![]() ![]() His slow attack speed can be further exploited by enemies with abilities that slow attack speed.Grow buffs Tiny's attack damage, at the cost of degraded attack speed.Tree Throw can kill a courier in one shot.Tree Throw gives vision along its path, revealing enemies hiding in trees.Tree Throw deals more splash damage than Tree Grab attacks, allowing Tiny to clear creeps faster.See here for more detailed mechanics of Tree Grab.Denying a friendly creep does not splash.Area damage from Tree Grab also serves as harassment against enemy heroes.Use Tree Grab in the laning stage for bonus damage to last hit.Tree hit charges last until used, so the ability does not need to be conserved while travelling to a fight.Tiny may choose to use Toss after the full duration of Avalanche's stun if he wants to prioritize disabling over damaging, buying time for allies to follow.Toss will remove the Cold Feet debuff when used on enemies, even when the target is tossed straight up.Be careful not to Toss an ally to their death.He cannot directly choose which target to Toss. Tiny will Toss the unit closest to him.Use Toss offensively to throw enemies into Tiny's teammates.Use Toss defensively to throw enemies away from Tiny.When chasing a fleeing enemy, Toss an ally with a disable, buying Tiny enough time to catch up.Use Toss as an initiation tool by throwing a hero like Earthshaker or Tidehunter into a group of enemies.To do so, target Toss on an enemy unit next to the building.Toss cannot target buildings, but will damage them if the Tossed unit hits the building within its AoE radius.If Toss targets the enemy that is going to be Tossed, that enemy will be thrown straight up in the air, and come back down on the same spot.Toss must target an enemy/allied unit, meaning that Tiny cannot simply Toss units anywhere on the map.Even though Avalanche has no cast point, it still takes some time to actually damage and stun enemies.Use Blink Dagger then Avalanche to initiate onto groups of enemies.Avalanche has a 600 cast range, and its radius is slightly larger than its visual effect.When ganking, use Avalanche to stun enemies so Tiny can walk up to them and Toss them to his allies.In the late game though, space out Avalanche and Toss to maximize disabling duration since Tiny relies more on attacks to deal damage at that point.Since the duration of Toss lasts longer than that of Avalanche, if Tiny wants to take advantage of triple damage Avalanche, he can take the talent that grants Toss charges.To perform the combo, get close to the enemy, use Avalanche then Toss right after.Tossed units take 1.4x the damage from Avalanche, bursting most heroes in the early to mid game.To clear creep waves, Toss enemy ranged creep into enemy melee creeps and finish with Tree Grab attacks or Tree Throw.A poorly farmed Tiny will become a burden to his team in the mid and late game.Good players must know how to farm well in the early game to keep pace with other carries. While Tiny has the potential to be a relentless force in the late game, his scaling process is delicate.Despite his appearance, Tiny's absence of armor in the early game make him vulnerable to physical attacks. ![]() Tiny has great strength gain, but poor intelligence and no agility gain.Tiny has poor lane presence and should be supported by another hero if necessary.In the early game, one ability or ability combo will often use up all his mana. Tiny has high base attack damage, which makes last hitting a breeze.Sstacks multiplicatively with other status resistance sources.He should invest in items that grant attack speed to complement his huge attack damage, resulting in consistent damage output in team fights. ![]() Instead of farming heroes, carry Tiny farms stacks of neutral creep camps, especially ancient ones, by using Tree Grab's splash damage. It may be worth it to delay leveling Grow until Avalanche and Toss are maxed out in order to maximize ability damage. Tiny only needs Blink Dagger and levels in Avalanche and Toss to deal serious damage, earning kills for his team throughout the mid game.
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