Tiny deals enormous burst damage with Avalanche and Toss, then later tears targets apart with heavy attacks. Let’s look at who can survive Tiny’s combo, keep him from closing in with Blink Dagger, and punish his low attack speed.
Hero Characteristics
Strengths: Tiny combines area stun, forced movement, and high physical damage. His large health pool helps him survive the counterattack after initiating.
Weaknesses: Tiny has low attack speed and no built-in escape. After using his combo, he is vulnerable to sustained focus, while magic resistance sharply reduces his threat in the early game.
Best Heroes Against Tiny
Tiny is most often played in the mid or at position four, though he is sometimes picked as a carry. Counters need to survive his initial combo and prevent him from safely disengaging.
Carry
- Lifestealer Rage protects against Avalanche and Toss, while Feast is useful against a large health pool.
- Ursa Quickly builds up Fury Swipes on a slow-attacking target after surviving the combo.
Mid
- Viper Corrosive Skin reduces magic damage, while constant slows prevent Tiny from escaping.
- Necrophos His durability and regeneration let him survive the combo, while Reaper's Scythe finishes off a hero with a large health pool.
Offlaner
- Centaur Warrunner His high health pool withstands the combo, while Return punishes physical attacks.
- Doom Doom disables Tiny’s entire combo and prevents him from using defensive items if applied before he can prepare.
Support
- Shadow Demon Disruption saves a target from the follow-up to the combo, while Demonic Purge prevents Tiny from escaping.
- Phoenix Percentage-based damage is effective against a large health pool, while Fire Spirits slow Tiny’s already infrequent attacks.
Hard Support
- Oracle False Promise saves a target from burst damage, while Fate's Edict protects against the magical portion of the combo.
- Abaddon Aphotic Shield helps a target survive the combo, while Borrowed Time makes Abaddon a difficult target.
What to Build Against Tiny
- Black King Bar Protects against Avalanche and most of his disables.
- Pipe of Insight Reduces his early magical burst.
- Force Staff Disrupts the positioning for Toss and helps you get away.
- Lotus Orb Reflects the targeted part of the combo.
- Aeon Disk Prevents a support from being instantly deleted.
- Heaven's Halberd Disarms Tiny when he is built for physical damage.
How to Play Against Tiny at Different Stages
Laning
Don’t stand next to an ally or your ranged creep: Toss can pick an inconvenient target. Tiny spends almost all his mana after using his combo, so immediately pressure him in response. Use pulls to force your opponent to choose between experience and a safe position. If the lane is pushing toward the enemy, don’t just stand around by their tower: grab a rune, refresh your vision, or help a neighboring lane.
Mid Game
Place defensive vision on approaches where Tiny could use Blink Dagger. Don’t show a fragile hero first, and keep a save ready. If Tiny fails to kill his target with his combo, turn on him as a team.
Before moving into a dangerous part of the map, agree on who will initiate and who will hold onto counter-initiation. Don’t spend both defensive tools on the very first effect—one of them should be saved for the follow-up to the combo. After a successful trade, immediately take control of the area with vision and the nearest objective; otherwise, the won fight won’t change the map. After taking territory, don’t all scatter to nearby camps at the same time. One hero should push a safe wave while the others cover them from the fog and be ready to punish the opponent for trying to regain vision.
Late Game
Use Tiny’s items to identify where his main damage comes from. Against a physical build, you need disarms and evasion; against his combo, you need Black King Bar and protection for your supports. Don’t bunch up under Avalanche.
The late game requires patience: get information first, then use your expensive abilities. After a failed attack, don’t chase blindly: restore vision, wait for cooldowns, and only then move on Roshan or buildings. Leave one hero on a safe wave so the opponent doesn’t get a free path to your base. If the enemy has buybacks, decide in advance whether you’ll continue the fight after the first death. Chasing all the way to the enemy base without waves or vision can easily turn a won engagement into losing Roshan.