Tiny counter and synergy picks
Pick Tiny with Wraith King to increase win-rate from 44.6% to 49.9% or against Phantom Assassin to increase win-rate to 50.6% in Patch 7.39c.
Good with...
...based on stats [7.39c]
Hero | Change in Win Rate ▼ |
---|---|
5.2% | |
4.6% | |
4.3% | |
4.1% | |
3.9% | |
3.7% | |
3.3% | |
3.2% | |
3.1% | |
3.0% | |
3.0% | |
2.9% | |
2.9% | |
2.8% | |
2.7% |
...based on gameplay [7.39c]
Invoker controls fights with crowd control while Tiny bursts single targets. Cold Snap combos well with Toss and Avalanche for multiple disables. Alacrity helps Tiny scale into midgame carry. Together they dominate both pickoffs and teamfights.
Snapfire’s Mortimer Kisses combo with Avalanche Toss when Tiny initiates. Cookie helps Tiny reposition or escape failed jumps. Her slows and stuns provide excellent layering after his initial burst. Their synergy excels in chaotic team engagements.
Soulbind allows Tiny to double Avalanche Toss on locked targets. Ink Swell turns his blink combo into a multi-stun threat. Grimstroke’s disables give Tiny more time to combo properly. They win most skirmishes with burst plus disable.
Tiny’s Toss keeps enemies inside Cask bounces and Death Ward. Witch Doctor zones while Tiny blinks and deletes priority targets. They dominate early fights with simple stuns and raw damage.
Earthshaker and Tiny both bring AoE control and heavy burst. Fissure sets up easy Avalanche Toss without missing. Together they can delete enemy backlines with little warning. Echo Slam complements Tiny’s initiation for full team wipes.
Io tethers Tiny and boosts his mobility with Overcharge. Relocate allows for global Toss ganks on squishy supports. Io’s sustain lets Tiny fight longer than he normally could. Classic wombo combo scaling through early aggression.
Tiny Tosses enemies into Bramble Maze for guaranteed root and fear. Bedlam finishes off targets left low by Avalanche. Dark Willow provides control while Tiny provides kill threat. Together they dominate night fights and punish disorganized teams.
Techies sets up with mines and stuns, and Tiny tosses enemies into danger zones. Proximity Mines and Sticky Bomb amplify Toss follow-up. Techies' traps make Tiny’s burst lethal with little counterplay. They excel at defending tight spaces and punishing overextensions.
Storm initiates and zips out while Tiny follows up with the burst combo. Electric Vortex groups enemies for Avalanche to hit multiple targets. Both heroes snowball off kills and pressure the map. They dominate backline supports from different angles.
Pugna’s Nether Ward punishes enemies trying to cast after surviving Tiny’s burst. Decrepify amplifies magic damage for Avalanche and Toss. Life Drain sustains Tiny post-combat. They make a deadly magical damage core duo in teamfights and sieges.
...core items [7.39c]
A core
Boots of Speed upgrade to have some much needed mana sustain to spam your spells for fighting and farming.
A core item to quickly close the gap on enemy heroes and set up kills with your lockdown spells. Also lets you save allies by Blinking in and Tossing them away to safety.
A core mobility item to close the gap on enemy heroes and set up kills with your lockdown spells. Also lets you push yourself or one of your allies away from trouble.
An upgrade for
Eul's Scepter of Divinity to dispel yourself when in trouble and reposition in and out of fights. Can also be used to save an ally caught by enemy heroes. Also provides some much needed mana pool and regen.
A core item that maintains your kill threat on the map more often by reducing the cooldown of all your spells and items.
An upgrade for
Aether Lens to amplify your magic damage on an enemy hero and burst them down with all your spells. Also works as a save for your cores against physical damage.
A core item for mid laners to gain some HP and mana sustain. Also allows the potential to make plays with power runes past the 6 minute mark.
A core
Boots of Speed upgrade to gain some much needed armor and increase your right click damage to have more burst for your spell combo. Also improves your mobility to roam around the map and close the gap on enemy heroes faster with the Phase active.
A core item to improve your tankiness with HP pool while significantly increasing your damage output and farming speed. Gives you massive burst damage with a double hit during Tree Grab. Gets upgraded to
Harpoon later in the game.
A core item to avoid most disables and silences on the enemy team to get off your spell combo and hit freely in fights. Also improves your right click damage and tankiness through HP pool and magic resistance.
A core item to have infinite hit counts on Tree Grab and always dish out your maximum right click damage. Also improves your damage output through Tree Throw.
