
Tiny
Coming to life as a chunk of stone, Tiny's origins are a mystery on which he continually speculates. He is a Stone Giant now, but what did he used to be? A splinter broken from a Golem's heel? A shard swept from a gargoyle-sculptor's workshop? A fragment of the Oracular Visage of Garthos? A deep curiosity drives him, and he travels the world tirelessly seeking his origins, his parentage, his people. As he roams, he gathers weight and size; the forces that weather lesser rocks, instead cause Tiny to grow and ever grow.
Base STR
30 +4.2
Base AGI
0 +0
Base INT
17 +2.2
Move Speed
275
Attack Range
150
Base Armor
0
Attack DMG
31–37
Projectile
900
Innate Abilities

Insurmountable
Tiny gains Status and Slow Resistance from Strength. Slow Resistance also reduces the impact of Attack Speed slows.
STRENGTH TO SLOW RESIST:
20%
STRENGTH TO STATUS RESIST:
10%
- Insurmountable does not reduce the effect of Grow's Attack Speed Reduction.
Abilities

Avalanche
Cooldown
23 / 20 / 17 / 14s
Mana
105 / 120 / 135 / 150
Bombards an area with rocks, continously doing small intervals of damage and stun to enemy units.
RADIUS:
325 / 340 / 355 / 370
AVALANCHE DURATION:
1.5
AVALANCHE DAMAGE:
90 / 180 / 270 / 360
Inanimate rock becomes animate when called by the Stone Giant.

Toss
Cooldown
20 / 17 / 14 / 11s
Mana
125
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.
RADIUS:
275
DAMAGE:
90 / 180 / 270 / 360
BONUS LANDING DAMAGE:
0%
- You can toss allies, but they don't take damage.
- Toss deals 33% of its damage to buildings.
- Debuff Immune units can be targeted but cannot be tossed.
- Flight time is 1.25s.
Tiny's gargantuan stature allows him to catapult even the sturdiest of warriors.

Tree Grab
Cooldown
15 / 12 / 9 / 6s
Mana
40 / 35 / 30 / 25
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.
NUMBER OF ATTACKS:
5 / 6 / 7 / 8
BONUS BASE DAMAGE:
10 / 20 / 30 / 40
BONUS BUILDING DAMAGE:
30 / 40 / 50 / 60%
ATTACK RANGE:
300
SPLASH DAMAGE:
70 / 80 / 90 / 100%
- The cooldown begins when the tree is thrown.
Sticks and stones break all the bones, with structures sure to follow.

Grow
Tiny gains craggy mass, increasing his attack damage, movement speed and armor, and toss power while slowing his attack speed.
BONUS ARMOR:
5 / 10 / 15
BONUS DAMAGE:
60 / 120 / 180
ATTACK SPEED REDUCTION:
-35%
TOSS BONUS DAMAGE:
50 / 175 / 300
MOVEMENT SPEED BONUS:
10 / 20 / 30
MOVEMENT SLOW:
0%
ATTACK SLOW:
0
SLOW DURATION:
0
LAND RADIUS BONUS:
0
TOSS LANDING BONUS DAMAGE:
0%
TREE THROW BONUS DAMAGE:
0
Watching a hill become a mountain is awe-inspiring - especially if the mountain begins laying waste to adversaries.

Tree Throw
Throws the tree at the target unit, proccing your attack on it and splashing damage around the target.
CAST RANGE:
1200
BONUS DAMAGE:
10 / 20 / 30 / 40
SPLASH RADIUS:
275
Even enemies can share in Tiny's arbor ardor.
Talents

Aghanim's Scepter

Tree Volley
Cooldown
17s
Mana
200
CHANNELED - Tiny channels to throw random trees within range towards the targeted area. Deals Tiny's attack with Tree Throw bonuses.
TARGET RADIUS:
400
TREE GRAB RADIUS:
700
THROW INTERVAL:
0.5
MAX CHANNEL TIME:
2.5
Sticks thrown from stones are like to shatter many bones.

