Strength
Avalanche
Bombards an area with rocks, stunning and damaging enemy land units.
Toss
Tiny grabs the nearest unit, friend or foe, and launches it at a location. Upon landing, the unit deals damage in an area. It also receives an extra 20% of the area damage itself, or more as your size increases.
Craggy Exterior
Tiny's body is made of solid granite, causing great pain to those who attack it. Whenever a unit within 300 range attacks Tiny, there is a chance that they will be stunned for 1.2 seconds.
Grow!
Greatly increases Tiny's power and size, but does so at the cost of his attack speed. Increases Toss's damage, and slightly improves Tiny's movement speed.
Skill Build
Level 1 - Avalanche
Level 2 - Toss
Level 3 - Avalanche
Level 4 - Toss
Level 5 - Avalanche
Level 6 - Toss
Level 7 - Toss
Level 8 - Avalanche
Level 9 - Grow!
Level 10 - Craggy Exterior
Level 11 - Grow!
Level 12 - Craggy Exterior
Level 13 - Craggy Exterior
Level 14 - Craggy Exterior
Level 15 - Stats
Level 16 - Grow!
Level 17+ - Stats
Tiny has an awesome music build, where you level your rocks ability until level 3. People don't really like the level 4 rocking since there isn't much difference from level 3, so you throw people farther instead of rocking more. In other words, you skill Avalanche until level 3, and then max Toss, to just after max Avalanche. Remember that there is no point in throwing people up if you can't beat them on something to make rhythm, so you still take Avalanche before Toss.
After you got your sound right, you can grow to beat harder. Even if your hands are slower, your music becomes that much more effective. Not only that, but the higher you are, the longer your steps are and the faster you walk. And as a finale, the bigger you are, the higher people go when you throw them. Some faggots complain about slow music, but these guys know SHIT about music: after you have set your rocking/tossing ability, go for the slower and stronger rhythm.
After becoming bigger, people will try to bash yo in yo head, and due to all your rocking, you are fragile. Craggy Exterior make people try to bash you, but they end up bashing themselves, which is incredibly fun. Never skip this, as it will keep the groupies away.
Level 1 - Avalanche
Level 2 - Toss
Level 3 - Avalanche
Level 4 - Toss
Level 5 - Avalanche
Level 6 - Toss
Level 7 - Toss
Level 8 - Avalanche
Level 9 - Grow!
Level 10 - Craggy Exterior
Level 11 - Grow!
Level 12 - Craggy Exterior
Level 13 - Craggy Exterior
Level 14 - Craggy Exterior
Level 15 - Stats
Level 16 - Grow!
Level 17+ - Stats
Tiny has an awesome music build, where you level your rocks ability until level 3. People don't really like the level 4 rocking since there isn't much difference from level 3, so you throw people farther instead of rocking more. In other words, you skill Avalanche until level 3, and then max Toss, to just after max Avalanche. Remember that there is no point in throwing people up if you can't beat them on something to make rhythm, so you still take Avalanche before Toss.
After you got your sound right, you can grow to beat harder. Even if your hands are slower, your music becomes that much more effective. Not only that, but the higher you are, the longer your steps are and the faster you walk. And as a finale, the bigger you are, the higher people go when you throw them. Some faggots complain about slow music, but these guys know SHIT about music: after you have set your rocking/tossing ability, go for the slower and stronger rhythm.
After becoming bigger, people will try to bash yo in yo head, and due to all your rocking, you are fragile. Craggy Exterior make people try to bash you, but they end up bashing themselves, which is incredibly fun. Never skip this, as it will keep the groupies away.
Item Build
Early-game Core



(


)
The best rhythm comes in form of Bottle, Dagger, Wand and either Power Treads for a faster beating and volatility(aka. changing between STR and INT) or Arcane Boots for a longer and consistent section of music, also your mana-dependent allies will like it.
Basically, Bottle allows you to roam indefinitely, including with bottle-crow, and helps you greatly since you have such a low manapool.
Wand is really a no-brainer: spell detection, cheap stats and burst heal. Perfect to keep your rhytm and surprise people.
Dagger can surprise people even more by making dance moves and jumping into them with your music, it should NEVER be skipped, since this is your main core for Tiny.
Power Treads increase your handspeed and allows you to mind-trick oponents with the switch between STR or INT. On the other hand, Arcane Boots increase your consistency with the mana pool increase. Go for PT in case your team is too dumb to carry, or Arcane in case your team is too dumb to have mana.
