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Tiny, the Stone Giant

By Halalszarny
http://planetdota.blogspot.com

HEY! Before I start, I'd like to tell you some of the changes. Up till now it's been a v6.49 guide,
and now with 6.51 out, I need to change it.
Firstly, I'm not really aware of any changed to Tiny. Nevertheless, if you know any, please say so
and I will update my guide accordingly.
Second, the items haven't changed much either, other than a little change in bottle, which doesn't
affect my guide much, nor dagger, since this guide isn't based on that. However, Eul's is now
total shit, not being upgradable, so that'll be mentioned. THANK YOU FOR READING...now,
for the guide -->

Guide Layout:
1: Intro
I) Introduction
II) Pros and Cons
III) Tiny's Role
2: Spells and Explanations
I) Avalanche
II) Toss
III) Craggy Exterior
IV) Grow
3: Skill Build
I) Spell Build
II) Spell Build Justification
4: Items
I) My Item Build
II) Possibilities and no-nos
III)Other Item Builds
5: Strategies:
I) Early Game
II) Mid-Game
III) Late Game
6: Hero Killing Tips:
I) Solo Kills
II) Team Kills
7: Interaction with other heroes
I) Ally Heroes
II) Enemy Heroes
8: Replays
9: Updates
10: Credits and Thanks
I) Bibliography
II) Thanks
11: FAQ
12: Last Words

1. Introduction

I) INTRODUCTION

Where does this Giant hide? He's in the Sentinel’s Sunrise tavern, bottom row, second from the
left.
INTRO TO TINY: Tiny is a very powerful ganking hero, with two AoE spells that deal 300
damage each, and one of which is a 2 second stun as well. Excellent in pairs or trios. He's not
that bad solo either, but best with another hero.
INTRO TO GUIDE: I decided to write this guide, because, well I love tiny, and also I saw that
this forum lacked good tiny guides (plus his name is so ironically funny!). I'm not saying mine is
good, because this is the first guide I've written, but I'm striving to make it as useful to Tiny
players as possible. In this guide you can read about interesting ways to build a strong tiny,
suited for any situation in the game. This guide is mostly for low level games; a non-blinking
Tiny has a hard time positioning his toss in high level games. Don’t be prepared for a long, deep
guide (except for items), this will just be a quick run-through of how to play Tiny, and some
useful builds for him.
Tiny's point gains per level comments:
Strength: 24 + 3.0 pretty good...well, he IS a str. hero
Agility: 9 + 0.9 - omg, I am going to kill myself, probably the lowest agility gain in the game
Intelligence: 14 + 1.6 - Eh...all right I guess for a strength hero

That being said, let's see some pros and cons

II) PROS AND CONS

PROS:
• Good AoE stun --> good in team battles
• Good hero killing spells for a str. based hero
• Good Str. gain --> tanky giant
• Okay Int. gain
CONS:
• Huge module by late game
• Very low agility --> slow attack speed
• Horrible armor
• Slow MS
• Not a huge mana pool to support all his spells
III) TINY'S ROLE
Here's how I play Tiny:

Tiny is not:
• A hero assassin
- He's not a hero killer
- He doesn't track down running heroes to finish them off (Phantom Assassin, Bounty
Hunter, etc)
• He's not a tank (Centaur, Pudge, etc)
• A soloer
• A spell spammer
Tiny is:
• A caster
- use his spells, but don't spam them, he can't support that
• A fighter
- use his high damage to your advantage, don't rely on just you spells!
• Great ganker because he's a mix of a tank and a caster
• Great hero killer with a partner

2. Spells and Explanations

I) AVALANCHE

QUOTE

Avavalanche

Bombards an area with rocks stunning and damaging enemy land units.

Level 1 - 100 damage.


Level 2 - 180 damage.
Level 3 - 260 damage.
Level 4 - 300 damage.

Cooldown: 20 seconds.

Level 1 - 120 mana, 20 cooldown, 600 cast range, 200 AoE.


Level 2 - 120 mana, 20 cooldown, 600 cast range, 200 AoE.
Level 3 - 120 mana, 20 cooldown, 600 cast range, 200 AoE.
Level 4 - 120 mana, 20 cooldown, 600 cast range, 200 AoE.
Basic Notes:Fantastic spell, I love it. Extremely useful in team battles, good mass stun either to
keep enemies in place for other heroes to cast their own spells and do physical damage, or to
catch escaping heroes and pound them to death before the stun wears off.

Avalanching and natural barriers: You can avalanche anywhere, up or down hills, over
trenches. heres an image.

Stun Descriptions:The only con of this is the stun-time. It’s up to 2 seconds, not the greatest; as
opposed to Slardar's Slithereen Crush, that stuns nearby enemies for 2.5 seconds. Ah well, it's
just as good, it being an AoE stun, it’s not bad, and the damage is good as well.

Avalanche as a wave:One thing to remember is that the avalanche is more like a wave. A unit
might not get hit straight away when you hit the ‘v’ key. It takes time, as the ‘wave’ passes over
the units in the AoE to get hit. This way, if a unit enters AFTER the start of the avalanche, he
might not receive the full 300 damage. One rock deals 25/45/65/75 damage every 0.25 seconds
for 1 second, so the damage the new-come unit receives depends on the rocks that hit him.
Here’s an image that shows Nerubian Assassin getting a Mana Burn in on me even though I let
the avalanche free already. The full damage that caused him to die was not yet dealt when he
Mana Burned me.
Here’s an image showing the process of losing damage. The Necromancer receives about 75
damage from a rock (74, 75, 74, 75, from the rocks). Max damage dealt (at lvl 4 avalanche) was
298.

1. I sneak around, behind the creep line, and start the avalanche (it was poorly placed, yes, but
this kill was INTENDED to be screenshot and made into an image for this guide. Using a single
unit is easier)
2. First rock hits, his HP is now 256. I move closer.
3. Second rock hits, his HP is now 181. I move even closer.
4. Third rock hits, his HP is now 107. I get ready to hit. (Notice how I got another kill in the

bottom left corner )


5. Fourth rock hits, lowering his HP to 32. The damage cap of avalanche is now dealt to the
Necromancer. I get even closer to hitting.
6. Final blow got the kill. Shows the wave-like damage dealt by avalanche.

If you don’t agree, and say that a rock deals ALL damage at once, it might be because this skill
changed. This is the latest version of the game, perhaps in previous version, one rock dealt full
damage. Arguments against this are welcome, but my image is pretty clear proof.

