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.

Counters
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Explanation
Lane counters:
 * will burn your already weak mana pool quickly with, preventing you from casting spells. Both your spells are mana intensive early, so your best bet is to switch lanes.
 * can continuously you during the laning phase while harassing you with . Bring a  and possibly a  with you.
 * will prevent you from fighting early by sapping your mana with when you close in to last hit. Ask your support to pull your creepwave or else you are going to suffer. Also, killing him is rather challenging, given his great escape possibilities with.
 * can stack you with when you are trying to lasthit while pushing your lane back against you in case your support is pulling. He can slow you with  stacks and given your weak armor and movement speed, he will be able to kill you easily.
 * 's stacks make you vulnerable to enemy ganks while also reducing your attack damage. His  will be a major problem early game because of your sub-par movement speed, trailing off during lategame, when you have enough damage to swiftly destroy it.

Teamfight counters:
 * with a will drain all your mana and destroy you within seconds. Chasing him is useless, as he can simply  away. He is also resistant to your combo thanks to his
 * will slice you and dice you with ease with his . His also makes him immune to your combo.
 * keeps a safe distance from you while melting you with his huge DPS and kiting you around with . However, if you manage to initiate on him before he notices you, he is probably toast.
 * is expert at kiting you around with while you are lumbering towards her silenced with her.
 * may seem to be countered by your pumped, but he can burn your mana with  and illusions before you can do any significant damage.
 * initiates on you with, bind you with her and rip you apart with the combination of ,  and

Item counters:
 * completely cancels your burst potential, given the enemy is quick enough to use it.
 * is a popular choice for fleeing melee carries.
 * is very dangerous to you combined with illusions such as, or.
 * allows enemy carries to melt you very fast thanks to your weak armor
 * is an expensive way to disable you for a fairly long time. It is especially deadly later in the game if you skip like many  players would.
 * slows you to a crawl, jeopardizing your already weak chasing skills. Makes you regret your skipped.

Tips

 * Using and then ing an enemy hero into the avalanche allows the avalanche to damage the target twice as much. This effect also occurs if you reverse the order by using Toss and then Avalanche.
 * 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.
 * Getting at level six is highly recommended as the extra move speed and attack damage adds more damage to your combo than points in Avalanche or Toss alone, especially since Toss' damage to the tossed unit gets increased by the ultimate as well.
 * While does alleviate Tiny's lack of armor, waiting until Avalanche and Toss are maxed to put your first point into it greatly increases Tiny's killing potential and farming potential.
 * Early game, tossing an allied initiator such as, or  at foes can set their spells up perfectly. Tiny may also throw  in order to use them as a devastating hand grenade.
 * However, tossing team mates can potentially be devastating. When facing enemy heroes such as a with  will likely result in serious damage or death to your team mate. As such, a player must use his discretion when utilising Toss.
 * gives Tiny the highest natural attack damage in the game, at the cost of degraded attack speed. If Tiny gets a good standing during the middle phase, Tiny can be equipped with attack speed items to increase its already dangerous power (such as ).
 * Tiny teams up particularly well with, due to Io's ultimate and the attack speed boost from , both being of great use to Tiny.
 * will throw a unit regardless of it being spell immune or not (excluding ancient creeps). Sometimes you can use Toss to interrupt channeling spells being performed by spell immune heroes like 's.
 * An alternative build to the approach is to rush a . The Shadow Blade 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, at the cost being detected and not being able to initiate under tower vision. This often combos into the  pickup.
 * Although not listed, is a great item for Carry Tiny as the illusions can make use of Aghanim's additional range and massive bonus damage from Grow as it is considered as base damage. It also gives +41 attack speed(+26 agility, +15 raw attack speed), +10 strength and +10% movement speed as well. Remember that cleave and 75% bonus damage on buildings from Aghanim's Scepter upgrade do not work on illusions but they will get the attack range. And because a carry tiny often has a Butterfly (craggy exterior still proc), the illusions will benefit from the evasion. The illusion from Tiny have an effect of intimidation, because he is one of the biggest heroe in the game but also the real has craggy exterior which can proc a powerful stun if he gets attacked.
 * Use toss to push away someone attacking you with magic immunity or a ganker. When chasing, toss an ally preferably with a stun ability.
 * A Vladimir's offering will give you needed armor, HP and mana regen, lifesteal and a 15 % damage amplification which works well with your damage increase with Grow.
 * You should ideally attempt to farm quickly and/or on your own - Despite Tiny having the potential to be a relentless force in the late game, his scalling process is delicate; If he cannot farm quickly to obtain his core items to alliviate his slow attack speed and armor, and/or level quickly to mitiate his mana issues, Tiny will quickly become more of a liability to his team than an aid as he will not only fall quickly thanks to his pitiful armor, but he also won't be able to perform his Avalanche + Toss combo frequently at all. If possible, ask your team to allow you to solo lane, be it mid or safe lane, and focus on yourself until you have mana and survivability to help in ganks.
 * If you are going to mid lane, consider skipping any initial items and instead either rush to one of the initial runes or kill one or two creeps in order to immediately get a ; With rune control, the bottle will grant Tiny much more survivability that any of the other initial health/mana items could, 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.

Trivia

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