HERO / GET TO KNOW THEM

Tiny

Abilities, roles and builds with an explanation for every purchase.

VALVE · 7.41fChecked 06.10.2026Game data source ↗
TinyHERO GAME PLAN

What I want to do in the game

I 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.

01 / ROLE IN THE TEAM

A pick is not a plan yet.

My recommendation is a starting point. We choose another position together with the team and for its needs.

02

Mid · position 2

Initial recommendation

Levels, lane control and joining the team at the right moment matter.

03

Offlane · position 3

My resource is the team's space: I hold the lane and build for initiation or team protection.

MY VIEW OF THE HERO

Pick for a purpose. Play with a plan.

When I pick

This suits early burst damage and objective pressure; my role decides which of those jobs I strengthen with purchases.

What I watch out for

A poor Toss can ruin an ally's positioning. I also check protection against magical burst if my plan relies entirely on the combo.

What I do in combat

I check the nearest Toss target and their landing point. After the first combo, I decide whether to keep attacking or preserve another entry.

What I check first

Toss can move an ally: I choose my angle and identify the nearest target before the combo.

02 / ITEMS FOR A PURPOSE

What I buy and why.

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.

Mid · position 2

My starting plan

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.

  1. 01 / First stepPhase Boots

    Help maintain close contact and pass through groups of units.

  2. 02 / FoundationBlink Dagger

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

  3. 03 / FoundationEcho Sabre

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

  4. 04 / Next choiceBlack King Bar

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

  5. 05 / Next choiceAssault Cuirass

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

What I change for the situation 3 options
Aghanim's Scepter ↗

Unlocks or upgrades Tree Volley. The exact effects are shown below in the abilities section.

Daedalus ↗

Increases physical attack damage once access to the target and protection are already secured.

Harpoon ↗

Helps close the gap to a target and builds on items for close-range combat.

I see the minute on the clock. And the situation too.

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.

03 / HERO ABILITIES

Abilities. As in the game.

Original Valve icons and descriptions. Cooldowns and mana are shown by level from the data snapshot; talents and upgrades can change the values.

Ability

Avalanche

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

↻ 23 / 20 / 17 / 14 sec.Mana 105 / 120 / 135 / 150
Ability

Toss

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.

↻ 20 / 17 / 14 / 11 sec.Mana 125
Ability

Tree Grab

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.

↻ 16 / 13 / 10 / 7 sec.Mana 40 / 35 / 30 / 25
Ability

Grow

The hero gains a rocky mass, increasing attack damage, armor and movement speed and empowering Toss, but reducing attack speed.

Details and upgrades

The hero gains a rocky mass, increasing attack damage, armor and movement speed and empowering Toss, but reducing attack speed.

Aghanim’s Shard

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.

Innates, upgrades and other forms3 abilities +

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.

From Aghanim’s Scepter

Tree Volley

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

Full description

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

Innate

Insurmountable

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

Full description

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

Additional / other form

Tree Throw

Throws the tree at the target unit, proccing your attack on it and splashing damage around the target.

Full description

Throws the tree at the target unit, proccing your attack on it and splashing damage around the target.

Valve base stats +
Health · base
780
Mana · base
279
Damage · Valve field
61–67
Armour · Valve field
0
Movement speed
275
Attack range
150
Strength · base / gain
30 / 4.2
Agility · base / gain
0 / 0
Intelligence · base / gain
17 / 2.4

These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.

KEEP EXPLORING

One hero. Many decisions.

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