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Tiny, The Stone Giant
Written by SirDumpling



Looming from the rocky crags of Ashenra, the stone giants are born from the mountain itself. Tiny, a newly born giant, although small in size, has the strength of a hill. With his supreme strength, he is able to launch anything into the air, including huge amounts of soil to cause avalanches around his enemies. Because of his craggy exterior, enemies have a hard time attacking him. Over time, Tiny's body will grow bigger as the magnetic forces deep inside his granite heart pull rocks and soil to his rugged stone form.


Table of Contents



Alt-Tab Mini Guide

Skill Build

1. Avalanche
2. Toss
3. Avalanche
4. Toss
5. Avalanche
6. Toss
7. Toss
8. Grow!
9. Avalanche
10. Craggy Exterior/Stats
11. Grow!
12. Craggy Exterior/Stats
13. Craggy Exterior/Stats
14. Craggy Exterior/Stats
15. Stats
16. Grow!
17. Stats/Craggy Exterior
18. Stats/Craggy Exterior
19. Stats/Craggy Exterior
20. Stats/Craggy Exterior
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats


Item Build

Starting Items


OR



OR



Core



Extension



Luxuries



Gameplay

1. Rape your lane with an allied stunner.
2. Go rape everyone else's lane.
3. Continue to pick off lone enemies.
4. Take place in clashes, use Toss to help push.

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Hero Statistics

STR___AGI___INT
24+3_9+0.9_14+1.6

___

Affiliation: Sentinel
Attack Animation: 0.49 / 1
Damage: 61 - 67
Casting Animation: 0.001 / 0
Armor: 0.3
Base Attack Time: 1.7
Movespeed: 285
Missile Speed: Instant
Attack Range: 128 (melee)
Sight Range: 1800 / 800


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Hero Introduction

Tiny has always been a solid ganker that kills enemies instantly. However, he also has the lowest starting armor in DotA, making him vulnerable to physical attacks in lane. Thankfully, his Craggy Exterior and high strength per level gain helps make up for this otherwise fragile hero. His casting point is basically instant, allowing him to be able to cast his spells in between other stuns, and get his combo off extremely quickly. Although is is rarely picked in the competitive, but isn't uncommon in low-mid level clanwars and pubs (and of course, very common in PDGG when I am there). His glory days were back in the .48b days, where blink dagger reigned supreme. Since then, he has remained a very situational but strong counterpick.

When to pick
  • The enemy team's heroes do not have high HP
  • Your team is going for a hard ganking strat
When to not pick
  • Enemy team is beefy
  • When you have more than 3 melees already
Pros and Cons

[+] 2nd highest burst magic damage at level 9
[+] Fast pusher with Toss and base damage
[+] Excellent turtle
[+] Excellent attack animation
[+] One of the best gankers in the game
[+] High STR gain of 3 per level
[+] Very easy to play (you really only need the V and T keys)

[-] Low manapool for such a hard ganker.
[-] Begins to lose presence late game
[-] 2nd lowest AGI gain of all heroes (only Dirge has lower)
[-] Lowest base armor in DotA
[-] Below average movespeed
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Skills

Avalanche
_______.Bombards an area with rocks, stunning and damaging enemy land units.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
112020 sec6002002 sec100 damage and stun
212020 sec6002002 sec180 damage and stun
312020 sec6002002 sec260 damage and stun
412020 sec6002002 sec300 damage and stun

Skill Notes:

• Damage type: magical

Skill Usage: This skill is a 2 second stun with a 0.75 delay between casting and the damage/stun. It affects a target AoE, and does not effect Ancients or Magic Immune units. It is the 'oomph' behind your early/mid game domination. PLEASE NOTE: Toss doubles Avalanches damage! This means that any unit Tossed in the air takes double the Avalanche damage + the Toss damage, which amounts to a total of 900 unreduced damage early on. Also, Toss is the only skill which will double Avalanches damage, nothing else that changes the 'height' of a unit will do so.