Avalanche’s TRUE AoE:Helpful tip: Watch the AoE of this spell! The actual stun and damage
area is greater than what the cursor shows.
QUOTE
The AoE of avalanche is about 100 range bigger than its target cursor suggests. Remember this
and you can hit multiple heroes with Avalanche, even though the cursor seems small. In the
below image, the red circle represents the "true AoE" of avalanche.

Quote and Image from


Far's guide to Tiny, the (blinking) Stone Giant

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II) TOSS

QUOTE

Toss

Tiny grabs the nearest unit, friend or foe, and launches them at a location. Upon landing, the unit
deals damage in an area as well as receiving 20% of that damage to themselves (this damage
increases as your size increases). Cannot toss Elder Form DK.

Level 1 - 500 range, 75 damage.


Level 2 - 700 range, 150 damage.
Level 3 - 900 range, 225 damage.
Level 4 - 1100 range, 300 damage.

Cooldown: 15 seconds.

Level 1 - 120 mana, 15 cooldown, 500 cast range, 300 AoE, 275 Pick up AoE, 1 Travel Time.
Level 2 - 120 mana, 15 cooldown, 700 cast range, 300 AoE, 275 Pick up AoE, 1 Travel Time.
Level 3 - 120 mana, 15 cooldown, 900 cast range, 300 AoE, 275 Pick up AoE, 1 Travel Time.
Level 4 - 120 mana, 15 cooldown, 1100 cast range, 300 AoE, 275 Pick up AoE, 1 Travel Time.

Notes on Toss’s range: What a range! You can get heroes down with this when they are lurking
in the trees, low health, but not wanting to go to the fountain yet, thinking they can get in a
couple hits and gain a little money before they HAVE to.
Only problem that should be changed is making this spell not unit targeted, but area target. By
doing this, you can aim in front of running heroes and throw them there, much like a
blink/meathook/burrowstike, etc, except you don’t move.

Toss in team fights: You also can get a kill easily in the mass confusion. If two waves of units
are bunched up, and the low life enemy hero is trying to escape, and you can't reach because you
have a creep or two in your way, just do a toss, that hero is gone.
The cooldown isn't that bad, so you might be able to get a toss-avalanche-toss combo in. Hard
one to score, because of the initial toss, perhaps not having anyone near you. If not that, then you
can easily finish a half life hero with the avalanche-toss combo (this will later be explained more
clearly in the HERO KILLS section).

Projectile notes: A mistake I used to make earlier on with this spell was using toss when a unit
wasn't close enough, thus wasting the spell. Always make sure you have a unit very close (Pick-
up AoE is 275) to you. Once you get pro, and if you use the blinking Tiny (explained later in the

strategy section), the new challenge will be which ONE to toss, not ANYONE to toss...
A paragraph about the projectile. It was pretty confusing to me at first, but it’s simple. The unit
you toss takes damage, no matter what. If it’s a friendly unit, it takes 20% of the Toss damage,
15/30/45/60 at each level. If the projectile is an enemy, it takes this damage IN ADDITION to
the damage of the impact, 75/150/225/300. Pretty nice, huh? That’s why selecting a good
projectile is useful. This way, you can get double kills easier. Here’s an example (sorry, no
screenshots):
You slowly lower you two opposing heroes’ (Pugna and Troll Warlord) health to half, Troll being
close to red. How to get a double kill? Well first, when the time is right – you’re close to Pugna
only, and they are close to each other – you spray em with an avalanche. They get stunned, you
quickly get a few hits on Pugna, then toss him. The impact damage will kill Troll, him being in
red from the avalanche. Pugna takes the extra damage from being the projectile, so he’s close to
dead. Now you just need a hit or two of your massive damage, and voila, there’s your double kill.

Grow and Toss: Your ultimate, Grow, affects the damage the projectile receives. 35% of the
impact damage at lvl 1 Grow, 50% at lvl 2, and 65% bonus at lvl 3 grow. At lvl 3 Grow, level 4
Toss, the projectile takes 195 damage. That’s nice, you have to admit.
Toss AoE: The AoE of the impact damage:

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III) CRAGGY EXTERIOR

QUOTE

Craggy Exterior

Tiny's body is made of solid granite, causing great pain to those who attack it. Whenever a melee
unit attacks Tiny, there is a chance that they will be stunned for 1.2 seconds.

Level 1 - 6% chance, 25 stun damage.


Level 2 - 12% chance, 35 stun damage.
Level 3 - 18% chance, 45 stun damage.
Level 4 - 24% chance, 55 stun damage.
Passive

Craggy and heroes: Well, not a bad passive ability. Very useful ability if you’re up against
melee heroes. If you have mostly range enemies, you should go for attribute bonuses instead
(See spell build).
Craggy and creeps:Also great at clearing creep waves. You set yourself in the middle and
attack, clearing ‘em with your massive damage, and when they attack you, they pay for it.

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IV) GROW

QUOTE

Grow

Greatly increases Tiny's power and size, but does so at the cost of his attack speed. Improves toss
damage and slightly increases move speed.

Level 1 - 40 bonus damage, 20% reduced attack speed.


Level 2 - 80 bonus damage, 35% reduced attack speed.
Level 3 - 120 bonus damage, 50% reduced attack speed.

Level 1 - -0.2 Attack Speed Increase (%), 0.35 Toss Target Damage.
Level 2 - -0.35 Attack Speed Increase (%), 0.5 Toss Target Damage.
Level 3 - -0.5 Attack Speed Increase (%), 0.65 Toss Target Damage.
Passive

Basic notes: Well, not much to say about this. Very useful in making you a hard-hitter for your
team. A comment I wanna add is that by lvl 2 of grow, you MUST have some sort of attack speed
increaser object, be it gloves of haste, hand of midas, a hyperstone, anything. If you don’t, you
could lose good kills because of it. Trust me, I’m speaking from experience.

Grow and Toss: As I mentioned before, Grow affects your Toss’s projectile’s damage.

