*
Feast will deal a enormous amount of damage because of Tiny's huge health pool.
*
Rage protects Lifestealer from Tiny's magical burst damage.
* Rage protects Lifestealer from all of Techies's abilities.
Reactive Tazer's disarm will also not work on Lifestealer under Rage.
* Rage can also be used to trigger Techies's
Proximity Mines safely.
Additional:
* Lifestealer's
Rage lets him clear Proximity Mines without taking damage, and allows him to hit heroes whom Techies has used Reactive Tazer on.
*
Blade Fury protects Juggernaut from all of Tiny's magic burst damage.
* Juggernaut can trigger Proximity Mines while in
Blade Fury, and can walk away from a initiation with Blast Off if Blade Fury is activated before the silence.
* Juggernaut ignores Reactive Tazer when he uses
Omnislash, whether Techies used it to protect an ally or themselves.
* Due to Tiny's non-existent agility gain, high physical damage heroes are more effective against him (
Clinkz,
Templar Assassin,
Ursa,
Wraith King etc).
* Wraith King is not afraid to walk into mines, whenever he goes with his Reincarnation ready.
Additional:
* Wraith King's skeletons from
Vampiric Spirit keeps the choke points and rune spawns safe from Proximity Mines.
* Wraith King is not afraid to go into a field of Proximity Mines, wherever he goes as long as
Reincarnation is off cooldown .
* Heroes with Evasion or abilities that cause Tiny to miss like
Phantom Assassin and
Tinker are very effective because of Tiny's low attack speed. Additionally,
Monkey King Bar is not a good item for Tiny because of its reliance on high attack speed to proc for magical damage.
* Any hero with a low HP pool is easy for Tinker to nuke down:
Crystal Maiden,
Enchantress,
Gyrocopter,
Lion,
Riki,
Techies,
Terrorblade,
Necrophos,
Invoker.
* Long ranged heroes like
Sniper or
Drow Ranger can kite Tiny effectively if he doesn't get the jump on them first.
* Heroes with forced movement abilities or non-interrupting forced movement, such as
Lion,
Drow Ranger,
Magnus,
Mars, as they can cancel blast-off mid air, removing his ability to initiate or escape.
* Aphotic Shield makes it less likely for allies to be killed by mines.
* Because they explode in very short intervals, a stack of
Remote Mines will always trigger Borrowed Time, making them impossible to kill Abaddon unless his resistances are lowered enough or Abaddon is affected by Break.
* Abaddon can easily dispel the long-lasting root of
Stasis Trap on himself and on an ally, while at the same also providing protection against the other mines' damage.
Additional:
*
Borrowed Time's automatic activation will help Abaddon survive a field of Proximity Mines or a Blast Off combo. However, the damage from a single mine can kill him if his HP is low enough.
*
Aphotic Shield's can easily break Techies' Etheral Blade combo.
* Thanks to
Counterspell's magic resistance, Anti-Mage has a good chance of surviving a Blast Off combo.
* Anti-Mage is a natural
Manta Style carrier, meaning he can dispel the silence from Blast Off and blink away when Techies initiates on him.
* As long as Batrider is under the effect of Firefly, he can safely fly over
Proximity Mines (He does not receive vision over the mines).
* Primal Roar and the slow from Boars make kiting Tiny very easy.
* Tiny's nonexistent armor in the early game makes him very vulnerable to
Quill Spray's large amounts of physical damage.
*
Bristleback decreases Tiny's high burst damage against Bristleback.
*
Viscous Nasal Goo can slow Tiny to a crawl and allows Bristleback to easily kite him with his high movement speed and Quill Spray's long range, as Tiny has no ability to escape.
*
Exorcism's ghosts will automatically clear all Proximity Mines revealed when Death Prophet walks near them, provided that the ghosts do not have a specific target at that time.
* Death Prophet is a natural
Eul's Scepter of Divinity carrier, meaning she can easily escape a Blast Off initiation.
