1. INTRODUCTION AND FOREWORD
2. THE HERO
3. THE SKILLS
4. SKILL BUILD
5. ITEM BUILD
6. COURIER AND WARDS
7. EARLY GAME STRATEGY
8. MID GAME STRATEGY
9. LATE GAME STRATEGY
10.GENERAL RUNE STRATEGY
11.ULTIMATE TIPS AND TECHNIQUES
12.RECOMMENDED FOR U
13.NEVERMORE TINY
14.THE REAL TRUTH
15.CREDITS & THANKS
1.INTRODUCTION & FOREWORD
Tiny , the Stone Giant is one of the best high damage hero u have ever seen. He is ta!!, Fat n rocky, still showing his innocence in his nature, making him one of the most favourite hero of all times. I saw that there r no good guides of Tiny - The Stone Giant so i made it just for u(DotA PlayerS) to see(guide) and watch(videos) whenever u play with tiny.
2. THE HERO
PLAYSTYLE
Tiny is one of the best competitive tanks out there. With the ability to mass stun a group of enemies easily, Tiny’s supporting and initiating capabilities are very high. Tiny is also very fun to use, because Toss makes you think creatively. You can toss anything anywhere, and there is no limitation to imagination.
Although his name seems fitting at first, over time Tiny the Stone Giant will grow both in size and strength. His immense strength allows him to grab the closest enemy and toss them through the air towards a target unit. Combining this with Tiny's Avalanche spell gives him incredible area of effect damage. However, Tiny is also extremely dangerous in one on one situations. With proper timing Tiny can Toss an enemy who is taking damage from Avalanche, and if the target lands back in the Avalanche they will take double damage. This is often enough to instantly kill more fragile heroes, although tougher heroes should be wary of engaging the Stone Giant as well. Tiny's Craggy Exterior can occasionally stun close range attackers, giving him time to escape or punish them with his crushing blows. If possible, it's best to keep this mobile mountain at arm's length.
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.
PROS(good qualities) / CONS(bad qualities)
PROS
* Fun 2 play
* Great tanker
* Greatest base damage mid n late game
* Team supporter and saver
* Hard to kill late game
CONS
* Low movement Speed
* Sad attack speed
* Melee hero
* Low intelligence early game
* Item dependent
* Low Armour
3. THE SKILLS Avalanche
* Ability Type: Active
* Targeting Type: Area
* Ability Hotkey: V
Bombards an area with rocks, stunning and damaging enemy land units.
Notes
• Damage type: magical
Toss
* Ability Type: Active
* Targeting Type: Unit
* Ability Hotkey: T
Tiny grabs the nearest unit, friend or foe, and launches it at a location. Upon landing, the unit deals damage in an area. It also receives an extra 20% of the area damage itself, or more as your size increases. Cannot toss Dragon Knight in Elder Form.
Notes
• Damage type: magical
• If a unit is hit by Avalanche and then Tossed, they can be hit a second time by Avalanche if they land back in its AoE before it ends.
• Tossed allies take 20% of the Toss damage, but are not hit by the area damage.
Tiny's body is made of solid granite, causing great pain to those who attack it. Whenever a unit within 300 range attacks Tiny, there is a chance that they will be stunned for 1.2 seconds.
Notes
• Damage type: magical
• Works on melee and ranged units within 300 range of Tiny.
• The stun and damage occur at the beginning of the attack.
Greatly increases Tiny's power and size, but does so at the cost of his attack speed. Increases Toss's damage, and slightly improves Tiny's movement speed.
Notes
• Does not increase the damage from Toss on allies.
• Each level increases Tiny's movement speed by 5.
4. SKILL BUILD
My one and only build !
Level 1 - Avalanche
Level 2 - Toss
Level 3 - Avalanche
Level 4 - Toss
Level 5 - Avalanche
Level 6 - Toss
Level 7 - Avalanche
Level 8 - Toss
Level 9 – Grow!
