
Avalanche
Bombards an area with rocks, continously doing small intervals of damage and stun to enemy units.
Abilities, roles and builds with an explanation for every purchase.

HERO GAME PLANI deliver quick burst damage with Avalanche and Toss, then pressure with attacks and objectives.
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.
My recommendation is a starting point. We choose another position together with the team and for its needs.
Levels, lane control and joining the team at the right moment matter.
My resource is the team's space: I hold the lane and build for initiation or team protection.
This is an editorial starting plan based on hero mechanics. It is not presented as a match I have already tested or a popularity ranking.
Here is my initial plan: I do my role's job first, then choose the items the team needs. I adapt the order and expensive purchases to the opponent.

Help maintain close contact and pass through groups of units.

Changes the entry angle and lets me reach a target quickly. Damage taken can prevent its use.

Strengthens a melee hero’s short engagement and helps secure the first attacks.

Provides a window for my actions against eligible magical damage and disables. I check effects that pierce the protection.

Gives the team armor and attack speed, helping it apply physical pressure to heroes and objectives.

I do not assign one ‘correct’ minute to every purchase. I look at my gold, the next fight and the problem: am I missing mana, target access, control or protection? If an expensive slot will arrive too late, I get a useful answer earlier.
Original Valve icons and descriptions. Cooldowns and mana are shown by level from the data snapshot; talents and upgrades can change the values.

Bombards an area with rocks, continously doing small intervals of damage and stun to enemy units.

Grabs the nearest unit in a 300 radius around Tiny, ally or enemy, and launches it at the target unit or rune to deal damage where they land.

Grabs a tree and causes Tiny to have bonus range, damage, and a splashing attack for a limited number of attacks. The tree can be thrown, to deal your attack to a unit at a distance.

The hero gains a rocky mass, increasing attack damage, armor and movement speed and empowering Toss, but reducing attack speed.
The hero gains a rocky mass, increasing attack damage, armor and movement speed and empowering Toss, but reducing attack speed.
Units tossed by Toss or trees tossed by Tree Throw or Tree Volley now deal additional damage and slow in a larger area of effect at their landing location.
These abilities are not necessarily available at the same time. I check the condition beside the name: innate ability, another form or an Aghanim purchase.

CHANNELED - Tiny channels to throw random trees within range towards the targeted area. Deals Tiny's attack with Tree Throw bonuses.
CHANNELED - Tiny channels to throw random trees within range towards the targeted area. Deals Tiny's attack with Tree Throw bonuses.

Tiny gains Status and Slow Resistance from Strength. Slow Resistance also reduces the impact of Attack Speed slows.
Tiny gains Status and Slow Resistance from Strength. Slow Resistance also reduces the impact of Attack Speed slows.

Throws the tree at the target unit, proccing your attack on it and splashing damage around the target.
Throws the tree at the target unit, proccing your attack on it and splashing damage around the target.
These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.
Items, slang and real episodes help connect abilities with what happens in a match.