Grow images: An image of the different sizes of grow. [Note: it says level 1/2/3/4. Nevermind

that. it's meant to be 0/1/2/3, I didn't feel like changin it. ]


Movement Speed: Grow increases movement speed though. 5/10/15 increased MS per level,
which is nice, kinda makes you less mad about the decreased AS...lol

3. Skill Build
I) SPELL BUILD

[1]Avalanche

[2]Toss

[3]Avalanche

[4]Toss

[5]Avalanche

[6]Toss
[7]Toss

[8]Avalanche

[9]Grow

/ [10]Craggy Exterior/Attribute Bonus

/ [11]Attribute Bonus / Craggy Exterior(get the opposite of lvl 10)

[12]Craggy Exterior

[13]Attribute Bonus

[13]Attribute Bonus

[15]Grow

[16]Grow

[17]Craggy Exterior

[18]Craggy Exterior

[19]Attribute Bonus

[20]Attribute Bonus

[21]Attribute Bonus

[22]Attribute Bonus
[23]Attribute Bonus

[24]Attribute Bonus

[25]Attribute Bonus

II) SPELL BUILD JUSTIFICATION

First of all, avalanche and Toss are your two best abilities, and also hero killing abilities, you
must level those up first. You can switch up the order, whatever you prefer. The list above is what
I prefer. Since you are (hopefully) getting a mana item early in the game like nulls, or by level 8
an arcane ring, you should be able to support the spells in the later levels, though the mana cost
luckily doesn’t increase. Although, you still need a mana item, the mana pool is crappy. But
you’ll hear enough of this in the ‘items’ section. At level 7, the normal avalanche, toss rhythm is
interrupted. Why? simple. Toss damage increases more. Avalanche damage goes from 260 (level
3) to 300, while Toss goes from 225 (level 3) to 300. I like the increased damage, which makes
your combo better at level 7. Basically, if you take level 4 avalanche, you deal the 300 ava
damage, and only 225 Toss, adding to 525 if you don't count the double damage from avalanch
(will be explained later). With toss, you deal 260 + 300, which is a little more, 560. Better, lol....

Attribute Bonuses and Craggy Exterior, hm…The list seems to spread them out fairly well. I like
the two early AB a little after lvl 10 to help me with the mana pool, they give about 100 more
mana, and also a little more health, because no matter how great the strength of this guy is,
without items, his HP is only around 2100. But if you’re against three or more melee heroes,
level up craggy ASAP. But if there are more ranged, go for AB, which gives you more HP, MP,
and armor.

Grow is not wise to take before level 8, because it starts slowing your already slow attack speed.
By the time you get lvl 2 grow, you should have an attack increaser item. (In my build’s case, a
hyperstone). I used to take level 2 grow at 11, to help with the Toss projectile damage, but found
it not too worthy of that decreased AS. So instead, you get one grow at 9 for damage and toss,
and then hold themm off till 15 and 16. This is good because you have time to get that IAS item
in your inventory, and makes your shining levels, (9-15) great, because you will not only balance
the lost AS, but incfease it.

4. Items
In this section, you can see all the items that work well on Tiny, and the ones that suck. There are
plenty of useful items, because Tiny is a VERY item-dependant hero, so be prepared to do some
major thinking when setting up your core build. There are many choices, so it’s a hard task.
Good luck!

Allright...here's the edit. I used to have differnet priced builds, poor normal and rich. Well that's
gone. So what you will see now is my current build, and bunch of items that are good, and some
possible combinations.

For not-so-experienced players:

All DotA items and shops, if you have trouble recognizing items or don't know what each does.

I) MY ITEM BUILDS

When I started playing Tiny, I read a few guides, got to know a few items that won’t and don’t
work, and slowly, through experience of using these items, I created a build that I strive for. So to
start of, I will dedicate this section to MY builds. I know how hard it is to get a GOOD build for
Tiny, so here’s an example, works for me. If you’re not interested, skip ahead to the next section
of other good builds.

Here is where the old stuff is gone. This is my one and only current build...though not really one
and only, because as you will see, there are some alternate directions to go towards...Also, I took
out Radiance, i realized its a waste.

Build:

Bascally, there's two directions: Orchid Shiva build or Cuirass Arcane build. They both start off
the same

1. 2 Nulls (950)

2. Boots of Speed (500)

3. Ring of Basilius (500)

Here is where the build splits. Either bottle-->Orchid+Shiva or Arcane Ring-->Cuirass


4. Arcane Ring (1770) ---- OR ---- Bottle (700)

5. Assault Cuirass (6120) ---- OR ---- Shiva's Guard (4700) +


Orchid Malevolene (5625)

And now re-fuse and end with

6. BoT (2200)

7. Butterfly (6250) / Buriza (6200)

So...lets see the differneces:

Arcane vs. Bottle

I personally like Arcane Ring more. Tiny isn't a roamer so doesnt have a lot of oppurtunities to
pick up runes to fill bottle, but I see many Tiny players with bottle...and well it's acceptable.
Arcane is useful in the Cuirass Build, because of the lack of mana pool increasing item. For the
Shiva Orchid build, you get tons of mana, so Arcane is a waste, and i think a quick mana boost
on tiny is nice, so get bottle.

Cuirass vs. Shiva + Orchid

Okay, the main fork in the road when you build Tiny. Biggest question here is: when to get
which? Well first of all, all who play...around 6.43 or lower, go Cuirass, cuz neither Shiva's nor
Orchid is in those...lol, but that's a smal factor. Basically, if you need to play more like a caster,
go Shiva+Orchid for the mana. If you dont need mana that much, and the 300 or so that arcane
gives is enough, get Cuirass. Cuirass is a better build for noobs, because both shivas and orchid
need hotkeys, they have active abilites, while cuirass doesnt.
Also, Arcane+Cuirass is way cheaper then bottle+shiva's+Orchid. But it depends on playing
style or how the game goes. 75 percent of the time I go cuirass, i just love that item.
For Shiva's and Orchid, the order doesnt matter. Main thing is to have a staff first, and then see if
you need shiva's armor and disable more, or orchids silence and IAS.
One trouble with the Shiva's build is that it's pretty hard to farm up, and well Tiny is a good
farmer once hes got mana...and to get mana he needs a staff, and for a staff he needs farming,
and for farming he needs mana and for mana he needs staff ETC, its a catch 22 situation...so
bottle, in a sense, is essential. perhaps even two, one set of bottle supplying 300 mana or so, I'm
not sure about bottle's changed. Anyways, if you go caster style, the first thing to get is a staff,
and to get that you'll most probably need a bottle.

Butterfly vs. Buriza

This isnt a really big decision. If you like the IAS more, get Butterfly, if you want massive
critical strikes, get Buriza. Most of the time I get Buriza, though i usually end with a Crsystalis
anyway...
Prices are the same, so its your choice.

The starting and finishing items are kinda self explanatory. Butterly at the very end if you have
time/money, but you usually wont.

Well that’s about it for MY builds, hope it helped somewhat. Now for other builds:

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II) GOOD ITEMS AND NO-NOS

1. GOOD ITEMS: Let’s see some items that can work on Tiny. I will categorize them by how
they support his weaknesses.

First of all, increase in Mana pool:

Null Talismans (485)

Great early game, fairly cheap. Having one or two in your first 10 levels isn’t a bad idea. (I
personally get two by level 6. Good mana boost!)