Aghanim's Shard

Grow
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.
Hero Performance
Median across all public matches · OpenDotaForm
46%
Win rate in recent matches
Performance
91%
KDA ratio (kills + assists / deaths)
Laning
43%
Last hits per minute over full game
Farm
62%
Average gold per minute
Fighting
29%
Average kills + assists per match
Experience
80%
Average XP per minute
Strategy
When to Pick Tiny?
Three roles. One hero. And all three work — which is exactly what makes Tiny simultaneously one of the most valuable heroes in the right draft and one of the most useless heroes in the wrong one. "Situational" is the perfect word, and I want to break down each role honestly so you understand what "situational" actually means for a hero that can be picked first, fourth, or last depending on what the enemy draft gives you.
The core of every Tiny game, regardless of role, is the same combo that has defined the hero for over a decade—Avalanche into Toss. Avalanche hits an area for magical damage in intervals and stuns for 1.5 seconds. A unit being tossed takes double the Avalanche damage throughout the entire duration of the stun. Cast Avalanche on a hero and toss them into it within the first 0.75 seconds, and they receive the full doubled damage of every interval simultaneously—up to 800 magical damage at max level before any spell amplification. Against a squishy support with 900 HP at level six, this one combo is the entire kill. Against a fragile mid who overextended for a rune, this is a lane-winning sequence from level four that pushes a kill advantage no other hero in the game can replicate at that timing. The Craggy Exterior innate now stacks attack damage reduction on every enemy who attacks Tiny—applying a 2/3/4/5% damage reduction per stack scaling with Grow level—which means in the laning phase any hero that tries to right-click Tiny down gradually weakens their own attack damage with every hit. Melee offlaners who stand in front of Tiny and auto-attack are literally reducing their own effectiveness over time.
As a mid, Tiny is the classic rune-dependent burst threat. A power rune at the two-minute mark followed by a bottle-stored rune at the four-minute mark sets up two consecutive Avalanche-Toss kills on an enemy support who did not respect the threat properly. The current patch's aggressive early laning meta is actually good for this—supports are more active and therefore more exposed to ganks. Slow resistance from Grow means Tiny resists the kiting and slows that would otherwise prevent him from closing the gap after the combo. As a carry, Tree Grab's Aghanim's Shard upgrade removes the attack limit—Tiny holds the tree permanently until he throws it—and Tree Throw applies Tiny's attack as a proc on the target plus 20% bonus AOE damage with a slow. A carry Tiny with Aghanim's Shard and Grow maxed swings a tree that procs on impact for his massive base damage, deals area splash, and slows everything nearby for 2.5 seconds with every swing. As pos 4, Tiny requires zero farm to be threatening—Avalanche and Toss at level two from the fog ends the laning stage for any support that overextends, and Tossing an allied hero into a fight is one of the most unique support mechanics in the game. Toss Tidehunter into a grouped enemy team, and he lands with an instant Ravage already casting. Toss Earthshaker and he arrives in the middle of five heroes with Echo Slam ready. He is terrible against multiple BKB buyers—Avalanche is magical, toss damage is reduced by debuff immunity, and a five-hero team with BKBs active simply ignores his entire spell combo. Avoid him in anti-magic burst lineups and in fights in open areas with no trees nearby for Tree Grab.
Tips & common mistakes
- Toss grabs the NEAREST unit within a 300 radius—ally or enemy. Most pub Tiny players Avalanche-Toss a target and accidentally grab the wrong unit because a creep or allied hero was standing closer. Before executing the combo in a fight, always check your immediate surroundings for nearby units between you and the target. If a creep is standing between you and the intended toss target, you will toss the creep instead. The classic pub tiny tragedy is tossing your own carry into the enemy team. Clear your throw radius before committing.
- Avalanche's stun is now applied via an aura and is NOT affected by status resistance sources — most pub Tiny players think BKB or status resistance items protect against Avalanche's stun. The damage is still magical and is reduced by BKB, but the stun component goes through. Combined with Toss — which CAN be targeted at debuff immune units even though the damage is reduced — Tiny still applies the full Avalanche stun to BKB heroes by Tossing them into the Avalanche area. The stun lands, but the damage does not.
- Tossed units take double Avalanche damage for the entire duration — most pub Tiny players cast Toss first, then Avalanche, missing the doubled damage entirely because the Toss animation is over before Avalanche lands. The correct order is always Avalanche FIRST, then Toss within 0.75 seconds while the first damage intervals are active. The Toss sends the target into the already active Avalanche, where they receive double damage from every subsequent tick during the 1.5-second window.
- Aghanim's Shard makes Tree Grab permanent — no attack limit — and Tree Throw applies a 25% movement slow and 45 attack speed slow across a 125-radius larger impact area. Most pub Tiny carry players rush damage items before Shard and swing a limited-charge tree that expires in three attacks. Aghanim's Shard at roughly the twenty-minute mark converts Tiny into a permanent tree-wielder whose every attack applies a massive area slow that makes kiting him impossible. Build it early on the carry build.
- Tiny uniquely pairs with heroes who benefit from being tossed into fights—most pub Tiny soft support players Toss enemies into bad positions and never think about tossing allies. A Tidehunter who Blink Dagger-initiated Ravage can follow up his own initiation with a second Toss-delivered Tidehunter arrival if Ravage is on cooldown but your team needs another AoE stun. Tossing an Earthshaker in the middle of a grouped fight where Echo Slam will chain for massive damage is a free kill sequence that requires no farm from Tiny whatsoever.
- Grow provides slow resistance 15/30/45% scaling with level—most pub Tiny players never factor slow resistance into their play and kite exactly the same distance whether Grow is leveled or not. Against heroes whose primary counter to Tiny is movement speed slow—Ice Blast, Crystal Maiden's Frostbite, Earthshaker's Fissure blocking escape—the slow resistance from a fully leveled "Grow" means Tiny moves through slowly at dramatically higher effective speed. Level up earlier than normal in games where the enemy team's primary peel is movement speed slows.
Summary
Tiny is strong, genuinely flexible across three roles, and one of the most satisfying heroes to execute well in any position.
The Avalanche-Toss combo has deleted supports and squished cores for over a decade, and the current patch did not change that—Grow's slow resistance makes the approach easier, Craggy Exterior punishes right-clicking attackers, and Tree Grab with Aghanim's Shard turns the carry version into a permanent tree-swinging menace that applies slows with every impact.
But the situational part is honest — multiple BKB buyers neuter most of his damage, open-area fights without trees hurt his carry identity, and a Toss that grabs the wrong unit in a critical moment can be the most demoralizing moment in Dota 2. Draft him when the enemy has squishy front-and-back lines, pick the right role for what your team needs, and for the love of everything—check what is standing between you and your Toss target before you press the button.
Strong Against



















