Sometimes, you can take Urn to keep your beating more constant, since every one who goes down to your music will grant you a charge for keep beating. Since you roam a lot, it can be taken if nobody else took it.
Talismans are every musician's preferred accessory, and it also increases your stamina(mana pool).
Ring of Basillius makes your body stiffer and stronger, while also giving you energy for more beating. Really good item, and can even be used to smash towers, seeing how you can manipulate it to your creeps have it or not. Also, rings are cool accessories.
Soul Ring is a really awesome accessory due to its shininess. It also gives you energy for a last beat, although it makes you take the energy from your inner inside. It is a dangerous accessory, but you can use it if you know how to beat it well.
Early-game Core
The best rhythm comes in form of Bottle, Dagger, Wand and either Power Treads for a faster beating and volatility(aka. changing between STR and INT) or Arcane Boots for a longer and consistent section of music, also your mana-dependent allies will like it.
Basically, Bottle allows you to roam indefinitely, including with bottle-crow, and helps you greatly since you have such a low manapool.
Wand is really a no-brainer: spell detection, cheap stats and burst heal. Perfect to keep your rhytm and surprise people.
Dagger can surprise people even more by making dance moves and jumping into them with your music, it should NEVER be skipped, since this is your main core for Tiny.
Power Treads increase your handspeed and allows you to mind-trick oponents with the switch between STR or INT. On the other hand, Arcane Boots increase your consistency with the mana pool increase. Go for PT in case your team is too dumb to carry, or Arcane in case your team is too dumb to have mana.
Sometimes, you can take Urn to keep your beating more constant, since every one who goes down to your music will grant you a charge for keep beating. Since you roam a lot, it can be taken if nobody else took it.
Talismans are every musician's preferred accessory, and it also increases your stamina(mana pool).
Ring of Basillius makes your body stiffer and stronger, while also giving you energy for more beating. Really good item, and can even be used to smash towers, seeing how you can manipulate it to your creeps have it or not. Also, rings are cool accessories.
Soul Ring is a really awesome accessory due to its shininess. It also gives you energy for a last beat, although it makes you take the energy from your inner inside. It is a dangerous accessory, but you can use it if you know how to beat it well.
Hero synergy
Tiny's skillset screams 'GANKER', therefore the best synergies are with gankers. Tiny also synergies better with some special cases.

Magnataur. This guy has an excellent rhythm to go with tiny, with his eletrized guitars and all. His Empower makes your drums even louder, even hitting more than one people at once, and Reverse Polarity pushes people together to go with Empower. With Aghanim's Sceptre and his Warclub ability, it is even better to smash people with the tree stick. Also, after people come back from the dizzyness of Magnus' eletric guitar, you just finish them with a drum's solo via Avalanche and Toss. Rampage.
Tiny's skillset screams 'GANKER', therefore the best synergies are with gankers. Tiny also synergies better with some special cases.
Magnataur. This guy has an excellent rhythm to go with tiny, with his eletrized guitars and all. His Empower makes your drums even louder, even hitting more than one people at once, and Reverse Polarity pushes people together to go with Empower. With Aghanim's Sceptre and his Warclub ability, it is even better to smash people with the tree stick. Also, after people come back from the dizzyness of Magnus' eletric guitar, you just finish them with a drum's solo via Avalanche and Toss. Rampage.
He creates an energetic cage that traps people inside for them to hear you, and Glimpse bring these guys who didn't like your music back, so they really listen to you.
These guys have last-generation digital 9.1 speakers that will greatly amplify your song, which is very loud. If you thought your song was awesome before, wait until you play with these guys' help.
There is always a girl for every man. Rylai is the girl for every man. Remember when you had problems with continuing your sounds due to a low mana pool? She refreshes your manapool greatly. She can also freeze people in place so they listen to your music. When this girl is in your team, you don't really need to care about laning and can just go around beating people right at level 1.
The new guy in the area, Tuskarr is a really good ally for you as he can help you do what you do before you grab that Dagger.
Countering Tiny
Tiny's beating can be stopped in several ways:
Mana Breakers





You have a really low mana pool, and these heroes can just erase your mana pool in a matter of seconds. For example, magina needs two hits from his level 4 mana break to kill at least one part of your rhythm.