Arcane Ring (1770)

As you could have seen in my builds, this is one of my core items. It’s pretty cheap, gives a good
mana pool increase that is pretty much enough because of Tiny’s fairly good int. gain. Also,
when I purchase the energy booster before level 10, I get freakin’ mana-full, it’s a nice feeling.
This is always my first big item.
Eul’s Scepter of Divinity (2800)

This used to be a great item on Tiny. First you use up cyclones and the mana is nice, and then
you change it into a guinsoo's late game, which gives you an extra disable...useful because you're
combo will be too weak now, and you'll have the damage to smack em to death while they're
hexed...sounds superb yea?
Well here's a pickle. With the change in guinsoo's, you can't change eul's into it, therefore not the
best item on Tiny anymore. It's still not bad, I just don't like getting AT ALL lately.

Orchid Malevolence (5625)

Again, a second luxury item, which isn’t that great, but works. Good int. boost, good IAS, good
mana regen., can be considered a perfect item for Tiny. Very useful, can be taken instead of the
Radiance/Butterfly, so this is my third choice. Also, the soul burn is pretty cool too. The con of
this is the Mystic Staff. I like the Arcane Ring because it takes care of the mana problem early in
the game. But for Mystic Staff, you need to save up quite a bit, which is hard at lvl 10. A way to
counter this problem is by getting at extra Null or something and then sell it when you purchase
your Staff. Pros: great item on Tiny, not THAT expensive. Good item, I approve it. xD.

That’s pretty much all the mana-increasing items in the game. All of them work, it all depends on
which luxury item you decide on getting. Because usually in a game, it’s hard to gain so much
money to buy two (my rich build, teehee!)

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Now for some attack speed increasing objects:

Of course, the o-so-loved-by-me Assault Cuirass (6120)

This item (I agree with other Tiny players) was MADE FOR TINY, better than OM. The personal
increases (40% attack speed increase, +10 armor) are two of Tiny’s weaknesses. The auras aren’t
bad either, helping your friends and at the same time weakening your enemies. This item is in my
core build. If you decide on an OM+AC build (which I think highly of) the IAS is crazy, so
throw that MoM straight out the window, it’s a waste.
Power Treads (1850)

If the game isn’t goin so good and you don’t think you’ll make a Hyperstone nor a BoT, go with
this. But decide fairly early, by level 12 have either a Hyperstone or the gloves, because, as
mentioned earlier, with Grow, you’re starting to decrease your attack speed. So basically I
consider this an item for a poor build. Also that int. boost in the new versions (like 6.49, the
version my guide is based on) is useful. But hey, your choice. Again, the part about this being a
guide mostly filled with my opinions and not having a wide point of view comes in. Ah well.
Next Item:

Mask of Madness (1950)

Good item on Tiny, his tankyness supports the increased taken damage, and the 75% increase
attack speed is good against avalanche-stunned heroes. Though i personally hate this item, it
used to be in my build, and worked for a while till i started...not liking it. lol

Yasha (2050)

A simple Yasha (Without Sange!) would do on Tiny as well. The agility increase is good for
Tiny’s crappy agi, and also the little MS and attack speed it gives is good. Personally I think
Yasha, without Sange is a waste. But SandY is horrible on Tiny, so I don’t usually get this.
Again, your choice.

Butterfly (6250)

Perfect Item. Tiny can use the evasion and IAS late game, and is always my finishing item. Great
for him.

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Armor; an essential thing. I could include a table on how much getting armor items is better than
getting HP items, but that’s too much work. This topic is a “you either trust me or don’t” thing.
So here, GOOD armor on Tiny is helpful (notice how I have no HP items in my builds: no
Vitality Booster, Vangaurd, Heart, Blood Stone, etc.)

/ Nethrazim’s Buckler/Mekansm (877 / 2434)

Personally, I’d simply get the Buckler, because usually someone else on your team always gets a
Mekansm, and I find it pointless to have two on a team. The armor boosts of both are okay, of
course a little better in Mekansm, but still, good. Again, good item for a poor build. Plus the
additional stat increases are good.

Assault Cuirass (6150)

Yes, Cuirass. Fits into both categories, fantastic item, made for this little giant (love that
oxymoron!). Good armor, auras are nice. Not much to say.

Shiva’s Guard (4700)

Very nice item, good boosts. I especially like the -25% AS aura. The int. boost is good (+30),
nice armor (+15) and the blast is useful for chasing. I don’t get it because it just doesn’t fit with
my build, too expensive and I already have AC. But in a case where I can’t get AC (money
troubles), I sometimes go for this, though the Mystic Staff is a bummer. But good item, I
recommend it for helping with Tiny’s armor and mana trouble. Again, this shows how flexible
Tiny’s builds can be, and again shows Tiny’s item dependency.

Plate mail (1400)

A simple Plate mail crawled itself into my poor build to take care of the armor problem. I had
some debates with myself about getting this or the Buckler, and sometimes switch em around
(though luckily I didn’t have that many games where I was forced to get a poor build). Good
item, simple, good armor increase.

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Movement Speed Items


Tiny’s movement speed isn’t great, but Boots of Speed pretty much takes care of it.

Boots of Travel (2700)

For good lane pushing, hop around. If you have OM or AC that take care of attack speed, and not
Treads, get this. If you can’t, always have one or two TP scrolls. This item makes you faster, +90
MS, not bad, takes you up to 380 I believe.

Treads (1850):

I like this now with the stat upgrade. It's a nice, useful item if you think hopping around won't be
neccessary, therefore is a substitute for BoT. The stats are nice, you can switch it around
whenever you want. For example, if you need to play caster, make it be an intelligence treads.
This can eliminate a null. Put it strength if you need HP and damage, and put it agi if you're not
getting any other IAS items afterwards.

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OTHER good Luxury Items: To not mention those that were already mentioned, but fit into this
category. Don’t worry, little explanations here.

Radiance (5325)

Excellent item, as mentioned earlier, my first choice late game item. Good damage, takes me up
to nearly 350. Also helpful against eliminating enemy creep waves.

