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Stone-Cold Initiator: Dominate Games with Tiny in Dota 2

Stone-Cold Initiator: Dominate Games with Tiny in Dota 2

11 Dec
Aidan van Vuuren

Tiny in Dota 2 is a hero who literally grows during the fight. He starts as a small chunk of stone and turns into a massive siege machine that smashes heroes and buildings alike.

This guide explains Tiny’s lore, abilities, roles, items, and practical tips. The goal is to help you understand how to get value from his early burst and late-game physical damage.

Overview of Tiny in Dota 2

Tiny is a Strength hero who fills several roles: Carry, Nuker, Pusher, Initiator, Durable, and Disabler. He has high base damage, strong scaling with his ultimate, and powerful crowd control.

He also has clear weaknesses. Tiny has low mana, terrible base attack speed, and no natural escape, so he depends on items and positioning.

Tiny’s Lore and Identity

Tiny’s origins are unknown, and that mystery defines him. He came to life as a chunk of stone and wanders the world trying to learn what he used to be.

He wonders if he was once a shard of a golem, a piece from a gargoyle workshop, or a fragment of the Oracular Visage of Garthos. As he travels, the forces that erode normal rocks instead cause him to grow larger and heavier.

His personality feels calm, but his presence on the battlefield is brutal. As Tiny says, “My enemies break upon me like surf upon the stone.”

Tiny’s Abilities

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Avalanche

Avalanche bombards an area with rocks, dealing magical damage in several small instances and applying a short stun. The spell hits repeatedly in a small radius, and each wave deals damage before reapplying the stun debuff.

The key mechanic is that units affected by Toss take extra damage from Avalanche. With perfect timing, Avalanche can deal up to double damage to the tossed unit, which makes the classic combo deadly in the early and mid game.

Toss

Toss grabs the nearest unit in a small radius around Tiny and throws it at a target unit or rune. The tossed unit can be an ally, an enemy, or a creep, and it deals area damage where it lands.

Toss also damages buildings by a percentage of its damage, so it helps chip towers and structures. You can use Toss to start fights, throw an ally initiator into the enemy team, peel enemies away, or even disrupt enemy channels.

With talents, Toss can gain charges and even be cast on the ground as a point-target ability. This adds flexibility in team fights and makes combo timing much easier.

Tree Grab and Tree Throw

Tree Grab lets Tiny pick up a tree and use it for a limited number of attacks. While holding a tree, he gains bonus attack range, extra attack damage, and full splash damage in an area in front of him.

This splash damage does not count as a spell, so it ignores spell lifesteal and spell amplification and instead behaves like a unique attack-based area damage. Tree Grab also gives bonus damage to buildings, so Tiny becomes a real threat to towers and barracks once he has items.

Tree Grab gives access to Tree Throw, a sub-ability that throws the tree at a target or point. Tree Throw performs an instant attack with bonus damage, applies a slow, and splashes damage around the first unit hit.

The thrown tree provides flying vision along its path and where it lands. This can reveal hidden enemies, clear couriers, and finish fleeing heroes from range.

With Aghanim’s Shard, Tree Grab loses its charge limit and gains extra damage on thrown trees. Tiny can then fight with a permanent tree in hand.

Tree Volley

Tree Volley is unlocked by Aghanim’s Scepter and expands Tiny’s siege and teamfight power. When cast, Tiny channels and repeatedly throws nearby trees toward a target area.

Each tree counts as an instant attack on enemies in the area, proccing attack modifiers and ignoring disarms, with True Strike-like behavior. The ability also slows movement and attack speed, making it harder for enemies to stand their ground.

Tree Volley requires nearby trees to function. If there are no trees in range to throw, the channel ends early, so map awareness and position matter.

Grow

Grow is Tiny’s ultimate and defines his scaling. Each level of Grow gives flat base attack damage, bonus armor, extra Toss damage, and slow resistance, at the cost of attack speed.

Each level also changes Tiny’s model, making him larger and deeper-voiced as he levels the spell. Grow works on illusions and interacts with percentage modifiers to his base damage.

With a talent, Grow gives even more bonus damage while Tiny holds a tree from Tree Grab. This turns him into a high-damage siege engine that can crush heroes and buildings with a few hits.

Roles and Playstyles for Tiny in Dota 2

Ganker Tiny

As a ganker, Tiny focuses on Avalanche + Toss to burst heroes in the early and mid game. With a Blink Dagger, he can instantly appear on top of a target, cast Avalanche, and then Toss for huge magical damage.

In this style, players sometimes delay Grow to keep attack speed penalties low and maximize spell damage output. Tiny roams the map, sets up kills, and helps his team snowball.

Carry Tiny

Carry Tiny takes a slower path and focuses on farming. He uses Tree Grab’s splash damage to clear stacked neutral camps, especially ancients.

He then buys attack speed items to compensate for the attack speed loss from Grow. Once farmed, carry Tiny hits hard in team fights and can demolish buildings faster than many other carries.

This style demands efficient farming. A badly farmed Tiny can become a burden in the mid and late game.

Pros and Cons of Playing Tiny

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  • Pros:

    • High burst damage early with Avalanche and Toss.

    • Strong splash damage and building damage with Tree Grab.

    • Gains significant damage and armor from Grow.

    • Decent at clearing stacked camps.

    • Can initiate fights with Blink Dagger and Toss.

  • Cons:

    • Very low attack speed due to zero Agility gain and Grow’s penalty.

