Tiny

Tiny the Stone Giant is a melee strength hero with powerful ganking and killing potential. Although he starts off vulnerable in lane with his pitiful mana pool and almost non-existent armor, with a few levels, he gets considerably stronger. His killing power in the early and midgame comes from comboing his two active abilities. Avalanche engulfs an area in a wave of stones, dealing respectable damage and stunning enemies. 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 will also double 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 a massive boost to his attack damage, movespeed, and Toss damage, at the cost of some attack speed. Aghanim's Scepter 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.

Recommended items
Starting:
 * potions will help offset Tiny's tiny mana pool.

Early-game:
 * restores some health and mana so Tiny can sustain more damage in lane, or use his spells in a pinch.
 * is an excellent cost efficient item which can be turned into a later on. It provides good bonuses to his attributes as well as an increase to his health pool.
 * helps Tiny refill his mana and health pool, especially useful if he is playing in the middle lane. It is often worth it to get a Bottle first before any other items.
 * With rune control, the Bottle gives Tiny much more survivability that any of the other initial health/mana items, and the quick mana regen means he can do his combo before reaching the required 240 mana points, as you can simply activate your bottle, use avalanche and quickly toss once the mana has regened enough - The stun provided by Avalanche should give you enough time to do it if you are quick.

Core:
 * is an inexpensive upgrade from Magic Stick that gives useful bonuses to Tiny's overall attributes and increases its charge storing capacity.
 * gives attack speed and stats. Switching treads between Strength and  Intelligence on Tiny is important, because his two spells use a lot of mana.
 * alleviates Tiny's mana problems early on.
 * is a must-have in the late game. It gives Tiny a cleave, extra auto-attack damage against buildings, extra auto-attack range, and increased damage.

Situational:
 * can be used in conjunction with the Avalanche/Toss combo, causing massive burst damage to one or more enemy heroes.
 * can be an alternative to Blink Dagger. It grants attack speed, a good bonus damage of 175 (works only if you hit before using your abilities) and a huge movement speed boost while invisible. The invisibility allows Tiny to position more effectively, while the attack speed synergizes with Grow and allows it to be purchased earlier.
 * gives attack speed, movement speed, mana, stats, and damage for a cheap price.
 * gives attack speed, which is well needed after putting some points into Grow, as well as armor, which makes Tiny even tankier. The aura is also useful to the rest of your team.
 * allows Tiny to attack enemies freely for several seconds, which is important because with a few damage items, Tiny hits like a truck. Also, it gives strength and damage.
 * turns Tiny into a true tank, giving him lots of strength, health, and health regeneration.
 * can produce massive critical strike damage, thanks to Tiny's naturally high attack damage.
 * gives a good amount of agility, stats, and movement speed. Also, Tiny's illusions benefit from Grow greatly.
 * gives a huge attack speed and movement speed buff in addition to lifesteal for very cheap, but can backfire if not careful.
 * nearly single-handedly solves Tiny's attack speed issues by granting him a massive 120 attack speed bonus, the highest in the entire game. The shard can later be consumed to be replaced by a more effective item - Even though the attack speed bonus will be halved, it's extremely handy to have 60 extra points of attack speed without needing an inventory slot for it, especially if the shard is to be replaced by other items which grant attack speed and more utility, such as an.
 * 's double attack compensates for Tiny's low attack speed and synergizes very well with his high attack damage, adding even more burst damage to his arsenal. It also grants much-needed mana regeneration and is a reasonably cheap pickup.

Trivia

 * Tiny's quote " Tiny attack 12.mp3 Tiny Smash!" is a reference to Hulk, a well-known superhero from the Marvel Universe.