Bottle (700)

Yes, this isn't a luxury item, but I didn't know where else to add it. This item is frequently chosen
by Tiny players, but I don't like it. It's like an arcane ring, so if you like to get bottle, don't go for
Arcane, go for Eul's --> Guinsoo's build, or Orchid/Shiva, whatever. So yea, bottle's a good
choice on Tiny too.
Heart of Tarresque (5500)

Who doesn’t want 1000 more HP? Makes Tiny an unbeatable block of stone. Good item on him,
but my armor increases take care of HP problems. Again, your choice.

Buriza (6200)

Adds a bunch of damage, takes you to 370, 380 damage. X2.2 Critical strike is a massive hit, you
have a chance to hit nearly 800! That’s a big critical strike, brings you up to the level of Mortred.
Excellent item. After trying this plenty of times, I found it absolutely wicked. Other fisnihing
item choice.

Guinsoo’s Scythe of Vise (5175)

I really like this item, and if you are a Eul’s fan, not an Arcane Ring fan, definitely get this. Not
bad damage increase, of course the int. and regen. is good, and the hex disable is nice. Good
item.

Battle Fury (4785)

You might say WTF DUDE but it's not that bad. It gives another good deal of damage, and if you
absolutely hate arcane ring and basilius, go for this and bottle. The mana regen is more than
enough, the damage is nice, and the HP regen can be good to make you more tanky...but its
mostly the cleave attack that makes this item fantastic on Tiny. There's a 35% cleave attack,
which means by late game you deal around 100 damage to the people around you. Pretty nice
nice.

Eye of Skadi (6950)

Why not? It’s an okay item, but I don’t recommend it. Good boosts, frost attack is nice as well. If
you have money and like this item, go ahead.

Bloodstone (5075)

Very nice item on Tiny. Good mana and health regeneration, fantastic tankyness boost. The
reason I love this item is that when you die, you restore health and mana to nearby allies:
wonderful in team battles. Also decreases death time, good.

Dagon (3000)

This is a good item if you play tiny as a full-out caster, which i dont recommend, but its possible.
With dagon, you can finish those pesky little heroes who can tank your combo late into mid
game.

`````````````````````````````````````````````````````````````````````````````

OTHER ITEMS: these items are the special ones, that connect to Far's guide to Tiny, the
(blinking) Stone Giant. Let’s see

Ring of Basilius (500)

This item is more of a space filler. In Far’s guide, he mentioned how mana regen. Is worthless,
and Tiny needs mana pool increasing items. But I think it’s all right, like in the cases of
Bloodstone and Orchid Malevolence. I find this item a perfect poor build item, and good in a
normal build too, the little damage is alright, the regen’s good, and of course, the good auras.
Plus, it’s freakin cheap. Why not? Good space filler, as you saw this item is in my builds, so I
support it.

Kelen’s Dagger of Escape [Aka. Blink Dagger] (2150)

Very, very good item on Tiny. The giant not having a good escape mechanism, this item seems
perfect. Some players build their game around this. Using a blink-toss tactic, or many others.
Interested about this? Read Far's guide to Tiny, the (blinking) Stone Giant.
So back to the dagger. I don’t use it, because the times I’ve tried it I haven’t used it much, I was
uber poonage without it. But, yes I recommend it, good item. It just didn’t work for me.

``````````````````````````````````````````````````````````````````````````````````````

2. NO-NOS

Refresher Orb (5575)

What the hell for? It’s pretty worthless. This item can come in handy when you think of Tiny’s
spells’ long cooldowns (20 and 15 seconds), that’s it. I find it too expensive for those two spells,
and this item was made for refreshing ultimates, and Tiny has no attacking ultimate. I say no to
this item.

Manta Style (5500)

Absolute piss. Tiny’s images are tiny, without Grow. NO! Do not get it.

Sandy [Aka. Sange and Yasha. I will refer to it as Sandy though] (5100)

Nope. To quote WhYaReUToKiN from his guide to the usability of Sange and Yasha,

QUOTE
Tiny is a caster, play it as a caster. You do not have the attack speed to maim you do not benefit
much from the stats......NO
I agree.

Cranium Basher (3220)

I find this useless. You already have stun, plus there’s Craggy Exterior. I say no to this item.
Aghenim’s Scepter (6000)

HAHA! Absolutely pointless. Too expensive and the most important boost, the ultimate boost is
worthless. If you read the item description once you buy it, it even says ‘this item does not
improve your ultimate’. So what the reason for having it? 500 health and mana? Bah, get
Bloodstone or just the soul booster itself if you love it, just not Aghenim’s. (By the way, I hate
Soul Booster. I find it way too expensive and worthless).

Well, I guess I’ll be wrapping the items section up here. Pretty long, bunch of typing, ugh. Don’t
worry, the strategy section won’t be this detailed. That’s exactly the main reason for this guide,
showing the item choices. And, well, there they were.

````````````````````````````````````````````````````````````````````````````

III) OTHER ITEM BUILDS

As I said earlier, Tiny is a pretty item-dependant hero. He needs items that balance out his
weaknesses. These are: armor, attack speed, mana pool, and movement speed.
So basically there are no CORE items for Tiny, because a lot of these weaknesses can have many
different possibilities to balance.

Here’s a list of how you should build up your Tiny:

Early:
• Get a Null or two
• Boots of Speed

Reasons: You need better mana to support at least an ava-toss combo. You need 240 mana for
that, without items you reach that only by level 5…seriously?? As for the boots, everyone needs
better movement speed.

Mid:
• Get and attack speed item (either complete treads, or hyperstone[cuirass] or quarterstaff
[orchid])
• Some sort of armor (Plate mail, Chain mail, Nethrazim’s Buckler)

Reasons: You’re starting to upgrade Grow, and your attack speed is decreasing. Don’t let that
happen. And your armor is crap, get it up.

Late:
• Complete a luxury item
• Get another luxury item

Reasons: Why not? If possible…

That basically sums up how to build a good Tiny that can survive every stage of a game,
be it mana support for early game, attack speed for mid, or getting tanky by late game.
Here are some alternate builds that separate the three main made-for-tiny items: Cuirass,
Shiva, and Orchid.

1. Assault Cuirass Build (mine as well)

--- --- ----------- * / * --- * *

Mana: Arcane Ring


AS: Assault Cuirass ---*Butterfly*
MS: Boots of Travel
Armor: Assault Cuirass

2. Orchid Malevolence Build

--- --- / ----------- * * --- * *

Mana: Orchid Malevolence


AS: Orchid Malevolence ---*Butterfly*
MS: Boots of Travel
Armor: Nathrezim Buckler

3. Shiva's Guard Build

Lil insight to how Shiva’s guard works:


--- --- ----------- * *

Mana: Shiva's Guard


AS: Treads/Butterfly
MS: Treads
Armor: Shiva's Guard

4. My Ideal Build

This is a little crazy, huge IAS, great mana, great health, great armor, everyting...Its a
combination of all good items i like to have on tiny. I took buriza for crits instead of
butterfly, the IAS is massive already.

--- --- --- --- ---

Mana: Shiva's Guard/Orchid Malevolence


AS: Assault Cuirass/Orchid Malevolece/Butterfly
MS: BoT
Armor: Shiva's Guard/Assault Cuirass
````````````````````````````````````````````````````````````````````````````

5. Strategies

I) EARLY GAME

Tiny isn’t a very good early game hero, and also being melee has a hard time farming. But with a
few well timed avalanches and a Null or two to support the spell, he can do some harassing. It’s
not common to get a kill before level 6 or 7 for Tiny, but it is possible, most effectively with a
partner. This will be explained in the HERO KILLING TIPS section.