* Invoker is a big problem for Tiny the whole game because of its multiple disables. For example, such as
Tornado +
E.M.P. create unrealistic conditions for Tiny with mana, which is very necessary for Tiny at least for some attacks in a fight. The
Cold Snap ability can catch an attack from Tiny's hand by surprise, because it becomes slower with the pumping of
Grow. has a giant deceleration, creating a condition for the kite, which Tiny is very afraid of. In addition, Invoker has a
Deafening Blast that disables Tiny's main weapon - strong blows from the hand
Additional:
* Invoker is a big problem for Tiny the whole game because of its multiple disables. For example, the
Cold Snap ability can catch an attack from Tiny's hand by surprise, because it becomes slower with the pumping of
Grow. has a giant deceleration, creating a condition for the kite, which Tiny is very afraid of. In addition, Invoker has a
Deafening Blast that disables Tiny's main weapon - strong blows from the hand
* Dual Breath and Liquid Fire reduces Tiny's already abysmal Attack Speed.
* If Tiny
Tosses a hero onto Jakiro, he can react with Ice Path, and potentially Macropyre.
* Tiny's
Avalanche is easily countered with Ice Path.
* As Tiny has a very high Health, Liquid Frost is particularly effective against him.
* Lion can continuously
Mana Drain Tiny in the early game, depleting his small mana pool for his abilities.
* Heroes with forced movement abilities or non-interrupting forced movement, such as
Lion,
Drow Ranger,
Magnus,
Mars, as they can cancel blast-off mid air, removing his ability to initiate or escape.
* Squishy heroes, usually supports, like
Lion,
Ancient Apparition,
Keeper of the Light etc can die quickly to Tiny's magic burst.
* He can send wolves to defuse
Proximity Mines, and he can catch up Techies and kill him before they can deny themselves. Even if the suicide is successful, Lycan can still survive because of his tankiness.
* Techies spends lots of time standing still planting stacks of
Land Mines away from creep waves.
* Sacred Arrow can be used to scout hidden
Land Mines among trees and at uphill places. It can also be used to catch Techies while he's planting them.
* If Techies is hit with a Sacred Arrow, he can be killed before he has a chance to use
Blast Off!.
* Mirana has a high attack range to destroy his traps from a safe distance.
*
Reaper's Scythe will turn Tiny's high health against him.
*
Heartstopper Aura does substantial damage to Tiny as a result of his high max health.
*
Ghost Shroud protects Necrophos from Tiny's physical damage with Tree Grab and Tree Volley.
*
Dark Ascension also allows Night Stalker to fly over Proximity Mines without triggering them.
*
Crippling Fear is effective in stopping Techies from using Blast Off and
Void is effective in stopping them from running to the safety of their mines.
*
Fate's Edict gives 100% magic resistance, which prevents most of Techies' damage.
* Oracle's
Fortune's End dispels Reactive Tazer buff from Techies allowing him to be attacked. However, Reactive Tazer will instantly perform the area of effect disarm that is normally applied at the end of the duration.
* Fortune's End will also dispel Blast Off silence, Techies' Etheral Blade, Proximity Mines' magic resistance reduction, and Sticky Bomb's slow. However beware that it will only dispel Sticky Bomb's first or second instance of slow and not the damage, which will trigger as normal.
Additional:
* Oracle can negate all of Techies' skills with Fate's Edict, as they are all magic damage. Fate's Edict can also be used to search and trigger
Proximity Mines when crossing mined territory.
* Oracle can dispel
Reactive Tazer off Techies, as well as the silence from
Blast Off!, with Fortune's End.
* Oracle can further delay Techies' burst damage capability with False Promise.
* Shadow Demon's spammable illusions can be used to scout Techies'
Proximity Mines.
*
Avalanche and
Toss will never be enough damage to take out Sven in a clean way.
* Tiny is very slow with low armour growth and does not buy items to sustain Sven's damage output.
* Due to Tiny's non-existent agility gain, high physical damage heroes are more effective against him (
Clinkz,
Templar Assassin,
Ursa,
Wraith King etc).
