Why pick Tiny?
Pick Tiny when your team needs early magic burst that still becomes a tanky, tower-crushing core later.

Burst early with Avalanche and Toss, then grow into the hero nobody wants to stand next to.
Tiny is a Strength hero who starts as a bursty stone thrower and grows into a huge right-click monster with splash damage.
Pick Tiny when your team needs early magic burst that still becomes a tanky, tower-crushing core later.
Avoid Tiny against lineups with heavy magic resistance early or many ranged kiters who never let him reach them.
Do not Toss before Avalanche is on the ground, and do not cast the combo without enough mana for both spells.
Default mid path that uses Blink Dagger for the combo and then scales with attack items.
Lane with stats and regen
Sustain combos in mid
Reach targets for the combo
Add attack damage after Grow
Scale right-click damage
Sustain in long fights
Blink DaggerReaches the enemy backline so Avalanche and Toss land on the right target.Guide ↗
Choose when the game is about towers and your team pushes together; Tree Grab and attack speed do the work.
Lane with stats and regen
Sustain combos in mid
Hit harder and move faster
Push through resistance
Shred armor and buildings
Finish the push build
Blink DaggerReaches the enemy backline so Avalanche and Toss land on the right target.Guide ↗
A position 4 path for games where Tiny creates kills with the combo and leaves the farm to the carries.
Harass and keep vision
Rotate with cheap regen
Reach targets for the combo
Keep mana for repeated combos
Survive after the jump
Add a second combo
Blink DaggerReaches the enemy backline so Avalanche and Toss land on the right target.Guide ↗
Use in the offlane when your team needs a durable front liner who still threatens the combo.
Survive two heroes in lane
Add durability
Start fights from range
Stand in fights
Protect the team with armor
Become unkillable
Blink DaggerReaches the enemy backline so Avalanche and Toss land on the right target.Guide ↗
A spell-focused option with Aghanim's Scepter for games where enemies cluster and physical items are not working.
Lane with stats and regen
Sustain combos in mid
Reach targets for the combo
Add the tree volley
Amplify and repeat spells
Double the combo
Blink DaggerReaches the enemy backline so Avalanche and Toss land on the right target.Guide ↗
These are our editorial build paths. Labels describe their purpose, not measured popularity or win rate. Click an item for its use. Each stage is an inventory snapshot: keep earlier items, use consumables, upgrade components, and replace small items as space runs out. Boots, defenses, and late slots can change with the draft.
More match and build examples: Dota 2 Pro Tracker. Item names and images: Valve.
Our picks, based on how the spells work together.

Io's Tether and Relocate bring Tiny to targets anywhere and keep him alive after the combo.

Arcane Aura solves Tiny's mana problems and Frostbite holds a target for Avalanche.

Earth Spike and Hex hold enemies in the avalanche for the full duration.

Slithereen Crush groups enemies for Avalanche and Corrosive Haze speeds up Tiny's attacks.

Tiny's stun gives Juggernaut a stationary Omnislash target and his splash clears the rest.

Berserker's Call interrupts the combo and Culling Blade finishes Tiny after his health drops.

Hex and Mana Drain stop the combo and empty Tiny's small mana pool.

Windrun makes Tiny's attacks miss and Shackleshot holds him for Focus Fire.

Static Link steals the damage that makes Tiny dangerous after Grow.

Nightmare and Fiend's Grip keep Tiny locked down before he can cast.
These are useful ability interactions, not a statistical ranking or guaranteed matchups. Positioning, items, and cooldowns change the result. Hero links open a full guide when available, otherwise the directory.
Ability references from Valve: Io · Crystal Maiden · Lion · Slardar · Juggernaut · Axe · Lion · Windranger · Razor · Bane. Checked 2026-10-13.

Tiny is a Strength hero who starts as a bursty stone thrower and grows into a huge right-click monster with splash damage.
Tiny is a melee Strength hero. Our recommended role is mid, with offlane and position 4 as alternatives.
Tiny plays two games in one. Early, Avalanche and Toss deal huge magic burst and let him kill almost anyone with a partner. Later, Grow and Tree Grab turn him into a tanky attacker whose hits splash and crush towers. Pick him when your team wants early kill pressure that still scales. His mana pool is small and his cooldowns are long, so every combo has to count.
In mid, use Bottle and early levels in Avalanche to threaten the enemy from level three. Toss a creep onto the enemy hero when they stand near your wave, then follow with Avalanche for a surprising amount of damage. Keep an eye on mana: one full combo empties you, so do not waste spells on last hits.
With Blink Dagger, jump next to the enemy backline, cast Avalanche so it covers the target, then Toss them into the avalanche or toward your team. After Grow, you can also start fights with attacks: grab a tree, walk in and let the splash hit everyone around your target.
Bottle, Power Treads or Phase Boots and Magic Wand carry the lane. Blink Dagger is the usual first core for the combo. Echo Sabre adds the double attack that fits Tree Grab, and Black King Bar protects the long cast animations. Daedalus, Assault Cuirass and Satanic scale the right-click version.

Avalanche stuns and damages in several ticks. Cast it first on the spot where the target will land, then Toss the target into it so the enemy takes the full duration while stunned. If you toss first, the target lands before the avalanche begins and loses part of the damage.

Each level of Grow adds bonus damage to Toss on top of armor, attack damage and movement speed. Level the ultimate as soon as it is available: the combo stays strong into the mid game and your attacks become dangerous at the same time.

Tree Grab gives a set number of attacks with bonus damage and extra damage against buildings, plus splash behind the target. Grab a tree before pushing a tower, and use Tree Throw when a fleeing hero is out of reach. The tree attacks also clear stacked camps quickly.
| Detail | What it means in your game |
|---|---|
| Avalanche | Bombards an area with rocks that stun and damage enemies repeatedly. |
| Toss | Grabs the nearest unit and throws it at a target, damaging the area where it lands. |
| Tree Grab | Pulls a tree from the ground to use as a weapon for a number of attacks with bonus damage and splash. |
| Tree Throw | Throws the grabbed tree at a target, damaging enemies around the impact. |
| Tree Volley | Requires Aghanim's Scepter. Channels to throw several trees from the surroundings at an area. |
| Grow | Tiny grows in size, gaining armor, attack damage, movement speed and extra Toss damage. |
Tiny is strongest mid, where Bottle and early levels let him kill with Avalanche and Toss and then scale into a right-click core. He also works in the offlane or as a position 4 roamer, where the burst creates kills for a partner. Choose the core roles when you want him to carry fights later.
Bottle, boots and Magic Wand cover the lane. Blink Dagger is the common first core, followed by Echo Sabre and Black King Bar. Daedalus, Assault Cuirass and Satanic turn him into a late-game attacker, while Aghanim's Scepter adds Tree Volley for a spell-focused game.
Tiny is a good hero to learn combos with. Avalanche and Toss are easy to cast, and Grow makes him forgiving in fights. The hard parts are mana management and tossing the right unit, because Toss grabs the nearest unit, which can be an ally. Beginners should practice the combo in a lobby before trying it in lane.
Grow is passive, so the main decision is levelling it early. It raises armor, damage, movement speed and Toss damage, which keeps the combo lethal and makes Tiny a strong attacker. Plan your items around it: once Grow is maxed, attack items like Echo Sabre and Daedalus give more than another spell item.
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