So basically in the first six levels, try to get last hits, because Tiny, with huge damage, is a great
last hitter. Try to farm a Null or Two, Boots of Speed, and in my case, a RoB by lvl 7. It might
not always happen, but it’s not that difficult. Well that’s pretty much it I guess for early game.

Oh, tip: Try not to die.

II) MID-GAME

This is the time when you can start going crazy. Now that you upgrade at least one, if not two,
levels of Grow, you have way more damage than any other hero – without items! Now is the
time to purchase that Hyperstone, Gloves of Haste, or something that takes your attack speed up.
Kills are fairly easy in this section, because, hopefully, early-mid-game you got some sort of
mana item, and can support at least 4 spells (since all are 120, there’s no difference if you use
Toss or Avalanche, mana-wise), so you should have around 500 mana, MINIMUM. Always
strive for more.

So again, keep getting last hits, farm, and try to get few kills. By late-mid-game, try to engage in
gankings, where, along with a few heroes you team up on a hero or two. You’ll see, you are
fantastic.

But before you do, try to get kills in this part. This is YOUR time, from levels 10 to 20, get kills,
as much as you can. Late Game will be based on gankings, where there’s little chance of you
getting kills. So strive for getting as many as possible. But don’t try too hard, you’re not
invincible. Again, try not to die that much, but there is a big chance that you will get a death or
two.

III) LATE GAME

This is your monster-time. Hopefully you have a luxury item by level 20, so you are pooning.
With massive damage, you can get anyone, and contribute TONS to ganking.

Late-game is not your time...you're glory is now over. Most heroes will be able to tank your
pathetic 800 damage combo, so perhaps a dagon can come in handy. But no, don't. Hero killing
isn't your job now. Now you should have BoT, so teleport aroound and push. Yes, ganking can be
part of your job, depending on how good gankers your allies are. But once you hit around 20,
don't be a carry. Push, and finish the game ASAP. You're not worth anything now: you're not a
tank with over 2500 HP, your not one with great hero killing spells now. So just push, finish the
game, and try to use your AoE spells to their fullest.

One hard thing in this part of the game is controlling this monster. The only deaths you’ll get will
be because you get stuck. So be VERY aware of where you walk. That’s a big con of Tiny. But
you can survive, with good avalanche placing, you can stun-and-run.

Well that’s about it, that’s all I can say. Play safe, farm (Because you can!) and get kills. Good
luck.

NOW COME HERO KILLING TIPS! KEEP READING


6. Hero Killing Strategies

I) SOLO KILLS

For this section, I will add comments from a site that was recommended to me by Silhouette-.
The site was made by Black Ice, and gives insight on how to create a combo for Tiny that acts
like a level 3 Laguna Blade, Lina Inverse’s ultimate. Easy (but requires practice and precision)
solo kill.

Before we get into the ways of doing this, let’s do some comparing to show how affective this
combo really is.
Here’s Laguna Blade:

Laguna Blade
Fires off a bolt of lightning at a single target, dealing critical damage.

Level 1 - Deals 450 damage.


Level 2 - Deals 675 damage.
Level 3 - Deals 950 damage.

Cooldown: 150/90/55 seconds.


Level 1: 280 mana, 150 sec cooldown.
Level 2: 420 mana, 90 sec cooldown.
Level 3: 680 mana, 55 sec cooldown.
Now, let’s compare
Let’s go step by step.

Mana Cost

Pretty obvious that Tiny’s is more affective this way. You can nearly do it three time to make it
cost as much mana as Laguna Blade.

Max Damage

Tiny does more max damage, both are to a SINGLE unit. Not much difference. But the next
matter makes Tiny’s more worth.

Units Affected

While Laguna Blade only does damage to ONE unit, Tiny’s can deal the same damage to a sinlge
unit, AND do the normal ava-toss damage of 600 to as many units as fit in his Avalanche and his
Toss spells’ AoE. Massive.

Cooldown

And to finish of Tiny’s combo’s glorification, The cooldown less than half as long as Laguna
Blade’s BEST cooldown (see others: lvl 1 = 150, lvl 2 = 90)

Well that clearly shows that Tiny’s combo, if done properly, if better than another hero’s
ultimate. Wow.
Have I kept you waiting long enough to find out what this combo really is? Are you biting your
nails in the excitement of finding out how this guy can own 1-1? Well you should be. Now
READ, every word carefully.

QUOTE
Choose target tossable hero( by this i mean you should be pretty certain you can acctually toss
HIM, not just some random creep). Then go near it, avalanche it, and before the boulders stop
falling, toss the hero. Here is what happens: The hero starts receiving avalanche damage (it will
receive the 300 quite fast acctually). When it is being tossed, the cap is removed because the
tossed hero is considered a different unit now, so it receives another 300 damage and some stun
when it lands (the stun is somewhat masked by the toss time). CONCLUSION? The hero has just
received somewhere near 950 magic damage(if you manage to wack it while it's in the air, all the
better).
QUOTE
If you dont want to read all that blabber, here's how to test what i've just said:
Enter single player mode, and play the latest version of Dota. Type -lvlup 7 times after choosing
tiny (so you get him at lvl 8), then type -gold 1000000 and buy what ubber items you find (i
recomend midas). After this, head to the forest, find a centaur camp and do the following: midas
the small centaur, and when the big one returns to the camp from chasing you, cast avalanche on
it then toss it before avalanche finishes. If you did this right, you'll see that the centaur only has
about 150 hp left when the two spells are over. IMPORTANT: move tiny away after tossing, so
he doesn't aditionally hit the centaur. This way you should be able to see the result of
AVALANCHE+TOSS+ADITIONAL AVALANCHE DAMAGE: 300+360+300=960 (you might
deal less if you toss too fast).