*
Refraction can be very useful in safely neutralizing Proximity Mine fields, or absorbing Techies' Blast Off combo.
* Heroes that have disposable area-targeted spells can force her to undo her Meld:
Leshrac,
Puck,
Tiny,
Jakiro,. An experienced Templar Assassin could try to use Refraction before Meld so she can tank through those damage without getting her Blink disabled.
* Plague Wards may reveal a hiding Techies. If there's a sentry nearby, they may also reveal a stack of mines hidden in a juking spot.
* Familiars will easily be able to kite heroes with a short range or with low attack speed. For example,
Tiny and
Undying have a very hard time killing Familiars.
* Familiars can fly over the mines, rendering them safe from damage of Techies's mines. Visage can also use Familiars to check for mines on the map.
* Techies's low attack speed and damage will give them a hard time in destroying Visage's Familiars, and that can become even worse if they are affected by
Grave Chill.
*
Gravekeeper's Cloak allows Visage to survive Damage from Techies's mines.
* Tiny can deal with
Visage's
Gravekeeper's Cloak quickly, as Avalanche deals damage in enough instances to completely remove all 4 layers of the passive. With Visage's lower than average Armor, a well positioned stun can allow Tiny to kill Visage easily.
Additional:
*
Tiny's
Avalanche removes a significant number of layers from Gravekeeper's Cloak. When combined with
Toss burns through all of Gravekeeper's Cloak while doing triple times Toss damage to Visage in midair.
* Tiny's already high damage coupled with
Tree Grab's attack modifier will make short work of Visage's Familiars.
* Due to Tiny's non-existent agility gain, high physical damage heroes are more effective against him (
Clinkz,
Templar Assassin,
Ursa,
Wraith King etc).
* Heroes with low health will die easily during Duels, and can be farmed for damage in the early game:
Crystal Maiden,
Lich,
Techies,
Rubick
* He can quickly take out heroes with low armor (
Tiny) with his great physical damage.
* Heroes with forced movement abilities or non-interrupting forced movement, such as
Lion,
Drow Ranger,
Magnus,
Mars, as they can cancel blast-off mid air, removing his ability to initiate or escape.
* Heroes with forced movement abilities or non-interrupting forced movement, such as
Lion,
Drow Ranger,
Magnus,
Mars, as they can cancel blast-off mid air, removing his ability to initiate or escape.
* Heroes with summons like
Broodmother,
Enigma,
Nature's Prophet; or illusions, like
Naga Siren,
Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* Slow heroes that have a hard time escaping the Echo Stomp radius:
Crystal Maiden,
Pudge,
Techies.
* Due to Tiny's non-existent agility gain, high physical damage heroes are more effective against him (
Clinkz,
Templar Assassin,
Ursa,
Wraith King etc).
* Long ranged heroes like
Sniper or
Drow Ranger can kite Tiny effectively if he doesn't get the jump on them first.
* Heroes that are able to slow Tiny's attack speed, like
Tusk and
Phoenix, will greatly limit his Physical damage output.
* Illusions can be sent out to destroy
Techies mines.
* Heroes with summons like
Broodmother,
Enigma,
Nature's Prophet; or illusions, like
Naga Siren,
Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* Heroes with Evasion or abilities that cause Tiny to miss like
Phantom Assassin and
Tinker are very effective because of Tiny's low attack speed. Additionally,
Monkey King Bar is not a good item for Tiny because of its reliance on high attack speed to proc for magical damage.
* Heroes with high base damage (
Morphling,
Tiny,
Drow Ranger), heroes with mana burning abilities (
Anti-Mage), and
Diffusal Blade users (
Juggernaut or
Riki) will suffer from Reflection's illusions.
* Heroes with summons like
Broodmother,
Enigma,
Nature's Prophet; or illusions, like
Naga Siren,
Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* Techies deals lots of magical damage with
Sticky Bomb,
Blast Off! and
Proximity Mines that bypasses Terrorblade's high armor and can punish his low max life.
