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Tiny


Tiny The Stone Giant

Introduction
I’ve written a couple guides over the years I’ve played DotA, but none of them are really exceptional. A form of this guide was posted before, but its original form was quite pathetic. Over the course of a year I updated to the point where it was “pretty good”. Unfortunately, to take to the next level, the guide has to be completely rewritten.

This guide will not follow the “early/mid/late game” format, but instead will be divided as follows:

1) Basic overview of Tiny and his abilities.
2) Building the Perfect Tiny
i) Skill build
ii) Possible item combinations
3) Blink tossing and Avalanche placement
i) Common usages for Blink Toss
ii) The true AoE of avalanche
4) Tiny in –lm/-xl
i) Why pick Tiny?
ii) Lane control with Tiny
iii) Tiny and hero combos.
5) Tiny in –em and other public games
i) how to get 25 kills in 35 minutes
ii) how to really piss pubs off
iii) grenades, cow cannons and flying maidens
6) The theoretical super late game
7) Glossary of Tiny counters

1)A Basic Overview of Tiny and his Abilities
Tiny
str: 24+3.0
agi: 9+0.9
int: 14+1.6
base ms: 290
base as: not sure, but it's slow
base armour: -1 + 1 (from agi) = 0

Tiny gets an excellent str bonus, making him a fairly good tank at a glance. Coupled with craggy exterior and Tiny is defensively sound but for his extremely low armour. He also has a fair decent int bonus for a str hero. This means that he doesn't NEED a crap load of mana items, but would still benefit from them. Tiny's weakness lies in his agi gain. Considering that Tiny’s ult slows attack speed, he is the slowest attacking hero in the game.

Hero Abilities

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Avalanche
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

This area of effect stun is brilliant. It deals good damage and stuns for approximately 1.8 seconds if the target is in the AoE for the entire duration. This skill is based of cluster rockets from the ladder map, which was a conjuring spell. In order to get around the conjuring, IceFrog made it so Tiny creates an invisible unit at his current location, which then casts cluster rockets. As such, there is no “animation” to cancel for this spell, but casting this will cancel your “move” or “attack” command, so be sure to reissue it.

The damage dealt by avalanche is done slowly over the stun duration, so don’t expect it to instantly kill a target even if it has 225 hp or less. The lag between casting and stunnign also means it's a poor choice for stopping sand king's burrowstrike/epicentre early game combo (pre blink dagger for both of you). Use toss instead, as a tossed unit will have it's conjuring broken and the casting is instant). Also, the single target damage of Avalanche is capped at 300 – spell reduction, so getting closer in an attempt to “concentrate” the avalanche will not increase its damage. There is no multiple target damage cap on Avalanche.

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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

The skilful use of this skill is, in my opinion, the defining factor between a good Tiny player and a bad one. Tiny will randomly grad any unit around him within about a 250 AoE (I have seen guides site as low as 150 and as high as 325 as this AoE. I actually don’t know how big it is, but I approximate it to be about 250). This unit is then launched at his target location. The target location must be within the skills range AND it MUST target a UNIT. You cannot toss people into open ground, trees or buildings. The tossed unit has its conjuring broken as soon as it is "grabbed" and receives 20/30/40/50% bonus damage at grow levels 0/1/2/3 when it hits the ground. If the unit is friendly, it will take only the bonus damage. Note that since the time it takes for a unit to go up and down on its target, it is impossible to hit a moving hero with this skill if they have more than 340ish movespeed. You also can't "lead" your target unless there is a conviently located creep or something since Toss's target MUST be a unit.

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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.

A fairly useful passive that is strong against fast attacking melee heroes and creep waves. It is, of course, completely useless against ranged heroes and loses much of its effectiveness against melee heroes with slow attack speeds.

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Grow(ultimate)
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.

This used to be a debatable skill to get, but now that it is needed for toss, it must be teched. Still, even back when Tiny’s toss did 50% bonus without grow, I still teched it because of it's synergy with airborne units, the blink dagger and IAS items. With the right IAS items, Tiny can out damage a majority of agi heroes!

3) Building the perfect Tiny

i) Skill Build

1)avalanche
2)toss
3)avalanche
4)toss
5)avalanche
6)toss
7)toss
8)avalanche
9)grow
10)stats/craggy
11)grow
12-15)stats/craggy
16)grow
17-25)stats/craggy

When to tech stats vs craggy
Well, it depends on the number of melee heroes. You can use the following to decide when to get it, but there isn't really a defined point. Just think, 1 point per melee here and an additional point if it's a fast attacking melee hero (agi melees and naix, essentially). If the number of points adds up to 4 or more, get craggy first. if it's 2-3, alternate stats and craggy. If its 1 or 0, get craggy last.