Hope what i've just said wasn't just obvious fact, and that some can now improve their tiny play .
Good day

Want to know the rest? Read Black_Ice’s Tiny's lvl3 Laguna Blade, Learn why the little guy is so

abused

Addition to quote: The projectile actaully receives more damage than 60 (in the quote, it says
360 from toss: 300 impact, 60 projectile). Though this is if you are level 16: with level four toss,
and level three grow, the projectile recieves 165% of 300, which is 495 (65%: 195, 100%: 300).
Now with damage reduction from armor, the damage is around 450, i'm guessing. But that's still

over 360...

To add to the part that says “you might deal less if you toss too fast”. Well, yes, it’s tricky. Since
300 damage is dealt in waves (3 or 4 hits from a rock), it is very possible that you toss him
before the full initial 300 damage was dealt, or you toss him too late, and he doesn’t receive the
full secondary damage. That’s why mastering this skill is hard, and takes a while. The tricky
thing is getting the maximum damage possible. By tossing early or late, you might only deal (for
early) 200 damage before he flies, and the rest 300 when he lands, or 300 before the toss, and
since you tossed him late, he only receives 200 after he lands. See how that works? So basically,
it's rare that the unit will recieve the max damage. The timing is very hard, and most of the time
you'll end up dealing around 800 damage to the unit you tossed.

Here’s just a little image to help understand:


1. As I move into position to toss him, Bradwarden stuns me and gets a hit on me. Luckily there
aren’t many creeps around.
2. I hit ‘v’, then ‘t’ and click on myself. The avalanche did some damage (notice the change of
color in his HP bar) and now he’s up in the air (it wasn’t perfect, so he only received about 245
damage from the initial avalanche).
3. I get a hit on him while he’s in the air.
4. He lands, his HP is now in red. For some reason I know have a different target, the creep.
5. Avalanche did its secondary 300 damage, and now is finished. He’s nearly dead, about 10 HP
left. I quickly target him again.
6. Last hit gets me the kill.

CON: Can be countered with a BKB, so watch for others' item builds before you do the combo
on someone

Video Created! It's on youtube, here's the link!: Halalszarny's Tiny Video
````````````````````````````````````````````````````````````````````````````

II) TEAM KILLS

It’s simple. You spray him with an avalanche, you start hitting. Your teammate(s) will help too,
he wants a kill as well. But don’t give it. Wait till you know a Toss will finish him off, then use it.
But don’t wait too long. Toss isn’t a tracking shot: if the hero moves from the spot where you
clicked to send the projectile, there’s a big chance you’ll miss. Timing is essential. So try to get
the Toss in before he has a chance to turn and run.

If you have a stunner with you, keep him/them stunned as long as possible. By that I mean when
you spray em, and the stun wears off, have them stomp/crush/whatever their AoE stun is. That’s
a sure kill.

Voila, that’s how you can get a kill easily. After the kill you’ll be exhausted health- and mana-
wise, but it’s worth it. The creeps will start targeting you after you sprayed the avalanche, so
careful. If you get too low health, give up and leave. My philosophy is: “Don’t die for a kill”.
Well don’t. Let your teammate(s) do that (especially if it’s an Assassin with Blink Strike or some
MS increasing spell, making them good chasers.)

This kill works all game – in fact, that’s about the only way you get kills with team mates. So
yes, there it was. Enjoy!

QUOTE
Try not to be so solo and in early game great combo. Your partner in the lane is bloodseeker.
Max your Toss before he reaches lvl 6. Than just wait for the right time. Tiny avalanches teh
enemy(ies), bloodseeker rupture one of them. Now its important to know how to toss. You must
toss the right hero and hes initativly DEAD. He often dies when hes still in the air so its nice
animation of blood bleeding away from dead body in the air. Just try it. The second hero is
stunned- he may run but sometimes he doesnt know whats happening so he just wanna SAVE his
ally. Bad choice- if int. hero just silence him with bloodrage or give bloodrage to tiny- mass dmg
= dead( not always he may have higher hp than predicted). But be sure that tiny knows about his
silence when using bloodrage. Its deadly combination early/mid game on 2 heroes. In late game
you can easily gank 1 very good hero. You must try it!

Quote by RoCkYdEaTh in a comment post on page 5. Thank you for you idea.

7. Hero Interactions

I) ALLY HEROES

1. A powerful ally for Tiny is one he can synergize his Toss skill with. Basically a hero with
damaging AoE spells.

Heroes who are in need of a blink dagger to use their ultimates are good allies. How? Well your
toss is like a blink dagger.
• For example, you have Crystal Maiden next to you. The player tells you when to toss,
meaning her freezing field is full. You toss her in the middle, she hits ‘z’, bam, like fourth
of July, but the fireworks are all ice-colored. You can then shower em and maybe do
another toss to finish the hero(es) off completely.
• Another good one is Enigma. You throw him in, a quick black hole, and he sucks
everyone in. You can again do the ava-toss combo.
• Earth Shaker is a nice one too. He does a quick enchant totem then you throw him in. He
does his ultimate, echo slam, then quickly fissures/you avalanche. Then you pound, and
then slam/ava the escaping heroes.
• You can throw Sand King in as well, instead of him burrowstriking in. He can save that to
hunt down escaping heroes.
Got the point? Basically heroes with AoE ultimates

Heroes Who have AoE stuns.

• Brewmaster uses his thunderclap quickly after you threw him in the middle. You both
pound away at the hero(es). When his stun wears off, you shower them. You should get at
least one kill now, for example if there are two heroes, you both focus fire on one.
• Slithereen Guards stun is a nice one too. Same concept, keep them stunned while you
pound away. With SG, make sure to use amplify damage before you throw him in. If you
use it when in the middle, you lose important, crucial milliseconds.
• Centaur, same thing.
• Beastmaster’s ultimate can work as well, but make sure he doesn’t waste it. I mean, a
simple active spell like Slithereen Crush or Hoof Stomp can be just tossed around, with
little cooldowns and mana costs, but not an ultimate. Make sure you guys get at least 2
heroes with this tactic, so use it when you’re against 2 or 3 in a lane. You could use it, if
you REALLY had to, to stop an overpowering hero’s beyond godlike. But if you play
Tiny well, that won’t happen.
Again, you got the point? I’m just listing EXAMPLES not EVERY SINGLE ONE.

Heroes who can plant stuff and let me throw people into them.

• Just Techies is who I have in mind now. You make him plant mines, then make him stand
there, especially if he’s low on health. Then you just toss the hero at him. True, Techies is
doing suicide.
QUOTE
toss enemies into groups of landmines and see them die instantly. Note that techies has to
be standing in the mines so you have a unit to target.

Quote and Image from


Far's guide to Tiny, the (blinking) Stone Giant
````````````````````````````````````````````````````````````````````````````