*
Sticky Bomb is easy to land on a large clump of Terrorblade illusions and will damage and slow Terrorblade and all of his illusions if he can't quickly move the right one away.
*
Reactive Tazer upgraded with
Aghanim's Scepter can be used to protect an ally getting attacked by Terrorblade. Further, it disarms all of his illusions even while he has activated
Black King Bar, greatly decreasing his damage.
*
Blast Off! stuns Terrorblade, preventing him from casting
Sunder.
* Avalanche and Toss prevents Meepo's from using
Poof to escape.
* Tiny doesn't need to target the weakest clone while he is affected by Tree Grab.
*
Reactive Tazer can lock multiple Meepos in place and prevent them from Poofing.
*
Proximity Mines,
Sticky Bomb and
Blast Off! can deal heavy magic damage to multiple Meepos.
* Techies can turn his tree jumping ability against him, by placing Proximity Mines that will detect him near trees, and then destroying the trees around him with Blast Off, stunning him and dealing high damage, on top of him being silenced when the stun expires.
* Monkey King's mobility is also severely limited around Techies' mines as he will almost always trigger them due to the cooldown time between tree jumps. Monkey King will be forced to take mine damage or escape with
Primal Spring.
Additional:
*
Proximity Mines can be placed near trees to detect Monkey King.
* Follow up with
Blast Off! to destroy the tree, causing Monkey King to take high damage, fall from the tree, and become stunned.
* Tiny can be a serious problem for the distance between Lone Druid and his
Summon Spirit Bear with his
Toss ability, since he will throw one away from the other, giving his team the opportunity to deal with either the
Summon Spirit Bear or Lone Druid himself
* Lone Druid will not always be in his
True Form, since she has her own recharge, which is why Tiny can find him with a
Shadow Blade or
Blink Dagger and kill him in a second with a combination of
Avalanche and
Toss, due to the fact that Lone Druid has a very small health reserve without
True Form
Additional:
* Tiny can be a serious problem for the distance between Lone Druid and his
Summon Spirit Bear with his
Toss ability, since he will throw one away from the other, giving his team the opportunity to deal with either the
Summon Spirit Bear or Lone Druid himself
* Lone Druid will not always be in his
True Form, since she has her own recharge, which is why Tiny can find him with a
Shadow Blade or
Blink Dagger and kill him in a second with a combination of
Avalanche and
Toss, due to the fact that Lone Druid has a very small health reserve without
True Form
* Techies can easily catch Chen off guard and kill him quickly with
Blast Off! and
Ethereal Blade combo, especially because
Blast Off! can silence Chen and stun him when upgraded with
Aghanim's Shard.
* However, Chen's converted creeps can trigger
Proximity Mines, wasting them.
* If Storm Spirit isn't careful, he could fall into a trap set by Techies and another hero acting as bait.
*
Stasis Trap roots Storm Spirit for 2/3/4/5 seconds and
Blast Off! silences for 4/5/6/7 seconds, which effectively prevents Storm Spirit from using
Ball Lightning to escape for a lengthy duration.
*
Toss and
Avalanche deals heavy damage to Slark in the early game, making Tiny a very dangerous target to gank.
* Tiny has 0 agility, which means Slark's
Essence Shift permanent agility steal does not do much against him.
*
Remote Mines are frequently placed in trees, and can thus kill an unwary Hoodwink should she
Scurry away due to her low HP pool.
*
Blast Off! can clear out trees, denying the tactical advantages from
Scurry.
* Morphling usually has low max health due to shifting strength into agility, which combined with Blast Off's silence will prevent him from using
Waveform and
Adaptive Strike (Strength), leaving him defenseless and making him an easy target to burst down.
* Squishy heroes, usually supports, like
Lion,
Ancient Apparition,
Keeper of the Light etc can die quickly to Tiny's magic burst.
* Side lanes with disables will greatly reduce the likeliness Void Spirit will be willing to rotate:
Sven,
Tiny,
Wraith King,
Ogre Magi.