Why tech grow? It slows your attack speed and it makes you a very large target, so what makes it worth it?
The damage makes up for it. In addition, when a hero is being tossed, it can’t move for about a second (while it's in the air). You get one free hit, regardless of whether or not you have grow 1. You also get the bonus damage to toss, so tech it. Even if you don’t plan on increasing Tiny’s attack speed that much, grow will still slightly increase your dmg/sec output. It makes it much easier to last hit stuff and kill towers. Grow also makes you slightly FASTER moving.

ii) Possible Item Combinations

Before I begin, I will say, without a doubt, that, if you are going to use this guide at all, you WILL buy this item. Not only that, you will buy it EARLY.

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YES! BLINK DAGGER! This is the only item in this guide that I say you MUST get. Everything else has alternatives.

When getting items for Tiny, we must address his 3 major weaknesses: 1) Mana 2) Armour and 3) Attack speed. Look at the items below.

Your item order should look something like this but can be modified to suit your play style and the needs of the specific game:

1) boots of speed
2) some mana item (note, 1) and 2) are interchangable in order. If you're building euls you many want to buy a robe first then boots then finish euls).
3) blink (Once again, when building euls you many want start euls before blink and finish it after)
4) some armour item
5) upgrade boots
6) some attack speed item
7) lux items

Now note that when building cuirass, since armour is more urgent than attack speed, you should buy plate or chainmail before hyperstone.

The following lists possible items for Tiny. Pick one item per row. The further the item is to the left of the page, the more it is towards and offensive, damaging Tiny. The further it is to the right, the more it is towards a supporting, defensive Tiny. Pick from these items and you can build your Tiny to suite the way you want to play.

1) Boots
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Power Treads ---------------------------------------------------------------------- Boots of Travel

Every hero needs boots. As to which you get, on Tiny both can work. As tiny is in need of attack speed, treads work fairly well on him. That being said, the ability to teleport around the map and farm/push is incredibly useful. I generally say to get BoT unless you are having troubles farming in which case get Treads, but you can aim for Treads from the start if you so desire. You keep your boots as boots of speed till fairly late game.

2) Mana

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Null ---------------------------------------Arcane Ring--------------------------------------Euls

If you are getting the bare minimum amount of mana needed pull off early game blink/ava/toss combos, you need 1 null. Generally, it’s not a bad idea to get 2 nulls. The major advantage of nulls is that they are cheap and allow you get one quickly and then buy a blink dagger. That being said, don’t expect to do any spell farming and carry clarities or you’re going to run out of mana. I use nulls in pubs.

Arcane ring is one of those items you might say is “built for Tiny”. It gives more than enough mana to use ava and toss offensively and also gives some armour which is desperately needed by Tiny especially early game. Restoring your allies’ mana is always well appreciated. Late game you can spell farm alright, but not to the extent you can with an euls/guisnoos.

Euls used to be the standard tiny mana item before arcane ring came out. Cyclone is brilliant and can be used very effectively with avalanche and toss. There is a guide out there that focuses on using cyclone and toss (just as mine uses blink and toss). Nevertheless, euls is not cheap. Buying euls as your first major item delays blink dagger significantly, but also ensures that you’ll never run out of mana. A solution to dagger delay is to buy a robe of the magi or staff of wizardy and then to get blink before completing euls. It also allows you to support a mekanism, You can also upgrade it to guisnoos where hex is also always nice to have.

Once you have boots of speed and a mana item, you should buy blink dagger before working on armour and attack speed.

3) Armour

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Assault Cuirass ---------------------------------------------------------------------------------------------- Mekanism

Once again, AC is often said to be a “built for Tiny” item. It gives attack speed and armour, which is what Tiny really needs. This is a brilliant choice for Tiny as its auras are also very helpful in team battles. It is, however, very expensive and isn’t as good offensively as a butterfly. Also, it’s not generally a good idea for more than one player on a team to buy AC, so there are times when you shouldn’t get it.

Mekanism gives a nice armour bonus and a heal. This is helpful in team battles and represents a low-cost solution to low tiny armour. Unfortunately, Tiny has a crappy mana pool and can’t support mechanism especially early game. If, however, you’ve bought euls, you’ll have more than enough mana to use mek, blink and both your nukes to your heart’s content. Late game, Tiny’s mana usage is the same as it is early game, but you’ve got way more int. As such, mek can be supported. Healing your team is also not to be underrated.