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. Cannot toss Dragon Knight in Elder Form.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
112010 sec500300/2752 sec75 damage and stun
212010 sec700300/2752 sec150 damage and stun
312010 sec900300/2752 sec225 damage and stun
412010 sec1100300/275300 damage 

Skill Notes:

• Damage type: magical
• If a unit is hit by Avalanche and then Tossed, they can be hit a second time by Avalanche if they land back in its AoE before it ends.
• Tossed allies take 20% of the Toss damage, but are not hit by the area damage.

Skill Usage: This skill allows you to either toss an Ally to safety, Toss an enemy into your allies, Toss an ally into to get a close-range spell of (Centaur's Hoof Stomp, ES's Echo Slam, etc.), and of course, to combo with Avalanche. Also note that you can't target magic immune units with Toss, but you can Toss magic immune units to other units.


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.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1N/AN/AN/AN/A1.2 sec+2 Armor, 6% chance to stun for 25 damage
2N/AN/AN/AN/A1.2 sec+3 Armor, 12% chance to stun for 35 damage
3N/AN/AN/AN/A1.2 sec+4 Armor, 18% chance to stun for 45 damage
4N/AN/AN/AN/A1.2 sec+5 Armor, 24% chance to stun for 55 damage

Skill Notes:

• Damage type: magical
• Works on melee and ranged units within 300 range of Tiny.
• The stun and damage occur at the beginning of the attack.

Skill Usage: Craggy Exterior allows Tiny to be an 'anti-carry' type hero in a way other than gimping their early game. It allows him to make fast attackers stun themselves, giving Tiny more time to hit them for 200+ damage come mid/late game. It also makes his armor less laughable (only slightly).


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.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1N/AN/AN/AN/AN/A40 bonus damage, 20% reduced attack speed. Increases the damage taken by the tossed unit to 35%
2N/AN/AN/AN/AN/A80 bonus damage, 35% reduced attack speed. Increases the damage taken by the tossed unit to 50%
3N/AN/AN/AN/AN/A120 bonus damage, 50% reduced attack speed. Increases the damage taken by the tossed unit to 65%

Skill Notes:

• Does not increase the damage from Toss on allies.
• Each level increases Tiny's movement speed by 10

Skill Usage: This is Tiny's "steroid skill". It allows his Avalanche + Toss combo to do more damage, increases his below-average movespeed, and allows you to hit harder during your short stun. Also, note that the only downside to this skill is countered by a single Hyperstone, a mere 2100 gold.
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Skill Builds

1. Avalanche
2. Toss
3. Avalanche
4. Toss
5. Avalanche
6. Toss
7. Toss
8. Grow!
9. Avalanche
10. Craggy Exterior/Stats
11. Grow!
12. Craggy Exterior/Stats
13. Craggy Exterior/Stats
14. Craggy Exterior/Stats
15. Stats
16. Grow!
17. Stats/Craggy Exterior
18. Stats/Craggy Exterior
19. Stats/Craggy Exterior
20. Stats/Craggy Exterior
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats

Reasoning: Avalanche is our main disable and damage source, so we get it level 3 at level 5 to maximize its early potential.
Toss is, however, the first skill we max. Why? It has a lower cooldown than Avalanche, the same damage, a bigger AoE, and increases your burst damage more than Avalanche would at level 7.
Grow! is gotten at 8, 11, and 16. At 8, it makes your combo, physical and magical damage, do more than level 4 Avalanche and level 4 Toss would. It also helps last hitting, chasing (+10 ms is quite a bit), and makes you that much more intimidating.
Craggy Exterior is gotten midgame, as that is when autoattack carries really start to have some presence. It makes fast hitters 'bash' themselves, increases your terrible armor, and makes you a better tank for your team.
Stats are typically gotten after Craggy, but they can be taken during the mid levels if you are having mana problems, or if the enemy team doesn't have much physical damage.

