Please verify that you are not a bot to cast your vote.
DOTAFire is a community that lives to help every Dota 2 player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!
Want to support DOTAFire with an ad-free experience? You can support us ad-free for less than $1 a month!
Go Ad-FreeDOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.
Copyright © 2019 DOTAFire | All Rights Reserved
Allways go
I really disagree with this guide. Tiny has a very high base damage, and if you can't last hit with that, a QB won't help you.. Not to mention the fact that you left out bottle, which is a core item for an efficient Tiny. also 2 clarities are unnecessary, because he shouldn't be spamming his skills early game, and he should be able to get a bottle by lv.4
Not having blink dagger is another HUGE disadvantage. Tiny requires positioning to land his skills correctly, and with an arcanes build, he won't have enough move speed to chase.
TL;DR:
Only a noob would need a QB to last hit with Tiny, only a bad player would go straight for a carry build with Tiny.
Carry Tiny is a popular build and an effective one. The caster orientated you're thinking of is an outdated playstyle, the equivalent of Sven support. You're not getting a bottle if you're safe laning, and you'll need the clarities if you plan on a kill lane, which Tiny has a lot of potential in.
He does not need a Blink Dagger in this build, he has two active spells, and you'll be whacking away in melee range. You're trying to tell him he needs the old Arcane, Blink, Aghanims; but you don't realise that Tiny is one of the hardest carries in the game. And I wouldn't consider something that's been used quite frequently in recent cash tournaments. The new standard is Drum/Manta/Aghanims.
Not having blink dagger is another HUGE disadvantage. Tiny requires positioning to land his skills correctly, and with an arcanes build, he won't have enough move speed to chase.
TL;DR:
Only a noob would need a QB to last hit with Tiny, only a bad player would go straight for a carry build with Tiny.
Taking Stout Shield would be a much better idea imo (if going side, for mid fast bottle build should be better), 0 armor + support pulling = lots of creep harass.
I mean, I'm relatively new to D2. I quit playing allstars, when Slark was released, so I managed to forget everything I knew. But still, Tiny has buttloads of Damage, so you should be fine. Not to mention how nice lasthitting is, if you're in a safelane.
Also, I like to go Treads. They give AS, to counter ulti (which I'll take at lvl 10, most of the times) and well, switching. They work well with either bottle or side lane support with arcanes.
Of corse you want a trilane when you play
Firstly, I don't necessarily agree with some of your opinions. Safe lane tiny is generally not viable unless in a trilane situation with characters like
Secondly, I believe it is very worth it to max
In summary, the blink is essential, ganking is essential, XP is massively essential and gold will come with the package.
If you haven't already keep your mind open and read my guide "Tiny - Steamtrain carry"
That is 250 gold that could have gone towards a Bottle. Or arcanes. Or... even better, regeneration, since tiny starting armor is 0 and he is a melee hero. Competent players will look at a single tango start and right click you. You will not be able to safely lane because you don't have the regen needed. Any time a salve would be useful, you will have to spend time away from XP to go back to base, then spend 135 on a TP scroll... or spend even more time away from XP to save that money.
Low regeneration is fine When you know what you are doing. And by that I litterally just mean bottle rushing. 3 GG branches and a tango to allow yourself 300 gold ahead of the enemy in getting a bottle (which is one of the best regens for tiny anyway)
Also- I strongly disagree with the double clarity start. "Mana problems" arise from people using their spells when they really shouldn't. "I see a hero, let's avalanche" "oh... now I have no mana..."
Just last hitting to get the bottle quickly is the best solution to these mana problems in my opinion. With a bottle, you can spam your spells much more effectively.
The skill build- it is normal on Tiny to skip the ult until your toss and throw are maxed, since those are the actual abilities that matter. Grow gives you movement speed and a bit more damage at the cost of attack speed. It is a great skill, but growing isn't the most important thing to do. (especially since Tiny has annoying backswing on his animation as is)
Back to items: Your situational items seem to leave a bad taste in my mouth. Yasha? Tiny is a STR hero who is also very fast from his ult + boots. Moreover, yasha is a medium grade item that will either be a Manta Style, Buttlerfly, or Sange and Yasha. It should never be just a yasha and leave it at that.
Same goes with the hyperstone. Hyperstone is awesome, but make it an item that is going to have a lasting effect on the game. AC works well because of Tiny's low armor and the aura debuff for enemy armor is great while STILL giving you the attack speed you were looking for to offset the ult. Mjolnyr works for the same reason... it isn't a "medium" item, it a a good item that you can get quite quickly because of your cleave from aganims.
And while I hate to say it- Divine Rapier should be in situational AFTER you have Ags. Only to be used if you are really behind. Like you have no towers left and if you don't do something quickly you will lose behind. With it tiny can knock out creep waves in 1 hit thanks to cleve and his massive bonus damage. Also, since Ags gives bonus building damage it will alow the rest of your team to come out of the rut they have gotten caught in.
(and just to be clear, I mention this because I have actually seen this occur on a Pro level match)
You mention it in your guide but you should probably add a
Also tiny does occasionally go mid - I know he isn't the greatest hero for mid but it can work on occasion - for this reason you might want to put in a piece on how to mid tiny and in this is the case then a bottle becomes situational.
And lastly some friends and foes would be nice. Going up against a