4) Attack speed

IPB Image ------------------------------------IPB Image ------------------------------------IPB Image
Mask of Madness ------------------------ The Butterfly ------------------------ Assault Cuirass

Mask gives a lot of attack speed, but it’s another active skill to drain on Tiny’s mana pool. It also makes him take more damage which really isn’t very good considering Tiny’s low armour. Generally, only use MoM in public games (where it becomes very effective at crushing a lot of noobs quickly).

The Butterfly is theoretically the best attack speed item for Tiny. It gives a ton of IAS, some damage, evasion (how a huge chunk of rock can dodge stuff is beyond me, but it works) and 4.3 bonus armour. Unfortunately, it’s expensive and infinitely difficult to farm due to the high cost of eagle horn (quarterstaff sucks). That being said, if you manage to get it in decent time, Tiny will be come a beastly damage dealer and damage taker.

Yay, Cuirass gets to be in here twice. 55% IAS is nothing to sneer at, but it still doesn’t put out as much dmg/sec as a butterfly even if you include –armour auras. Its total cost is also almost as high as the butterfly, but I consider it much easier to farm because the intermediate items are cheaper and actually useful on their own. I’d way rather be a Tiny with a hyperstone than a Tiny almost an eaglehorn. AC also allows you to cover both armour and IAS in one item.

5) Luxury items

1) IPB Image Guisnoos (if you got euls)

Why not upgrade it? Especially after you’ve run out of cyclones.

2) IPB Image Radiance

You can ava/toss an entire creep wave up until the 45 minute mark of a game. After that, you’ll need radiance to bring the wave down to under 600 hp before you take it out. The burn aura, damage and evasion are also nothing to sneer at in hero battles.

3) IPB Image Buriza

Big damage = big crits. Need I say more?

4) IPB Image Heart

If you want to be an even bigger tank, get one. Don’t get it first because armour is more effective on Tiny. But if you’ve got armour already and still wanna be tougher to kill, buy a heart.


6) items to avoid

Manta Style
This item is good on... almost everyone, but not Tiny. your images do have the grow damage, but they're Tiny, so it's really easy to figure out who the main one is...
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yup, Tiny’s images do have grow... they just don’t look like it.

Sange and Yasha
Move speed = good. attack speed = good. str = useful. so why not? Because it's a waste of an orb. Because it's overpriced. Because there are much better things you can get for your money.

Ring of Bassilus
The armour is nice, but the mana regen is worthless. Tiny needs int or mana items, not regen.

Perserverance
Once again, Tiny benefits poorly from regen. Also, battlefury is far from needed (I'm not a battlefury fan to begin with and I think it's just down right stupid on tiny) and there are better choices then linkens.

3) Blink tossing and Avalanche placement

i) Common uses for Blink Toss.

Blink Toss Kill

The goal of this is simply to net a kill. It can use used in a solo situation as well as in ganks. This technique deals a lot of damage very quickly and is extremely deadly early to mid game. Late game you’ll be using this less and less, but it’s still useful for finishing weakened heros.

Sit behind your creep line with hold position and take a look. Target a hero that you can kill quickly. Don't worry about the damage they can do to you, because they probably won’t have time to respond. Blink to the hero and start hitting them. They'll either run or attack you. If they attack you wait till you get at least 2 hits in and then use avalanche followed by toss. This should kill them. If they run ava and toss them before they get out of range. If you ava/toss right away, a strong hero may just tank it and run. If the hero is a disabler, blink to the hero and avalanche right away. Follow up immediately with toss and hope for the kill. In this case you should always use avalanche first to increase the chances that you'll toss the hero and not some random creep.

1) Razor is farming. I’ve just teled to this lane about 2 secs ago so he's a little off guard because he's been owning Juggernaught in lane control for the past 4 levels. He's a fast hero so I can't afford to simply run up to him (he'll just back off and I’ll never catch him). But I am in position to blink.
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2) RAWR! there's now a huge chunk of rock sitting on razor, I avalanche him immediately because he's a fast, but low hp hero. I then toss him to myself.
Notice the location to where I blinked. Razor is the only unit within 250 AoE of me.
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3) The result? razor will think twice about pushing the noob jugg around in the future.
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Blink Toss Separate

This is where Tiny takes on the role of Vengeful Spirit. Blink tossing is like swap, except you can chose the location you want to move the hero to (any unit, tossing to stompers like centaurs is always a good idea), it does 450 – spell reduction damage and tiny doesn’t get raped whenever he “swaps” into enemy heroes cause he’s not so squishy as vengeful and can also use avalanche to facilitate a getaway. The downside is that you must have a blink dagger and that it’s much more difficult to pull off.