    • Small mana pool and expensive spells.

    • Needs good farm and items to stay relevant.

    • No escape ability and vulnerable to disables.

    • Weak lane presence without help.

Talents and Power Spikes

Tiny’s talents sharpen his strengths. Extra Toss charges give him more burst or utility in fights and help secure the triple Avalanche damage combo by extending toss time.

A talent that allows Toss to require no target lets Tiny throw units toward a selected point. This improves initiation angles and makes it easier to place enemies into his team or under towers.

The Grow bonus damage with Tree Grab talent pushes his physical DPS even higher. This talent is especially strong in carry builds that rely on splashes of huge base attack damage.

Avalanche talents, such as extra damage or reduced cooldown, also matter. They keep Tiny relevant as a nuker even when the game goes late and fights last longer.

Item Build Guide for Tiny in Dota 2

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Starting and Early Game Items

Tiny usually starts with Tango and Healing Salve to stay healthy in lane. Iron Branches add cheap attributes for more health, mana, and last-hit damage.

An Enchanted Mango gives passive health regeneration and a burst of mana for an extra Avalanche or Toss. During early laning, Boots of Speed help him close the gap to cast abilities, while Bottle supports mid-lane Tiny by storing runes and regenerating health and mana.

A Bracer pads out his stats and improves damage for last hitting and skirmishing. All these items support his early goal: survive lane, secure farm, and look for kill windows.

Core Mid Game Choices

In the mid game, Magic Wand upgrades his Stick into a more efficient burst sustain item. It gives attributes and instant health and mana, which Tiny needs because his spells cost a lot.

Power Treads bring attack speed and flexible attributes. Switching to Intelligence helps spell usage, while switching to Agility boosts attack speed for Tree Grab hits.

Echo Sabre works well with his huge damage and poor attack speed, giving him a double-hitting attack, mana regeneration, and extra burst. Alternatively, Hyperstone offers raw attack speed if you plan to rush items like Moon Shard or Assault Cuirass.

For a spell-focused ganker style, Arcane Boots solve his mana issues and allow him to cast Avalanche and Toss multiple times during fights. Above all, Blink Dagger is often his most important mid game item, enabling clean initiations and reliable combos.

Late Game Damage and Survivability

In the late game, Assault Cuirass is a key item. It gives attack speed and armor to Tiny while reducing the armor of enemies and buildings, amplifying Grow and Tree Grab damage.

Daedalus adds critical strikes to his already massive base damage, creating frightening burst from a single hit. Black King Bar gives spell immunity so he can stand and attack in the middle of fights despite enemy disables.

Moon Shard is another strong attack speed option. Tiny can hold it for even faster attacks or consume it to free up an inventory slot while still gaining attack speed.

Situational Items

Several situational items can round out Tiny in Dota 2. Soul Ring can replace Bottle as a mana source, trading some health for the ability to cast spells more often.

Phase Boots fit an aggressive playstyle, providing extra damage and movement speed to get in range before Blink. Drum of Endurance gives team-wide movement and attack speed and solid early stats.

Mask of Madness adds a huge attack speed boost and lifesteal, while Grow’s armor bonus helps offset its armor reduction. Sange and Yasha increases movement speed, Strength, and needed Agility for attack speed.

Shadow Blade works as an alternative or complement to Blink Dagger, giving damage, attack speed, and an invisibility tool for positioning and surprise attacks. For tankiness, Heart of Tarrasque turns Tiny into a true frontliner with massive health and regen.

Aghanim’s Scepter unlocks Tree Volley for large-area physical damage and extra pressure on clustered enemies or high ground. Khanda pairs well with Tiny’s huge attack damage, turning Toss and thrown trees into even stronger burst tools.

Practical Tips and Tactics

Tiny’s high base damage makes last hitting fairly easy, even without many items. Use Tree Grab early to secure stronger denies and harass enemies with splash damage.

His mana pool is small, so you often only get one full combo in the early game. Pick your moments carefully and try to fight around rune control or mana items.

The classic combo is Avalanche first, then Toss right after. Tossed units take extra Avalanche damage, which lets Tiny burst many heroes during the early and mid stages of the game.

Later on, Tiny may space out Avalanche and Toss to maximize control duration, because his attacks and Tree Grab become a bigger share of his damage. He can also Toss allies with strong disables into the enemy team or throw enemies back toward his teammates.

Tree Grab charges last until used, so you do not need to save the spell while moving across the map. Tree Throw can grant vision in trees, help clear waves faster, and even kill an enemy courier with one throw.

Grow gives great armor and damage but cuts attack speed. Enemies who slow attack speed can punish this, so you should offset it with attack speed items and smart positioning.

With good farming and items, Tiny in Dota 2 becomes a late-game threat who shreds teams and buildings. If he falls behind, though, his low attack speed and mana problems can leave him feeling slow and fragile.

Final Thoughts on Tiny in Dota 2

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Tiny in Dota 2 rewards players who respect both sides of his kit: the explosive spell combo and the heavy-hitting carry potential. If you manage your mana, secure a solid early game, and build the right mix of initiation, attack speed, and durability, Tiny turns into a Stone Giant that enemy teams struggle to handle.

Use his early Avalanche and Toss to create space. Then grow, quite literally, into the hero that ends games by smashing heroes and fortresses into rubble.

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Featured Image Credit: Dota 2 Fandom

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