* Techies is very good against roaming supports and gankers such as
Bounty Hunter,
Riki,
Weaver,
Earthshaker,
Nyx Assassin, etc. that are constantly moving around the map.
* Heroes with nukes that can jump her:
Clockwerk,
Snapfire,
Spirit Breaker,
Techies
Additional:
* Techies does huge amounts of magical damage, which will bypass
Untouchable.
* Enchantress depends on abilities to do damage and heal, which Blast Off's silence prevents.
* Techies is very good against roaming supports and gankers such as
Bounty Hunter,
Riki,
Weaver,
Earthshaker,
Nyx Assassin, etc. that are constantly moving around the map.
* Squishy heroes, usually supports, like
Lion,
Ancient Apparition,
Keeper of the Light etc can die quickly to Tiny's magic burst.
* Techies is very good against roaming supports and gankers such as
Bounty Hunter,
Riki,
Weaver,
Earthshaker,
Nyx Assassin, etc. that are constantly moving around the map.
* Heroes that commonly attack ethereal units will not have any problems against Muerta's Pierce The Veil:
Tinker,
Jakiro,
Lina,
Luna,
Pugna or
Ogre Magi,
Enigma,
Batrider,
Techies,
Broodmother,
Dawnbreaker,
Shadow Shaman,
Bane,
Tinker,
Venomancer,
Arc Warden.
*
Techies has both a stun and a powerful nuke in
Blast Off!, root from
Stasis Trap and even more magical damage in
Proximity Mines and
Remote Mines.
* Some abilities deals damage from an independent source and not from the hero itself, so Nyx cannot counter them with Spiked Carapace: illusions or summoning units,
Homing Missile,
Nimbus,
Mass Serpent Ward,
Death Ward and especially
Techies's mines.
* Heroes that are able to slow Tiny's attack speed, like
Tusk and
Phoenix, will greatly limit his Physical damage output.
* After using Snowball, Tusk can't control where he's going, allowing Techies to make him roll onto mines.
* Heroes with summons like
Broodmother,
Enigma,
Nature's Prophet; or illusions, like
Naga Siren,
Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* Tiny can quickly clear Spiderlings with his active abilities and cleave.
* Heroes with summons like
Broodmother,
Enigma,
Nature's Prophet; or illusions, like
Naga Siren,
Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* Avalanche and Toss combo makes short work of
Mirror Image's illusions.
* Tiny's cleave with Tree Grab and area of effect damage with Tree Volley will easily wipe out illusions.
*
Chaos Bolt and
Reality Rift makes Tiny's low mobility non existent.
*
Chaos Strike means Chaos Knight will most likely survive longer in a duel between the two because Tiny has much lower attack speed.
* Chaos Knight has a 3.2 strength growth, making him one of the most tanky heroes and a very difficult target for Tiny to burst.
* Techies has great area of effect damage to deal with
Phantasm illusions.
* Blast Off silences Chaos Knight, stopping him from using his disables and allowing his teammates to walk away from his heavy damage.
* Reactive Tazer will disarm all of Chaos Knight's illusions even if he has activated his
Black King Bar.
* Heroes without blink mechanisms or spell immunity will have a hard time positioning against
Pit of Malice:
Sven,
Tiny,
Wraith King,
Dragon Knight,
Meepo,
Doom,
Bounty Hunter,
Dark Seer,
Undying,
Alchemist,
Legion Commander.
* Heroes that provide vision will see Fiend's Gate coming:
Techies,
Templar Assassin,
Treant Protector.
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Tiny
* Tiny has low movement speed and attack speed, making him vulnerable to Viper's slows.
Corrosive Skin provides magic resistance to lower Tiny's magic burst damage.
*
Techies
*
Corrosive Skin will protect Viper from Techies' magical damage.
Poison Attack, he does lots of damage with his other abilities that can still kill Techies.
* Even though Reactive Tazer will disarm Viper if he attacks Techies with