Begin by selecting a hero you want to “swap”. Unlike with vengeful where you can pick and chose whoever the carry hero is, your target must be one who is not surrounded by creeps. These are usually ranged heroes that stand back from the waves. Next find a spot where the target hero is the only unit within 250 range.

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Hero A is a bad choice because attempting to Blink Toss him has a high failure rate (you might grab a creep instead). Here B is a good choice because you can blink to the red dot and have a 100% chance of grabbing that hero. Blink to point P and target Toss over Point T to toss Lina to Viper.

Blink there. Hit “T” for Toss and centre your target over the unit closest to the place you want to swap the hero to. Left-click. Now spray avalanche on other nearby enemy heroes and get your ass back to your team! This has to be done in extremely quick succession, so it takes practice. Your goal should be to eventually do this entire combo in under 1 second.

i) The true AoE of Avalanche

Firstly, 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. So if i fire at that location, both clinkz and seeker will be hit!

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Next, remember that Avalanche is a fairly slow moving spell, meaning you have to lead targets.

(Screen shot needed... to lazy to get it, lead your target about 0.5 seconds worth of movement (half their movespeed))

Lastly, the closer you are to your target, the less likely you are to be juked, so don't forget to use that blnk dagger!

4) Tiny in –lm/-xl

i) Why pick Tiny?

Tiny is a very skill-intesive hero to use, especially when you start doing fancy blink toss stuff. If you're playing -lm/-xl, you're probably a pretty good player, so you'll be able to use all the techniques that makes Tiny special.

A good Tiny player can replace vengeful spirit's swap abilities as discribed above. In addition to having a "damaging swap", Tiny also has one of the few AoE stuns on the Sentinel that isn't an ultimate skill. Using both Avalanche and Toss together than damage multiple heros and make a huge difference in team battles. Later on, Tiny's DPS is nothing to sneer at either.

Lastly, Tiny's synergy with a wide variety of teammates can really make him worth it.

That being said, you wont be picking Tiny for lane control considering he's a melee hero, so you can forget soloing a "carry" Tiny, but Tiny does do exceptionaly well in duo and trio lanes. I will describe all this in the next few subsections.

ii)Lane Control with Tiny

Being a melee hero, Tiny naturally has a disadvantage in lane control. That being said, FOR A MELEE HERO, Tiny's lane control is pretty good. Consider that:

1) Tiny has one the highest base damages in the game.
2) Tiny has two nukes, one of which is a stun and both of which are AoE.
3) Tiny is a psuedo-tank, giving him built in durability.
4) Grow level 0 Tiny has the smallest hero model in the game.

That being said, Tiny's crappy ass early game mana pool and long spell cooldown makes him a horrible spell spammer style lane controller, so you have to be a little cautious.

Lane control with Tiny revolves around last hitting and coordination with your lane partner(s). Tiny has very high base damage, so if you can get to a creep to make your last hit you will be able to do so before any other hero in the lane. Doing so against a good player, however, will get you a face full of nukes/orb attacks making it very much not worth it. There are two ways to get around this problem:

1) Coordinate with your allies. If your lane mate is a spell spammer or orb walker, go for your last hit at the same time they go to harass. This usually distracts your opponent for you to get in and get out without taking any undue damage.

2) Use the "Avalanche Wall" techinique.

This technique involves simultaneously spraying avalanche and denying a creep at the same time. As this is mana intensive, it can only be done a couple of times. The goal of the Avalanche Wall is to use the AoE of Avalanche to Kill 2 or 3 creeps (make sure they have low enough hp so it will kill them) as well as to stun your opponents so they cannot hit you while you then run up and deny or last hit a creep. When using this techique, it's very important to remember "the true AoE of avalanche" because that can often be the deciding factor as to whether or not the creeps/heroes are positioned correctly that you can pull it off.

(Screenshot needed... it really is very difficult to get a screenie of this while actually playing because every time i do it and try to hit prt scrn I screw up!).