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Item Builds

Early Game

Starting Items


OR



OR



Reasoning:
Basic regen such as tangos and clarities are needed on every hero. Tiny is no exception, as he has low base armor, leaving him easy to harass, and both of his skills eat up mana rapidly
A Mantle allows Tiny to use both of his skills at level 2. Nothing much to say here
Ironwoods are taken because of their cost-effectiveness, and also because they are used for Magic Wand, a must on Tiny.
A chicken or Wards may be bought instead of a mantle. Both help your team, and since Tiny isn't that item dependent, he can easily afford them. Both also help with ganking and laning.


Core Equipment



Reasoning:
Blink dagger allows tiny to get up and close to the enemy hero, allowing an easy AvaToss combo.
Boots of Speed are gotten for the speed boost. Nothing else to say, really. Neither Phase nor Tread are needed on Tiny, but both are viable.
Bottle allows you to gank harder, gank faster, and control the runes so your opponents can not. Provides burst mana regen, which is always welcome.
Magic Wand also provides you with more burst mana and HP. Since you will be ganking, charges rack up fairly quickly as well.
TP scrolls are very important. They give mobility, allow you to countergank, and help out other lanes. Again, fairly obvious.


Possible Extensions



Reasoning:
Arcane Ring allows you to spam your spells more often, help out allies, and gives a bonus to armor, which Tiny needs.
Boots of Travel are the best boots for Tiny. Increases mobility, gives good MS, and saves a much needed slot which would otherwise be used for TP scrolls. *HIGHLY RECOMMENDED*
Wards allow you to gank, rune-whore, and push more efficiently. Also, since Tiny racks up gold fairly quickly, he can afford them without giving that much up.
Hyperstone can be bought to increase your physical DPS. Basically gives you a reason to be focused after combo-ing.
Dagon can be gotten to increase your burst damage, and instagib even into the late-ish midgame, when Tiny starts to lose his ganking prowess.
Eul's gives even more MS, nice mana regen, and another disable/escape-mech. Can combo with Dagger for an almost guaranteed getaway. *HIGHLY RECOMMENDED*
Force Staff gives a big of everything. A bit of chase potential, a bit of escaping potential, a bit of damage, a bit of mana, and a bit of confusion for the enemies.


Luxury items



Reasoning:
Guinsoo's provides an extra disable, enough mana to permanently spam your spells, and great stats to boot. Not that hard to farm either, considering Tiny is a fast farmer (of creeps and heroes). *HIGHLY RECOMMENDED*
Shiva's Gaurd provides more armor for your unarmored ass (even if it is made of stone). Gives an extra nuke, and more int to spam away.
Assault Curiass gives nice auras, increases your physical DPS, and again, adds armor. Just like hypersone, gives you a reason to be focused.
Dagon again, gives more burst. Not great, but not that bad in the lategame. Guinsoo's definitely takes priority.
Mjollnir makes you hit faster, gives more AoE (chain lightning is sort of AoE :S), and the Static Charge ability. Assault is better if you want IAS, but Mjollnir can be gotten regardless.


Rejected Equipment



Why would a sniper need something that looks like a green excrement? Seriously, Assassinate is your finishing move, not your nuke. The cooldown is low anyway and your manapool small. Don't buy it.



Shrapnel will give the minions time to hit. And strength and intelligence is needed. So it is a good item? Not really. Shrapnel slows for a short time and you can hit invisible heroes with your ultimate anyway. It's better to get physical dps items and attack speed because they will make you (combined with Take Aim and Headshot) a hard carry.



This item is completely useless. It just takes a inventory slot. Firstly you aren't a ricer. Ricing would waste your pushing and ganking potential. If you want to farm, buy Orchid. The mana regeneration will let you spam Shrapnel, which results in many lasthits. And you push. And you can gank because of the Silence. And it gives you physical dps.



Lifesteal in general is not really bad, but not a good choice because you shouldn't play rambo anyway. Your health points are too low for this. Buy one of the orbs that are mentioned before.