Countering: Soul Ring, Bottle, Wand, Arcane Boots are all your friends. Also, these heroes are mostly squishy and, with exception of Magina, you can try to beat them in one shot. Even if you can't, at least they heard your beating and put your mana into use, rather than having it burned. In the case of necrominion, you can try using Ghost Sceptre, which also works really nicely against Magina.
Silencers
Tiny's beating can be stopped in several ways:
Mana Breakers
You have a really low mana pool, and these heroes can just erase your mana pool in a matter of seconds. For example, magina needs two hits from his level 4 mana break to kill at least one part of your rhythm.
Countering: Soul Ring, Bottle, Wand, Arcane Boots are all your friends. Also, these heroes are mostly squishy and, with exception of Magina, you can try to beat them in one shot. Even if you can't, at least they heard your beating and put your mana into use, rather than having it burned. In the case of necrominion, you can try using Ghost Sceptre, which also works really nicely against Magina.
Silencers
Even if you can't talk, these guys make you STFU, so you cant even rock them! Avoid making your shows when they are around.
Countering: Black King's Bar is the best way to counter them, or Linken's Sphere in the case of Doom. Generally you want to avoid picking Tiny against these guys. You can also build an Orchid Malevolence and silence them before they silence you, seeing how it is a great counter for most of them. Also build a Hood of Defiance to support most of their magical damage.
In the case of Bloodseeker, you can try stacking attack speed, so he actually regrets silencing you. Works better if you build an Armlet of Mordiggan, seeing how the extra STR gets even more amplified.
Special Mention
Nortrom, the Silencer, and also known as the biggest mother-fucker of the game. He is a faggy that doesn't like to listen to music, so he stops your rhythm just AFTER you start it. Which means you can't make good sounds to rock him. Not just that, he also BURNS YOUR MANA, which means you can't make a sound at all. Oh, and he is such a fag and anti-music guy that stops ALL THE SOUNDS IN THE MAP. You want to beat someone and he stops you across the map. Awesome.
Countering: Focus him. When you rock and throw him around, he can't silence you. STAY AWAY FROM HIS LANE. And most importantly, kill the sh*t out of him. Most of the time you want to avoid fighting for the stage with him tho.
Countering: Focus him. When you rock and throw him around, he can't silence you. STAY AWAY FROM HIS LANE. And most importantly, kill the sh*t out of him. Most of the time you want to avoid fighting for the stage with him tho.
Too tanks/Magic Resistance
These guys will hear your music and think it isn't worth a shit, because they are so fat or whatsoever. These are the so called "critics", so you hate them.
Countering: Even though the critics keep annoying you, go for the people that actually hear your music, which is, the thinner people, they won't do much to you then. Spikes on your shoulders - Blademail - can also hurt them, since you by yourself are very big and fat already.
Magic Immunity
Magic Immunity, or Ear-Protectors, makes it impossible for you to play. Well, you play, but they don't listen to you. Usually these guys are as fat as the critic bastards, so they will be a problem for you.
Countering: The blond guy hates purging, so have your team get an Eredar or a Diffusal Blade against him.
Against BKB and N'aix, you will want to become a ghost. N'aix is purely physical based, so using a Ghost Sceptre is awesome against him, as there is only a .75s difference between his Ear Protectors(aka. Rage) and your Ghost Form. Even though you can do that, avoid going to stages when they have ear protectors or are most likely to use them via BKB, because you just won't be heard, and everyone knows how bad it is when you play and nobody listens to you.
Remember that even though they have ear protectors, you can still use them to beat on those who don't have, which means you can Toss them. They just won't listen, but the target surely will.
Anti-armor
Your rocks are of a high quality, and also quite fragile, and these guys will make them even more fragile physically, so you hate them.
Countering: Ghost Sceptre, nuff said. If they want to damage you physically, just become imune to them. Also Blademail will be really nice, seeing how they will be taking their own amplification. For more lulz, build a MoM with BMail to watch them kill themselves before they can say "oh hi!".
Anti-dagger
You are extremly dependant on dagger, and DoTs will fuck you up, simple as that.
Countering: BKB will make their DoTs useless. If you can't afford it, try making a Lothar's rather than a Dagger when facing these guys on the other team. It will be less effective than dagger, but at least will provide a way to get close to them unnoticed - provided they don't have sentries or gem. If the problem is escaping, build an Eul's and watch their DoTs be useless while you blink away with cyclone+dagger.
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