Normally, this Technique usually nets only one kill, because all the creeps will usually focus fire on the first creep they encouter, meaning that the creep's hp falls one at a time. To spread out your creep's attacks, temporarily draw your opposing team's creeps attacks towards you. To do this, simply right-click attack an enemy hero while you are still behind your creep wave. Let Tiny take a step or two then run back. The creep AI is on a trigger to prioritize units that are targeting friendly heroes. If you target a hero, they will target you and your creeps will rechose their targets. Huzah!

iii) Tiny and hero combos

Toss can be an early game replacement for blink dagger, however laning say centaur and Tiny together is a poor idea, even if you can toss stomp. Instead, lane Tiny with heroes that can delay an opponents movement long enough for Tiny to get into position to toss. Crystal maiden works well with frost bite and twin head isn't bad either. Laning Tiny with another nuker gives you a plethora of powerful early game spells with which to decimate your opponents.

Tiny can also be used in a tri-lane. Your actual tri-lane strategy depends heavily on the players and heros involved and is also usually excecuted by players beyond my level anyway so I won't bother going into detail about it. The only thing i can say is, consider buying a circlet of nobility right from the start (use the remaining gold to get a courrier). This will grant you 240+ mana at level 3 (instead of level 5 with no bonus int) and allow you to double nuke at that time. Multiple kills can be achieved very early if your lane is well organized.

iv) Farming with Tiny

A high base damage is very useful when last hit farming. If you ever find yourself alone in a lane, you should without a doubt get every creep in every wave by virtue of being an amazing last hitter. The other way you can make a lot of money is by useing your spells to farm an entire wave. This is especially useful when there is a large wave of creeps approaching a friendly tower.

Until the 45 minute mark of a game, creeps have less than 600 hp. As such, you can double nuke the wave immediately and kill it. After that point you need to somehow lower creep hp before double nuking. You can wait on your creeps to lower their hp (but as I said in the avalanche wall section, often creeps kill each other one at a time), but it is much more effective to have a radiance. Note how much hp the creeps have (610 at 46 minutes for example) and just wait by the wave long enough for radiance to bring the wave to <600 hp. Then double nuke and bring in the money! Really don't expect to do this much unless you have euls or some other powerful mana item or you will run out of mana.

5) Tiny in -em and other public games

i) How to get 25 kills in 35 minutes

Since I left the competitive DotA scene halfway through CAL-2, pub stomping has become one of my favourite past times whenever there aren't enough of my friends online to do a private. As such, I've become VERY good at owning a lot of noobs very quickly.

So how do I do it? Basically you need to throw all caution to the wind and just go for kills right off the start. This upcoming mini-walkthrough will give you an idea of the play style you need to adopt.

Firstly, you need to adapt your item choice. Chose offensive items you can get quickly. Screw planning for the late game, you're going to have raped them so hard by then that, if they haven't left, you'll be rolling in so much dough you can just buy better items then. For boots, chose treads. For mana, 1 null is enough. Aim for Blink dagger by 7 minute mark in an -em game. For attack speed, Mask of Madness (suicide without any bonus armour you say? Cammon, do you really fear pubs?). Finish with a Cuirass. If you're THAT scared grab chainmail before hyperstone or just go straight for hyperstone. Game should be over by then.

Next up, solo. I know you're melee and you've got crappy lane control and so on, but this is a pub! Pubs dont know how to orb walk or deny very well! You're fine!

Here is an example of how you do risky things right of the start. In the next screen walkthrough, I am level 9.

1) I'm hiding in trees. I’m pretty damn low on hp, which means they think I’ve gone to heal. my lack of defence doesn't matter at this point because I’m going to kill them both before they can do anything to me (axe is just offscreen in this shot).
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2) I avalanche them both to give me some time to position myself.
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3) I'm in position, now to toss Zeus (who has more hp and so needs to take the toss damage to die) into axe (who would die even if I tossed a creep). In order to pull this off, I make sure zues is the only unit with 250 AoE of me. I then target toss over axe. Zues is then tossed into axe.
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4) The result is a double kill.
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That's pre-blink dagger. Post-blink dagger, you'll be doing a lot of blink toss kills. Target low hp heros and just feed off those who are the most "squishy". Pull off more double kills and gloat about it. Your tiem to shine is your level 8-20ish. After that point even pubs are going to be able to tank your combo. You could, if you wanted, even buy a dagon and extend your damage, but honestly i don't seem to need it (now pudge on the other hand... pudge + dagon + pubs = rapage... rofl).

If you're good enough to do this, you've got the idea already. Now go practice!

ii) How to really piss pubs off

Aside from gloating to the other team about how badly you're raping them and how much they suck at DotA, you can also (if you're that exceedingly bored, which i often am) have some fun with your own allies as well as some really annoying things to your opponents.