Level 10 – Attribute Bonus/ Craggy Exterior
Level 11 – Grow!
Level 12 - Attribute Bonus/ Craggy Exterior
Level 13 - Attribute Bonus/ Craggy Exterior
Level 14 - Attribute Bonus/ Craggy Exterior
Level 15 - Attribute Bonus
Level 16 – Grow!
Level 17 - Attribute Bonus/ Craggy Exterior
Level 18 - Attribute Bonus/ Craggy Exterior
Level 19 - Attribute Bonus/ Craggy Exterior
Level 20 - Attribute Bonus/ Craggy Exterior
Level 21 - 25 - Attribute Bonus
Generally Avalanche and Toss are to be maxed first because they are the key skills of Tiny. Almost everyone knows that, even in pubs.
Grow is learnt at level 9 because that is the period where Avalanche and Toss are maxed, and that is the perfect time to level grow. People usually get Grow at level 6, I don’t think that’s anywhere near bad. The reason why my build maxes the two skills first is that they give you more kills earlier.
Getting Craggy Exterior is situational. The factor you should give attention to is if the enemies have about 1-2 melee DPS heroes and the time when they get strong. If you think that they’re already strong in early mid, get it earlier. However, when there are no melee DPS heroes in the enemy team at all, don’t get Craggy Exterior other than your last few levels
5. ITEM BUILD
Most of the time u will be getting tangoes,,healing salve,clarity potion for filing the low mana starting game. Then circlets for ur survival.
Core Items
Get this to fill the slow tiny's movement speed making him able to chase or escape successfully.
/
They are no-brainers. You need them for better survival and better ganking/ chasing capabilities.
It is the stationary item of all gankers, and bottle is your main source of regeneration. It helps you cast more Avalanches/Tosses. Runes are also stepping stones to victory, and using them at the right time is a must.
It is a MUST for every tank/ initiator. Tiny has very strong but melee ranged AoE spells, and getting Blink Dagger makes it easier for you to get near them, without any problems at all. Dagger is also abusable in many ways. You can use it to chase, escape and almost every kind of abuse you can do.
Luxury/Extension Items
Turning BoS into BoT is a no-brainer. There should be no conflict between Power Treads and BoT simply because BoT owns Treads for Tiny. Tiny doesn’t attack fast. He needs to move fast, and BoT is just what makes Tiny faster.
It gives you three benefits which you NEED. First, it gives you armor, which you don’t have that much. It also gives you more tanking capabilities. Second, it gives you a great amount of mana so you can spam your spells more. Third, it gives you a skill which lets you and your team chase enemies, and also another conjunction after Blink+Ava-toss.
Every tank has HoT as an extension item. It gives you more hp and regeneration, plus a bit of damage. Both the hp and damage from HoT are welcome so generally you would also want to get Heart if you’re really farming good.
Quite optional because other than the armor, you get attack speed which is not your primary source of damage because you use your spells more than you attack. Cuirass is still worth a try to those who want Tank-DPS hybrids.
This item completely satisfies all tiny's mana hunger. The Hex ability from a maximum cast range of 800 makes a melee attacker like tiny an IMBA R*PING hero.
(Girls beware XD)
It is an IMBA item when combined with Assault Cuirass as if they r made for each other lol.
FURTHER ITEM DISCUSSION
Situational Items
It’s a great tanking item. Your armor is low, and the magic reduction serves as your deduction from a lot of spells. Get it if you want to, it’s worth getting in several games you may encounter.
It is a possible item for Tiny. It can block some harmful spells and you can block two spells within less than 20 seconds. The stats it gives are also beneficial.
Rejected Items
DPS Items
No. Tiny has bad attack speed with Grow and getting DPS + IAS Items would make me feel like you’re focusing more on Tiny’s DPS capabilities, which is the focus of most guides here in PD. Sorry never my type in my whole life.
