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.
 * Take note that the damage increase per skill point spent is the least efficient for the last point. Whereas each point increases damage by 80 at levels 2 and 3, the last point increases damage by only 40 at level 4. Depending on the circumstance, it may be more prudent to invest that last point into other skills or stat bonus and to delay maxing it during the early stage of the game.


 * Toss must target an enemy/allied 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.
 * Toss will remove the debuff when used on enemies, even when the target is tossed straight up.


 * 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.

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.