1) Bring a friend and have that person pick Priestess. Have priestess leap into an annoying impassible area, such as the river in the bottom right corner of the map. Now toss an idiot to priestess! Priestess leaps out and the pub is stuck there for the rest of the game unless they have a tele scroll/bot/blink dagger! hahahah! Note that dropping courriers doesn't work cause you can't toss people to ancients, and apparenlty that chicken is pretty old.

2) Toss your allies into dangerous locations! Do it and then go "oops, sorry really". And just keep on doin' it.

3) Buy a dagon and use the blink/dagon ks techinque repeatadly and just laugh as pubs start typing in all caps goin "WTF IS YOUR PROBLEM YOU STUPID NOOOOOOOB!!!" Clearly, public dota is life for them biggrin.gif.

iii) Grenades, cow cannons and flying maidens

GRENADE!
toss techies at your opponents and then have him blow up. It's hilarious.

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I'm in position to toss techies. Notice there are no nearby creeps so i WILL grab techies. The target is sniper, but he's too far away right now cause i've only got level 2 toss.

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They moved forward... FRAG EM BOYS! Techies is in mid air!

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FIRST BLOOD! Too bad the idiot I tossed has slow fingers or we would have got a double kill.

HAPPY LANDINGS!
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.

COW/BEAR LAUNCHER!
launch centaur/panda/raigor/ursa into enemies and have them stomp. This is both funny and effective.

FLY MAIDEN!
Same as above but with CM using freezing field. What? You didn't know girls can fly? geeze man you gotta get out more biggrin.gif.

6) The theoretical super late game

So what are the "ultimate 6" for Tiny? I would pick, cost no object:

1) Boots of Travel
2) Butterfly
3) Assault Cuirass
4) Guisnoos
5) Heart
6) Buriza

This gives you some pretty ridiculous dps and makes you a great tank. Yes the cost is also ridiculous, but this is after tons and tons of farming. Notice the blink dagger has disappeared? In the theoritical super late game you can't afford to have a wasted item slot with something that doesn't give any bonus abilities other than blink.

Note that rapier is a poor choice on Tiny... I'll edit when I can think of more to say.

7) Glossary of Tiny counters
Tiny does well against some heroes early game but stinks against them late game. the converse is also true. There are also some heroes that will just make your life hell all game.

All game
1) panda, CK
these's fatasses have more than enough hp to tank your spell combo, even early game. late game they have superior combat abilities to you due to crits/evasion/images etc. CK produces images you can't ava/toss cause theyr'e so beefy. generally u do well against most late gamer melee DD's, but these guys dont really use attack speed as much and so aren't owned by craggy.

2)clinkz
orb harassing>you. his physical attacks really hurt ur low-armoured ass and can use wind walk to evade you and stay out of ur reach repeatdley. You can compansate against clinkz though. just annoying.

3)silencer
once again, orb harrassing>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.

4)viper
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.

5)sven/skele king
same as panda/ck. tank your spells early game, overpower you late game. they're high damage, low attack speed ppl so craggy isn't super effective. stun also sucks.

Early game
You can defeat these heroes if u make it to late game.

1)centaur
tanks ur combo and stuns u. it's really difficult to kill this guy and have a long ass stun doesn't help. late game u rape him because return is less effective against high damage, low attack speed heroes and because he's a melee hero and so gets affected by craggy.

2)juggernaught
a well timed blade fury can avoid avalanche and toss. it's especialy annoying wen jugg starts spinnign in mid-air and avoids toss damage. also, early game omni>you since u often seperate yourself from creeps while blink tossing. a jugg with quick reflexs is gonna own u. late game, craggy helps a bunch and you generaly dont run away from creeps/teammates too often. also you can simply tank fury and whack him to death while he spins.

3)anti-mage
tiny needs his mana early game. couple hits from AM and you can't ava toss. a couple more and ur dead. late game craggy>AM, and ur low mana-cost spells means he's gonna have a less than effective void.

Late game
Gank these guys early so you dont have to deal with em later.
1)enchantress
ever seen a tiny after being hit with untouchable? LOL. early game she has so little health u can just spell rape her, but late game u can't do that. she's also ranged which means craggy is useless.

2)necrolyte
early game u can ava/toss this guy to hell, but as he gets more health items you can't. as a high hp hero you're also vurnerable to reaper's scythe. his diffusion aura also gimps ur damage.

thx to 1st post far@dota-allstars.com

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