Bio
Tiny | |
Play "My enemies break upon me like surf upon the stone." | |
Role: | Carry / Nuker / Pusher / Initiator / Durable / Disabler |
Lore Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Tiny Coming to life as a chunk of stone, : | 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. |
Voice: | Eric Newsome ( Responses Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs v • d • e Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage ) |
General Strategy
Growing to tremendous size and strength as the battle progresses, Tiny`s power can quickly become terrifying. He tosses heroes and creeps at his enemies, or stuns them beneath an avalanche. Should he gather his full strength, he can demolish the enemy`s base with ease.
Abilities
Target Area
Enemies
Magical
Notes:
- Deals 25/45/65/75 ( 75/95/115/125) damage in 0.25 second intervals, starting 0.5 seconds after cast, resulting in 4 instances.
- If a unit is affected by Toss, it takes double damage from Avalanche, which is 50/90/130/150 ( 150/190/230/250) per instance.
- No matter how close or far Avalanche gets targeted, the targeted area is always hit 0.5 seconds after cast.
- The stun Stun is a status effect that prevents active actions like moving, turning, using spells or items, but does not prevent passive abilities, such as evasion and Damage Block. Stuns also interrupt spell casts, channeling spells and damage are applied together. Be that as it may, the stun does not hit units which are already stunned by Avalanche.
- This means, if a unit is hit by the first instance, it does not get stunned by the remaining 3 unless the stun gets dispelled before.
- No matter which instance hits a unit, the stun always lasts 1 second.
Target Unit
Enemies / Allies
Magical
Can toss, but not directly target spell immune enemies. Attempts to damage tossed spell immune enemies. Does not attempt to damage spell immune enemies within the area.
Notes:
- The tossed unit travels at a speed based on the distance between it and the target, capped at 2308.
- The speed does not instantly adapt if the distance changes, but rather accelerates or decelerates at a slow rate.
- The tossed unit can be avoided by blinking or moving rapidly, but cannot technically be disjointed Shadow Fiend using a Blink Dagger to dodge Phantom Assassin s Stifling Dagger Disjointing is the act of dodging projectiles, or rather, to cause a projectile to fully lose track of its target. A disjoint is .
- This means the tossed unit can fly up to 3000 range away when the target teleports Teleportation is a form of movement in Dota that instantly moves a target from one point to another. The most common teleports are Blink Dagger s Blink and Town Portal Scroll s Teleport. Teleports can be distinguishing far enough away.
- If the tossed unit dies in mid-air, it still deals the area damage upon landing.
- Forcefully moves Forced Movement is a status effect that changes a unit s position. This movement is completely unrelated to the unit s movement speed and works on them while disabled. Most spells with forced movement prevent the affected the unit, disabling Disables (also called crowd control, or CC) refer to any abilities or status effects that prevent, impede, or otherwise inhibit a Hero from acting. Disables come in many different varieties, and most Heroes have access it and canceling channeling Warlock channeling Upheaval Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another spells and other position changing effects.
- Buildings Buildings are special units that are immune to most spells, use structure armor, and are immobile. Destroying a building rewards you with a bounty, similar to most creeps or heroes. Destroying towers rewards the entire cannot be targeted, but take 33.33% damage (25/50/75/100) from a tossed unit landing near them.
- The 20% extra damage, and the further increased values from Grow are only applied to the tossed enemy unit.
- Other enemy units (including buildings) within the radius only take the basic damage.
- Tossed allies take no damage.
- Can toss any unit, except ancient creeps Neutral creeps are a type of creep not controlled by any player. They are aligned to neither of the teams, and offer an alternative source of gold and experience. Neutral creeps appear in small camps (which includes Primal Split spirits, Warlock`s Golem Warlock s Golem Ancient Creep-Hero Level 1 Duration 60 Health 1000/1500/2000 ( 750/1125/1500) Health regeneration 25/50/75 Armor 6/9/12 ( 21/24/27) Magic resistance 33% Attack damage 75/100/125 ( 56/75/94) Acquisition range 500 Attack range 225 Base attack , Familiar Familiar Ancient Creep-Hero Level 2 Duration Permanent Health 400/550/700 Health regeneration 0 Armor 0/1/2 Magic resistance 35% Attack damage 10 Acquisition range 250 Attack range 160 Base attack time 0.4 Attack animation 0.33+0.2 Projectile speed s, Roshan, Astral Spirit and couriers) and wards.
- Invisible enemy units cannot be tossed, but still take damage from a unit being tossed onto or near them.
- Units in the Fog of War can be tossed if they are within a 275 radius of Tiny, but cannot be selected as a target.
- While in the air, other units may pass below the tossed unit.