6. COURIER AND WARDS
Its totally situational items for tiny as he have to farm and level up as fast as he can to do some kicker in the enemies ass. I suggest let ur allies do the warding
7. EARLY GAME STRATEGY
The best way to contribute at the start is by having a partner with you. Tiny has great supporting capabilities, and it should be given importance. Laning with a partner who can also stun is awesome. Tiny can control lanes peacefully. Once an enemy tries to harass you, get near them and let them get a dose of your Avalanche, plus whatever conjunction you would like to add.
Hide in the fog of war, and let your ally get close to the enemy/s. Once they are starting the fight, Fog-AT-Them, and start beating your enemies to death. If you and your partner succeeds in doing a combo, any of you should already get a kill.
8. MID GAME STRATEGY
U can fearlessly gank from level 9 where you have the confidence to kill your target. Giving your lane partner a solo lane, ganking in another lane is double beneficial, giving benefits to both you and your partner. Now like how you kill in your own lane, call your lane ally to charge the enemy and get them busy while you get near them and eventually get them killed.
Getting Ganked. You have two spells which can let you escape. Simply done, you can Avalanche the enemies ganking you out of the way. If they are chasing you already, go toss an enemy (If he is near you) to the enemy farther away, and let them cry out ‘wtf’ XD.
9. LATE GAME STRATEGY
You have 2 AoE damagers what do you expect? It’s easy to own a normal creep wave. The more the merrier right? In less than 3 seconds you can counter a push and also at the same time heap tons of gold from it. Farming with Tiny should be average because farming with Tiny is essential to get your tanking capabilities stronger and fast, because when your enemy carries outfarm you, they will own you like np.
Tiny is a possible pusher. How fast a hero farms is how fast he pushes. It just means that Tiny can push fast because he can farm fast. Always try to kill the enemy towers with the toss technique I said to you previously, and your on your way for massive gold.
There is a monotony in your job. All you do is Blink-AT-Them, initiate, tank, then if you survive, chase them with Blink. You may also have Shiva’s Guard. You have a path-reversal skill, a stun skill, and a possible slow skill. All are practically possible chasing skills, so use them how the hell you want to use them.
10. GENERAL RUNE STRATEGY
Runes are stepping stones in ganking, and Tiny should get runes to help him gank better. Every rune give it’s own benefit to any hero. Let’s list the runes. Everything except the regeneration rune needs strategy.
Rune TIPS
Illusion
You either A. Leave it to your current lane to make your enemies think that you’re still there while you’re ganking, B. Leave it somewhere in the forest to make it act like an Observer Ward for the rest of its duration or C. Tank the illusion while farming on a camp or two so you won’t receive much damage.
Haste Go gank asap because you can kill with no problem with max movespeed. Don’t go rambo though.
Invisibility Like Haste, go to an enemy, then appear with a dose of your AT.
Double Damage Go gank again, because your damage is superb they would most likely die in your AT + 2 hits.
11. ULTIMATE TIPS AND TECHNIQUES
What a GIANT does ? WATCH NOW ! !
NOTE : This is an example video
BASIC: Animation Cancelling You wouldn’t want to waste time after casting AT. You need to attack the enemy the exact time the enemy gets tossed so you can deliver at least 2 hits while the enemy is being tossed. All you have to to quickly right click on the tossed enemy once you click toss so there won’t be a delay.
BASIC: Chaining two Stuns
In a lane, chaining Avalanche with another stun is a very dangerous combo. Be sure to do this often to harass enemies massively.
The AT AT is Avalanche + Toss. You will be using this most of the time when ganking and killing. You can do this anytime and most of the time be sure you can kill the enemy so you can get more exp and gold. An ideal way is Avalanche, then heal with Bottle then already use Toss as a conjunction to AT them to death.
Channel-Crusher
You have two disables. Use them to cancel an enemy channeling spell so that they would have their spell useless, and you can then proceed to actually killing them.