A core damage item to burst down enemy heroes with right clicks. Has great synergy with Tree Grab cleave to do your entire right click damage to units around your target. Also works well with
Aghanim's Scepter to massively increase your damage output with Tree Volley.
A late game pick up to signifcantly improve your AoE damage output and burst down enemy heroes from long range. Also lets you instantly clear creep waves. Look to stand in a clump of trees when using Tree Volley.
An alternative to
Phase Boots to gain attack speed with the Insurmountable facet, letting you output damage much faster with Tree Grab. Also lets you conserve mana through stats toggling.
A situational item that acts as another mobility tool to find kills on the map through invisibility. Also boosts your right click damage and attack speed for Tree Grab.
A core item to increase your tankiness and mobility, as well as output more damage with Tree right clicks from the added attack speed. The status resistance also makes it harder for enemy heroes to kite you with disables.
A late game pick up that gives you tankiness and HP sustain through lifesteal and lets you turn the fight from low health during Tree Grab. Also lets you dispel yourself when in trouble.
Good against...
...based on stats [7.39c]
Hero | Change in Win Rate ▼ |
---|---|
6.0% | |
5.3% | |
5.1% | |
5.0% | |
4.8% | |
4.4% | |
4.4% | |
4.3% | |
4.3% | |
4.1% | |
4.1% | |
3.8% | |
3.6% | |
3.6% | |
3.5% |
...based on gameplay [7.39c]
Tiny bursts Meepo clones instantly with Avalanche and Toss combo. His AoE damage output punishes Meepo’s tendency to group up. Meepo cannot out-sustain Tiny’s burst early or midgame.
Tiny clears illusions quickly with Avalanche and Tree Grab splash. His burst kills Phantom Lancer before he builds up Manta and Heart. PL struggles to fight back early due to his weak strength gain. Tiny scales well into late game to keep illusions in check.
Tiny’s high burst kills Night Stalker before he can utilize his silence and chase. During the day, Tiny outtrades him in lane and wins early skirmishes. Tiny's physical and magical combo punishes melee initiators like NS. Once he gets items, NS cannot duel him.
Tiny can burst Puck instantly if he catches him before Phase Shift or during silence. Toss can interrupt Blink Dagger setups and displace him out of Coil range. Puck has low HP and suffers under Avalanche + Toss pressure. Tiny's instant damage counters Puck’s mobility if timed correctly.
Tiny clears Familiars easily and punishes Visage before Gravekeeper’s Cloak stacks up. His nukes bypass Visage’s tankiness early on. Toss can separate Visage from his birds or allies. Visage’s slow mobility makes him vulnerable to quick burst rotations.
Slark struggles to stack Essence Shift before being burst by Tiny. Toss interrupts his pounce and punishes failed initiations. Tiny’s burst comes before Slark gets defensive items.
Windranger’s low strength and positioning makes her easy to burst. Even with Windrun, Avalanche and Toss hit if cast properly. Tiny tanks Focus Fire with armor and high HP. He punishes her squishy build and wins quick brawls with ease.
Skywrath Mage melts to Avalanche Toss before casting his full combo. Tiny’s burst can delete him before he gets defensive items. Sky’s reliance on standing still makes him easy to punish. He offers no escape once caught out by Tiny's spells.
Lycan relies on units and physical damage which Tiny negates with armor and wave clear. Toss kills wolves and slows Lycan’s tempo. Tiny’s damage slows Lycan’s commitment in fights. He stalls pushes and dominates melee summoner matchups.
Riki’s low HP and poor strength gain make him food for Tiny’s burst. Avalanche interrupts his escape. Toss isolates Riki from allies before he can use tricks. Riki can’t commit without dying once Tiny gets Blink Dagger.
Bad against...
...based on stats [7.39c]
Hero | Change in Win Rate ▲ |
---|---|
-5.8% | |
-5.4% | |
-5.1% | |
-5.0% | |
-4.8% | |
-4.1% | |
-3.7% | |
-3.7% | |
-3.6% | |
-3.4% | |
-3.3% | |
-3.2% | |
-3.1% | |
-2.9% | |
-2.4% |
...based on gameplay [7.39c]
Tiny naturally has high base attack damage due to his ult - Grow. Alch is capable of reducing it with Corrosive Weaponry and cripple Tiny's overall damage output significantly. Alch acquires items quite fast to build up his HP pool, making it hard for Tiny to burst him with a single Toss + Avalanche + Tree Throw combo and can quickly heal back up with Chemical Rage.
Lifestealer’s Rage makes him immune to all of Tiny’s magic-based combo. He out-sustains Tiny in fights and bursts him with Feast damage. Tiny can’t kill Lifestealer unless he’s controlled by someone else. Lifestealer shrugs off every spell and punishes his low armor.
