|Ability Name||Ability Description||Details|
|Avalanche||Bombards an area with rocks, stunning and damaging enemy land units.||Range: 600
Radius: 275 Stun Duration: 1 Damage: 100/180/260/300
|Toss||Grabs a random unit in a 250 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. *Note. If Tiny uses Avalanche then throws the hero that got hit by Avalanche, and the hero lands on the Avalanche before it ends, it will take the toss damage plus Avalanche damage twice, making Tiny's combos incredibly powerful.||Range: 700/900/1100/1300
Pickup Radius: 250
Target Radius: 275
Toss Duration: 1
Tossed Unit Extra Damage: 20%
Tossed Unit Extra Damage with Grow!: 35%/50%/65% (50%/65%/80%*)
|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.||Stun Duration: 1.2
Armor Bonus: 2/3/4/5 Stun Chance: 6%/12%/18%/24%
|Grow||Tiny gains craggy mass that increases his power at the cost of his attack speed. Increases Tossed unit damage and improves movement speed.
Aghanims: Allows Tiny to equip a tree, which increases his attack range to 235. His attacks also gain 50% cleave in a 400 radius, and deal 75% bonus damage to buildings.
|Damage Bonus: 50/100/150
Attack Speed Reduction: 20%/35%/50%
Movement Speed Increase: 20/40/60
|Ability Name||Ability Description|
|Tiny tears up the ground, bombarding an area with rocks. Enemies in an AoE are stunned and damaged. An enemy tossed during Avalanche take another round of damage and stun.|
|Tiny tosses the unit nearest to him towards a target area. Enemies in the area of impact are damaged. If the tossed unit is an enemy, they will take 20% of the total damage dealt.|
|Enemies that attack Tiny at melee range have a chance to be damaged and stunned from the recoil of hitting the stone skin. Tiny also gains bonus armour passively.|
|Tiny grows in size, heavily increasing damage but slowing attack speed. Also adds 20 move speed per level and slightly increased damage from toss. If Aghanim's
Scepter is used, Tiny also has the ability to pick up a tree, which increases his damage and attack range, as well as dealing bonus damage to structures.|}
Looming from the rocky crags of Ashenra, the stone giants are born from the mountain itself. Tiny, a newly born giant, although small in size, has the strength of a hill. With his supreme strength, he is able to launch anything into the air, including huge amounts of soil to cause avalanches around his enemies. Because of his craggy exterior, enemies have a hard time attacking him. Over time, Tiny's body will grow bigger as the magnetic forces deep inside his granite heart pull rocks and soil to his rugged stone form.
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 is a strength hero with amazing potential. At first, Tiny is quite squishy, not having much health; he also has a pitiful mana pool (Blink Dagger is amazing on Tiny now, because it no longer uses mana). So, you've reached level 6. You should have a bracer, boots of speed (Which, depending on if somebody else has already bought Arcane Boots, you should build into Tranquil Boots later on), and maybe a bottle (Only if playing mid, especially against mana-burning heroes such as Anti-Mage, or Nyx). You should have helped your team get 1 or 2 kills, or maybe even have gotten them yourself. Now, you upgrade your ultimate. Last hits become a bit harder here, due to the attack speed loss from Grow, but you move faster and gain a damage boost of 50, which scaled up to 150 later on. Also, you grow bigger. You shed your little tiny hill skin and grow into a larger hill. Later on you'll go from your large hill into a small mountain, and then a rocky behemoth. Your mana pool should be enough to sustain a combo or 2 without any more mana gain. Using avalanche followed by toss should mostly finish off a hero. You should have a hyperstone by now, to offset your attack speed loss; build that later into Assault Cuirass to reduce the enemies' armour, and then aim for an Aghanim's Scepter. Now, the Scepter is a very environmentally friendly item, causing Tiny to brandish a tree to smash the other team (The tree does cleave damage and extra damage to buildings, and the Scepter also adds extra percentage of damage to toss. With Aghanim's, a successful combo can do over 1000 damage, and then you can finish them off while they're stunned). His Avalanche is a good stun to initiate, and then toss will usually finish off any escaping heroes in a mid to late-game teamfight. Utilizing Blink Dagger effectively isn't too hard, you simply teleport in front of them and smash them to bits. Tiny's pure mountain-like badassness just makes him an incredibly fun character to play.