2. Another good ally is a nuker. This, I need no explanation for.

````````````````````````````````````````````````````````````````````````````

II) ENEMY HEROES

1. Here are some enemies that you shouldn’t have a problem with. First of all, heroes who are
squishy and have no disables.

• Rikimaru is pretty small. Yes, he can escape from you, but catching him off guard with
his puny HP will hurt him. Ava-toss combo is very effective against him. Though he has a
disable, the cloud, but that’s what the surprise factor’s for.
• Sacred Warrior is somewhat of an easy kill. I won’t say he’s not gonna kick the living poo
out of ya once in a while, but you should dominate over him. He has a good regen
though, so that makes it a toughie.
I don’t think I’ll go on, you get the point.

Heroes that have images are not real trouble.

• Phantom Lancer’s massive images can be erased with the ava-toss combo, making his
greatest strength equal to 0.
• Terrorblade is the same. He can f*** you up though, depends on the player, but his
images are nothing to worry about. Tossing his images at other images can help find out
which is the real one.
````````````````````````````````````````````````````````````````````````````

2. Let’s see some heroes who can be a pain in the rear.

Super tanky heroes.

• Panda Brewsmaster, what a pain. He’s a toughie to kill even at half health, because he
just has so much HP! He’ll tank through your combo the entire game. I guess that’s
enough said. Has a stun, always a hard one.
• Centaur, with his ultimate of inner strength is a tank as well. Hard kills, ava-toss combos
barely hurt em. Disable (stun).
• Chaos Knight, same thing.
• Sven, one tanky, yet strong SoB. Again, has a stun.
• Skeleton King. He has reincarnation, which makes it hard already, plus he’s somewhat
tanky as well. He also has a stun, which he can use as a defense mechanism.
Need I go on?

Orb harassing. You can’t take too much of that.

• QUOTE
once again, orb harassing>you. glaives hurt and if he manages to kill you he's gonna steal
ur int, which u desperately need early game. late game he's gonna guisnoo you which
sucks even more and last word fuks up the ava-toss combo.
• QUOTE
gee, we hate orb walkers, dont we? viper's corrosive skin really doesn't help either.
lowering attack speed on Tiny's already shitty attack speed... ouch.
Quotes from
Far's guide to Tiny, the (blinking) Stone Giant

8. Replays

QUOTE

1. 2_vs._2_Victory.w3g ( 334.5k ) Number of downloads: 241

TEAMS:

Sentinel:

.protest.

Tiny (me)

Scourge:

Sonny

Kulangot

This is just a random game I played through Hamachi with friends. My team consisted of a very
good Luna, and me, Tiny. The opposing team had clinkz and shadow priest - two easy preys for
mid-game kills, because of low health. With a fewest deaths, and second best kills, it was a fun
game. Nothing extraordinary. Shows pre-blink dagger sneaking.

Kills and deaths:

PS: Many scenes from this replay are used in my youtube video.
9. FAQ

Frequently asked questions getting answers:

QUOTE
Q.::. Why isn't bottle a core item for you?

A.::. Well, first of all, I don't really like bottle anymore with the 2/3 refill thing, it makes it more
of a waste, and makes it only useful to heroes who are roamers, like Venomancer or Sven or sth.
Now think...is Tiny a roamer? Well, if you play him that way, sure get bottle. I don't though, so
there's little chance of refilling bottle. Also, there's little need for quick HP refill, and the mana
refill is provided by arcane ring, IN ADDITION to almost doubling your mana pool. So yea
there...

QUOTE
Q.::. What about Eul's? It's almost a must have for Tiny...

A.::. True. Eul's is great for him, provides mana, regen, and a chaser/antichaser spell. But
somehow I just never found it important. The most significant reason for it not being a core item
for me is because it delays everything. Say you go 2 nulls and boots and eul's for a start, that's
over 4k, you can reach that by level...i'd say 10-13...no after that you can finally get your
hyperstone, ugh...it's too late, and you might not even finish cuirass. That's my main reason...

QUOTE
Q.::. Persevearance or the regen from Eul's is better than arcane and bottle

A.::. Honestly, IDC...I mean he's not a spammer really...and arcane is good for using abilities to
farm, because its cooldown is 30, which isn't much more than Tiny's spells. Regen is mostly
needed for int heroes, and I don't find it useful on Tiny because of his low mana pool. He needs
MP increasing items more than a lot of regen. That's why I say no to persevearance.

10. Updates

From latest to earliest

08/06/17
• Small additions
08/03/11
• Updates as of v6.51
• Rewrote item builds a bit
08/02/01
• Edited the position of level 2 Grow in Skill build
08/01/29
• Small item upgrades
• Format upgrade, errors fixed
• FAQ section added
08/01/11
• Video added
08/01/04
• text moved around -> hero kills in post 2
08/01/03
• Added Grow and Avalanche images
07/12/30
• Small changes in layout
• Skill descriptions increased
• Small change in items
07/12/28
• Edited Spell explanations format
• Edited avalanche description, changed it back.
07/12/27
• Black Ice’s ava-toss tips included -> Strategy Section format changed
• Item Builds specifications
• Update in Avalanche Spell’s description
07/12/26
• Guide Uploaded.

11. Credits and Thanks

I) BIBLIOGRAPHY

Some ideas, images, quotes barrowed from:


Far's guide to Tiny, the (blinking) Stone Giant
True Ava-Toss combo idea from:

Tiny's lvl3 Laguna Blade, Learn why the little guy is so abused

````````````````````````````````````````````````````````````````````````````

II) THANKS
Well, of course to Farseerdk, for all his useful images and quotes.
Also Keestar for help with images ( more are coming!).
Silhoutte- for bringing Black Ice’s site to my attention.
Black_Ice for the wonderful ava-toss combo idea.
RoCkYdEaTh for his Bloodseeker partner-combo idea

````````````````````````````````````````````````````````````````````````````

12. Last Words

COPYWRITE:

This guide or parts of it may only be used with my, Halalszarny's Permission. Any use of it
without my permission WILL be considered plagerism.
Halalszarny

Thank you for reading my guide!


If you will, please rate this guide on a scale of 1 out of 10. Thanks a lot, play Tiny!!

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