Necrophos shrugs off Tiny’s burst with sustain and Ghost Shroud. Reaper’s Scythe punishes Tiny’s low status resistance early. Avalanche and Toss do little once Necrophos is tanky. He scales better and punishes Tiny’s lack of BKB early.
Enchantress survives early burst with Untouchable and heal. Tiny cannot deal enough right-click damage to finish her off. Nature’s Attendants keeps her alive through Avalanche Toss. She dominates long fights where Tiny runs out of impact.
Undying’s zombies and Tombstone make it hard for Tiny to engage. Decay reduces Tiny’s damage and survivability. Tiny’s burst is wasted on tanky targets like Undying who soaks up spell combos that would otherwise kill squishies heroes.
Tiny can’t burst Death Prophet fast enough to prevent Spirit Siphon. Exorcism forces him to disengage as he can’t trade in teamfights. Death Prophet tanks the combo and punishes Tiny during cooldowns. Her sustained DPS scales better.
Underlord punishes Tiny with Pit of Malice and high base health regen. Firestorm burns him down after his initial combo. Tiny can’t deal with tanky frontliners without follow-up damage. Underlord’s root delays Tiny’s escape and cuts his impact.
Ember Spirit dodges Avalanche with Sleight of Fist and escapes Toss with Remnant. His magic immunity scaling punishes Tiny’s reliance on burst. Tiny can’t lock him down without extra disable. Ember punishes any missed combo with high DPS.
Viper zones Tiny out of lane with poison and breaks his armor gains. Nethertoxin prevents combo usage under towers. Tiny gets melted by damage-over-time effects and lacks sustain. He can’t fight back once Viper gets even a slight lead.
Huskar shrugs off burst and punishes Tiny with Burning Spear stacks. His passive makes Avalanche’s burst less effective. Once Huskar gets armlet or BKB, Tiny has no way to stop him. Huskar snowballs past Tiny before he finishes his core items.
...counter items [7.39c]
Lowers the armor of Tiny and helps win trades in a right click battle.
Lets you absorb a massive instance of damage from Avalanche and Toss combo.
Gives you tankiness to take less damage from Tiny's Tree Grab right clicks and trade HP more effectively.
Gives you magic resistance to significantly reduce the damage taken from Tiny's Avalanche and Toss combo.
Gives you armor as well as helps lower the HP regen on Tiny and chase him down with a movement speed slow on right clicks.
Lets you block jungle camps from spawning to slow down a carry Tiny's farm speed.
Gives you or an ally armor and a physical damage barrier to significantly reduce the burst potential of Tiny's Tree Grab right clicks.
Provides magic resistance and reduces the damage dealt by Tiny from all his spells. Also cancels his Blink Dagger with damage over time on right clicks.
Gives you and your team magic resistance and barrier to significantly reduce the damage taken from Tiny's Avalanche and Toss combo.
Gives you magic resistanceto significantly reduce the damage taken from Tiny's Avalanche and Toss combo.
Lets you kite Tiny by putting some distance between him and yourself with Hurricane Thrust and hit him from range.
Gives you debuff immunity and magic resistance to avoid the stun of Avalanche and Toss as well as reduce the damage taken from Tiny's spell combo.
Gives you magic resistance and barrier to significantly reduce the damage taken from Tiny's Avalanche and Toss combo as well as save yourself or an ally caught by his control spells.
Gives you an instant disable against Tiny to burst him down in its duration before he can impact fights or stun you with his spell combo.
Lets you save yourself or an ally from getting bursted by Tiny's Tree Grab right clicks. Can also be used to burst him down with heavy magic damage as a follow up.
Lets you survive and never get bursted by Tiny's Avalanche and Toss combo as well as Tree Volley.
Gives armor to your team and buildings to take less damage from Tree Volley and Tiny's Tree Grab right clicks to nullify his kill and push potential.
Provides tankiness with armor and lets you reduce Tiny's attack speed and movement speed with the Arctic Blast active.
Gives you armor and evasion to defend yourself against Tiny's Tree Grab right clicks with the tankiness and miss chance.
Gives you an instant silence and massive burst damage against Tiny to kill him without letting him stun you using his spell combo.
Bad with...
...based on stats [7.39c]
Hero | Change in Win Rate ▲ |
---|---|
-5.6% | |
-5.4% | |
-5.0% | |
-4.6% | |
-4.3% | |
-4.1% | |
-4.1% | |
-3.9% | |
-3.3% | |
-3.3% | |
-3.3% | |
-3.2% | |
-3.1% | |
-3.1% | |
-3.1% |