Tiny/Guide

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 agility gain.
 * Despite his appearance, Tiny has fairly low armor and can be quite 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.


 * Tossed units take double damage from Avalanche, making the two abilities extremely deadly when used together.
 * An Avalanche + Toss combo is enough to kill many heroes during the early game.
 * This effect also occurs if you reverse the order by using Toss and then Avalanche.
 * However, Avalanche has as 0.25 second delay for before the stun and damage begins, which means you have 0.25 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 0.25 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.
 * Avalanche has a 600 cast range, and its radius is slightly larger than its visual effect.
 * Use then Avalanche to initiate onto groups of enemies.


 * Toss must target an enemy 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.
 * Toss can be used as an initiation tool by throwing a hero like or  into a group of enemies.
 * When chasing a fleeing enemy, throw an ally that can stun. This will buy Tiny enough time to catch up.
 * Toss can be used defensively, throwing enemies away from Tiny.
 * Toss can be used offensively, throwing 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 his death.
 * Toss works on spell immune enemies.
 * Toss will interrupt channeled abilities.
 * Coupled with the above, this means Toss is one of few abilities that interrupt channels even if the enemy is using.


 * Craggy Exterior is not the most effective ability early game, as few heroes attack fast enough to proc the disable, Tiny can purchase inexpensive items like to help his low armor, and it's better to have stronger nukes earlier on. Because of this, it usually is maxed last.
 * Craggy Exterior is an excellent passive for interrupting carries that rely on fast attack speed, such as or.
 * The stun is blocked by spell immunity, however. So beware carries when their is active.


 * Although it may not look like it due to his increased size, Grow makes Tiny move significantly faster.
 * Grow gives Tiny the highest natural attack damage in the game, at the cost of degraded attack speed.
 * This slow attack speed can be further exploited by enemies with abilities that slow attack speed.
 * With, Tiny is arguably the fastest building destroyer in the game.
 * Keep in mind that levels in Grow will increase the damage of, so in most cases it is preferred to max Toss first to maximize early game damage by level 7 or 8.