This will help you spam Shrapnel and push but it doesn't give you physical dps. Go for Orchid instead.

Item Build Reasoning

Early game its important to grab some stat and regen items. This is what the branches and tangos/clarities/salves are for. Grab exactly 3 tangos, as we will use these to build our magic wand. Next try to buy your bracer parts or boots of speed. Then proceed to complete you basic laning phase items.

This is the order that we want to complete our starting items: Wand and Treads. Also you should decide whether to go for Bracers or Wraiths at this point. Right after this you should start on farming Lothars. However instead of going straight for Lothars, you can try to instead farm up an optional item. Anyways, either way you will farm up your Lothars eventually and thats when you should try to farm up your next item. Since you will start getting quite a lot of kills at this point you luxury shouldn't take too long to complete.

Then keep on adding luxuries to your build until the game ends. The Lothars, should hopefully minimize your losses in the process. Try to buy items that will synergize with other items, instead of buying random items. For example here are some very late game builds that synergize well:

Sniper Commando (Carry, Illusions give you high dps)



Assassin (Dps carry that kills anyone with a few hits)



Guerilla (Ganker)



Mortar Team (Pusher, Mjolnir for killing creeps quickly)



Gatling (Carry, high as to trigger Ministuns often)



Of course those item builds are quite expensive, but rewarding if you complete one.
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Gameplay and Strategies

Shrapnel Mini-Guide

AoE


This picture shows you that Shrapnel’s AoE is decent. The only special thing that you have to know about Shrapnel is the positioning of it and abusing it's AoE.


Farming

Instead of simply using the skill on the center of a creep wave, you can also harass you opponent with it. Look at this picture:


You will not just hit all the creeps, you will also hit heroes in an area behind them. Usually they don’t want to be damaged, so they will go out of the AoE and then they can’t last hit/deny the melee creeps easily.



Destroying Towers

Shrapnel also damages towers. I don’t have to explain much here I think. You push while farming with it and your creeps will fight near to the tower. Use it so that you will hit creeps, heroes, and the tower at the same time. Notice that the tower is fat and can’t move, so you don’t need to have the whole tower in your aiming circle.



Fleeing


It's obviously how to use Shrapnel to flee. Aim between you and the enemy hero. What is important here is to cancel the animation. Look here:


If I wouldn't have canceled the animation I would be dead.


And there Weaver pawned me. Using Shrapnel against heroes that can blink or move very fast isn't super effective, but sometimes it is worth a try.


Ganking

The most important thing here is not clicking directly on the enemy hero. That's as effective as aiming Elune's Arrow directly on a moving hero.

First look which way your gank target is going. Make sure that he is cornered by Shrapnel and your allies, so that he has to walk into it. I guess you know that already if you play Pudge/Mirana/Lina/Kunkka, etc. sometimes.


In this pic you see a siuation where Leoric had to run into my Shrapnel because he was chased by my allies.


Assassinate Mini-Guide

Basic Use

This is quite obvious. High casting time that can be interrupted easily, huge range, very high damage and it ignores invisibility; the perfect skill for finishing off near-to-death heroes. Use it on low HP heroes to kill them. It is so simple but why is it, that some people don't understand how to use it correctly?


Common Faults


Some people always complain that you are stealing a kill when you use Assassinate on a low HP hero. Someone has to get the lasthit and you are a carry (not the best one, thats true). So ignore these guys that flame at you. You just secured a kill. But there are situations where you can waste your ultimate.

Lets pretend you (Sniper), Vengeful Spirit and Lion gank 2 heroes. Vengeful and Lion use their skills and would surely kill someone and the other hero runs away with 200 hp. While reading this and thinking about it is obvious what to do: Use Assassinate on the fleeing hero. But I see so many people who use Assassinate at the beginning of a fight, trying to weaken the ganked hero, who would of died anyways. Always, when ganking, try to save Assassinate to finish off the ganked heroes.