- The tossed unit takes 20% more damage (before reductions) from Toss. Grow increases this to 35%/50%/65% ( 50%/65%/80%).
- Can directly target and toss towards runes, but cannot toss runes.
- The buff or debuff of Toss is hidden, means it is not visible in the HUD.
Passive
Enemies / Allies
Magical
Notes:
- Can only proc against melee units. Ranged units are not affected.
- Procs only when a unit lands an attack on Tiny from any distance. This means it cannot proc on missed attacks.
- Also procs on instant attacks done by melee heroes ( Stifling Dagger, Boundless Strike and Moment of Courage).
- Can proc against other instant attack spells as well, if used by melee heroes.
- Fully works against allied units, resulting in a deny if the damage kills the ally.
- Craggy Exterior uses pseudo-random distribution.
- Grow increases Craggy Exterior`s proc chance by 6%/8%/10%, resulting in a proc chance of 31%/33%/35%.
Passive
Physical
Notes:
- Each level changes Tiny`s appearance, making him bigger and making his voice deeper.
- Aghanim`s Scepter Item Upgraded Abilities Old Abilities Lore Changelogs Aghanim s Scepter The scepter of a wizard with demigod-like powers. Cost4200 Bought FromCaster Passive Ultimate Upgrade Bonus +10 Strength+10 Agility+10 Intelligence+175 makes Tiny equip a tree, regardless of his level. Be that as it may, to get the bonuses, Grow has to be learned.
- Increases attack range to 235, grants 50% cleave in a 400 radius, and causes attacks to deal 75% bonus damage
Videos
Info
Tiny is a melee Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by strength Strength is the attribute that grants health and health regeneration. For each point of strength a hero gets: 20 Health 0.06 Health regeneration Additionally, strength heroes also get 1 attack damage per strength point. To hero Main Mechanics Attributes Table Release Dates Grid Layout Heroes are the essential element of Dota 2, as the course of the match is dependent on their intervention. During with powerful ganking Play “By the forge of creation.” This section is under construction. It may still lack crucial information or contain unvalidated statements. You can help by coordinating with the autors and offer your help. Ganking is the and killing potential. Although he starts off vulnerable in lane with his pitiful mana pool and almost non-existent armor Armor is an attribute shared by all units. Armor is used to determine the amount of damage reduction (or amplification if an armor value is negative) a unit takes from physical damage sources. Higher armor , with a few levels, he gets considerably stronger. His killing power in the early and midgame comes from combo-ing his two active abilities. Avalanche engulfs an area in a wave of stones, dealing respectable damage and stunning enemies, while Toss allows Tiny to pick up the closest unit near himself and launch it at the designated location, dealing damage to all enemies at the location as well as additional damage to the thrown unit if an enemy. It can be used to displace an ally within the enemy team, but is mostly used on enemies themselves to deliver massive damage. If chained immediately with Avalanche, it also doubles the damage the target takes from Avalanche, allowing Tiny to easily dispatch fragile enemy heroes in a matter of seconds. Although his nuking potential with his two active abilities is already considerable, his passives, Craggy Exterior and Grow turn Tiny into a formidable physical combatant as well. Craggy Exterior provides Tiny with some much-needed armor and gives him a chance to stun enemies that attack him from too close, making Tiny a potent counter to fast-attacking melee heroes. Grow increases Tiny`s size and provides him with a massive boost to his attack damage, movement speed, and Toss damage, at the cost of some attack speed. Aghanim`s Scepter Item Upgraded Abilities Old Abilities Lore Changelogs Aghanim s Scepter The scepter of a wizard with demigod-like powers. Cost4200 Bought FromCaster Passive Ultimate Upgrade Bonus +10 Strength+10 Agility+10 Intelligence+175 is an almost essential item on Tiny, since it allows him to permanently equip a tree, giving him extra attack range as well as a powerful cleaving attack. Although Tiny initially lives up to his name by starting off small and weak, much like an avalanche, he quickly grows in size and strength until he becomes a hulking behemoth with enormous health and damage output. This gives Tiny the potential to become one of the strongest carries in late game situations.
Tiny, the Stone Giant
Recommended Roles |
Carry Nuker Pusher Initiator Durable Disabler |
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.
Abilities
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Talent Tree
Talent Tree | ||
+200 Avalanche Damage | 25 | 20% Cooldown Reduction |
+14 Mana Regen | 20 | +25 Attack Speed |
+35 Movement Speed | 15 | +60 Damage |
+12 Intelligence | 10 | +6 Strength |
Recommended Items
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Starting Items | Early Game | Core Items | Situational Items | ||||||||
Overview
Skill Build
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
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Spell |