people who don't know how to use Tinys ability's properly.
Note: most people combo even though you're not doing enough damage to kill him/her. If you have a member of your team with you, just take your time to kill them. You have the option to stunning and then waiting to toss when the stun wears off, even tossing your enemy's to your allies can have a more definite kill.
Toss can also initiate a battle or it can catch retreating enemies. It also has INSANE range.
Power Treads: good attack speeds and stats. You could also possibly give more damage with it if proper grow(ultimate).
Arcane Boots: excellent for Tinys small mana pool.
Phase Boots: these boots help with positioning and its a key role since hes a ganking hero.
Though these boots are up to what build YOU want. Either type of boots can help. But it all depends on your position and weather you want to gank/attack/have mana.
Euls scepter fixes your problems with mana, and also make people fly for a long time in the air. Also, with a dagger, you can fly by yourself and then jump away from the enemies without a mistake on it. It also makes you walk faster.
Ghost Scepter is a cool item for more rocking. Sometimes, people will try to bash you in your head physically, and your Craggy Exterior isn't enough. So Ghost Scepter can have its usefulness.
Ethereal Blade is an obvious upgrade for Ghost Scepter. Too bad it works only on one target. But it does do a lot of damage.
BKB works well against ranged hero's who will try to stop your rhythm from distance, although with a Blademail you will make them feel their own pain. Take it if you need to slap people more than beating them with rocks.
Heart makes you a kinder golem, and also greatly increases your HP. Good after taking another luxury.
Mjollnir and Satanic can't be used together, and are taken in case you need to slap people in the face.
Orchid Malevolence is a good item, and the staff is awesome for you. It gives you godlike mana regen, and also makes your hands faster - don't ask me why.
Sange&Yasha, the twin blades, makes you swifter and stronger in every sense. not useful when you just go straight for it. Can be used with Mjolnir, so it's a really good choice in case you can't live only out of pure rocks.
Rush to Blink Dagger.
Mainly you can't really do anything without Blink. Sure you can take on a few people but Blink is extremely helpful for Tiny so make sure to get that item!
Use runes!
Haste rune for you is even stronger than Double Damage, since it makes you position perfectly against your opponents.
You have a very high base damage, so Double Damage is excellent for you.
Regeneration works very well for a ganker and tower diver like you.
Invisibility works like Haste, except you can only position yourself once.
Illusion is the worst rune for you, though it still is great for baiting and mind gaming. Or simply as a cover.
120 is the magic number, 240 is the super-magic!
Pick Tiny when:
- Enemy heroes consist of squishy and/or melee heroes mostly.
- Your team requires a good ganker and burst damage dealer.
- Your team benefits somehow from Toss.
- Your team has AoE disables or long-lasting disables.
Do NOT pick Tiny when:
- There is a Silencer on the enemy team.
- Enemy heroes are most likely to rush a BKB.
- Your team can't follow your initiation up.
- Your team doesn't benefit well from avalanche or toss.
- Your team being stupid isn't a reason for not picking Tiny, just be sure their brain isn't as big as a nut. But I guess having a rock as a brain isn't half bad.
Start with enough to have at least 4 extra intelligence, whether it's a circlet and two branches, four branches, a mantle and a branch, etc. They will give you enough mana to avalanche-toss right at level 2. Then add any combination of tangoes, salves or clarities and go to the lane. Buy courier when nobody else does it, you will need it. Buying wards isn't a good idea right on the beginning, let someone else do it, because you need those consumables and stat items.
Where should I Lane?
Any lane goes well with tiny. You can solo mid lane, which is shorter than side lanes, or dual or even trilane on one of the sides. When dual laning or tri laning, be sure to have someone with a good disable, such as Lion,Kunkka, etc...
During lane, the only thing you will do is to last-hit. Should your ally initiate a fight, throw your avalanche and, if possible, toss your enemy. Try to stay away from harassment as much as possible.
Buy boots and bottle as soon as possible. Once you're level 5 or 6, you can harass your opponents with avalanche and toss, just be sure to have enough regen for your mana, such as clarities or bottle.
If you are solo mid, stay away and deny as much as possible, to keep your lane on your side. It's not uncommon for the enemy solo be really weak, so harass with avalanche from level 5 to give you some advantage over him. Rune-***** as much as possible, and if you get a good rune, such as haste, don't hesitate to gank a side lane - just be sure to do your combo and that allies will follow you.
Though the Skill Build and Items are basically the most basic items you can get for Tiny, I mainly made this guide because there weren't enough Tiny guides that had enough Information to it. *I may be wrong*
Also I did add some items that might help Tiny *look at early extensions up at item build*
and I made a Anti-melee build. I hope this guide is helpful to you guys, and I hope that it doesn't make your team lose.
If you have any thoughts that can make this build better please tell me. Have fun playing as Tiny and good luck!
But I'll be adding more information to this guide, so its not done yet!
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