Using Assassinate in Fights

I see too many people using Assassinate when someone starts attacking them.

If you are lucky and your target doesn't interrupt Assassinate or kills you, this will happen; You use it, your target will notice the low hp and will run away.

The best way is to use Shrapnel and attack the hero to force him to run away and finish him off with Assassinate.


Special Cases

But there are a lot of heroes who will make it not that easy for you to kill them.

1. Invisibility

You fight against them, they are low hp and go invisible. But hey, you can Assassinate invisible heroes. The problem is that you can't target them. So you have to use Assassinate before they turn invisible.

Heroes that have an invisibility based skill:

Treant Protector
Sandking
Phantom Lancer
Stealth Assassin
Bounty Hunter
Templar Assassin
Bone Fletcher
Nerubian Weaver
Broodmother
Nerubian Assassin

Items:

Lothar's Edge


2. Blinking Heroes

Some heroes have Blink skills. The good thing is that they use these skills to flee most of the time, not to dodge. But if they just run away they will probably wait for your Assassinate to dodge it. So never use it too hastily against these guys, and never wait till you can't see them anymore.

Heroes that can blink are:

Anti-Mage
Morphling
Mirana
Faceless Void
Meepo
Furion
Akasha

Items:

Dagger


3. Invulnerability


Some guys can turn invulnerable. But usually just for a short time, so it's the best to wait until they can't see you anymore so that they can't see that you are casting it. The good thing is that invulnerable heroes don't have any invisibility based skills.

Heroes that have skills that can go invulnerable:

Panda Brewmaster
Lord of Avernus
Juggernaut
Naga Siren
Puck
Storm Spirit
Atropos
Obsidian Destroyer


4. Magic Immunity

These guys are ugly. Nothing more to say.

Guys that are ugly:

Juggernaut
Omniknight
Naix

Items:

Black King Bar


There is a solution to all these heroes:



This disables all their ugly abilities, even Riki's ultimate and it allow Assassinate to deal more damage. The only things that can interrupt your ultimate now are certain items and passive stuns.


General Gameplay

The TP Scroll

This is an important thing to know when playing Sniper. Usually enemies will be trying to gank you to stop you from farming, so it is a good idea to always have an escape mechanism with you. You will need one before you get Lothars, and even after that Lothars can be unreliable if enemies get Dust or Necronmicon.

So always carry 1 extra TP scroll with you. If your teammates have warned of a mia, and after some time you are sure that the enemy is going to gank you, then just TP to a different lane where you can farm/push rather peacefully.


Mana Conservation

Since Sniper's mana pool is rather low early game, it is important for us to know when we can use our spells. If you can afford to to use your spells for early pushes and harrasing then do so. However try to keep your mana up, so that you always have one Shrapnel ready. This last Shrapnel can be used for last ditch efforts against ganks.

Once you get your Oblivion Staff, you don't really need to worry about conserving your mana anymore. The regen will provide you with enough mana to spam Shrapnel, and even have some left over for an Assassinate.


Early Game

After you finish the laning phase, and even during the laning phase, you should be trying to farm and push to the best of your ability. That one extra tower down early game, is huge for your team. After you push one tower in a lane, go to a different lane and push one tower there. Pushing any furhter than the second tower alone is too dangerous.

Other than pushing just try to farm one lane. When enemies come to gank you or try to deny XP then just TP to a different lane, and start farming there. Snipers attack animation is very good, so last hitting should be fairly easy.


Mid Game

At this point you should have your basic core build finished. That means that you can and should try sticking with your team and doing pushes together with your team. You should also take part in team battles. Income should be coming from hero kills at this point.

Your team should try to push down the tier 2 tower in each lane. Hopefully you can also get some tower kills, and that will result in a big boost in your money.

If your team is turtling, and does not want to push, then just try to stop enemy pushes as best as you can. Your Shrapnel is an excellent tool that can be used for stopping large pushes, so use it.


Late Game

At this point your DPS should be pretty high. You should have at least one luxury at this point. With your team behind your back, you are quite a formidable carry. Also if no one has soloed Roshan yet, then it is our priority to do so. You most likely will not be able to kill him alone, so make sure to bring a couple of teammates to help.

Your team should definitely be trying to push into the enemy base at this point. You will want to end the game very soon, or other harder carries will out DPS and overcome you.


Team Battles

Sniper's role in team battles is rather simple. It is to deal as much damage as possible without dying. Because of his long attack and skill range, most of the time, he is out of harms way in team battles. There are a couple of things that you should do for team battles:

1) When the initiators initiate, use Shrapnel.
2) Concentrate and attack either their disabler or carry.
3) Use Assassinate to finish off fleeing hereos.

Do not go into the middle of the battle without the proper support. Just try to stay back and use your skills from afar. As soon as you see someone as a target for Assassinate, then use it. It just tells your team to leave that hero to die and move on to the next one. Also if you have any items with abilities, such as Orchid or Manta, then right at the beginning of the battle use them. If you have orchid it is important the you silence their most dangerous spell caster so he doesn't rip apart/ disable your whole team.

If your team is losing the battle(or already lost it) and you can`t kill anyone, then just run away, as there is no point staying and getting killed.
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Friends and Foes

Friends

Disablers



The less your target moves, the more bullets it catches.

Damage Output Booster



What could be better than delivering even more precise shots?

Groupers



Your Shrapnel hits an area. The more concentrated the enemies are, the better the overall impact is.

Mana Replenishers



More mana equals to more Shrapnels, which equals to more farming and pushing.

Damage Amplifiers



A weakened opponent is a dead opponent.

Foes

Mana Burners



They render you useless.

Disablers



The less you move, the more bullets you catch.

Hard hitters



You are fragile, they hit hard. Questions?
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Conclusion

Overall, Sniper is an excellent hero that can deal huge damage from afar. He is very prone to dying however, so it is crucial that you are always on the lookout for incoming ganks. Once you get farmed up, you are quite a force to contend with, especially with your team behind your back. We, the guide writers, hope that this guide has taught you a lot about how to play Kardel, and we hope that you use this information and apply it to your next games when playing this hero.
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FAQ

1. What should Sniper focus more on, farming or pushing?

It's pretty much your choice and you must decide which one is the correct choice. If you fear of getting ganked, then just farm but don't go too far out of the range of your tower without a TP scroll. If the enemy is distracted for some reason then go ahead and push the tower that you want to push as fast as you can. Destroying towers gives you a lot of money (around 2 creeps waves), so sometimes it is even faster than just farming creeps. Remember, because of the lack of an escape mechanism, ALWAYS carry a TP scroll around with you, until you get lothars.

2. Why skip Headshot early, if it provides a lot of DPS?

The reason is because it actually doesn't provide that much DPS. One level is by far enough to boost our DPS. The proc chance is based on our IAS%, and that only becomes important mid-game, and that is when we will be trying to skill Headshot. Take Aim is much superior early game, as it provides us with safer farming and pushing early on.

3. Why wasn't ______ mentioned in the item build?

It is not possible to list every item for Sniper in the item build. Only items that actually work on Sniper are listed there. Other items just aren't good for Sniper and shouldn't be gotten for him.

4. Why is Sniper considered a "newbie" hero?

This is because of his easy to use skills. He has two passives, and Shrapnel and Assassinate are very easy to use, and take little practice to understand them. Also because of his long range, he is often out of harms way, and this appeals to new players a lot.

5. Help! My team always yells at me for kill stealing!

You are never, ever stealing a kill with Assassinate. You are just guaranteeing that the fleeing hero will die. Your team should never be blaming you for stealing kills, besides you need the gold, because you are a carry.

Just to show you a common situation that usually happens with a Sniper in the game:


Riki and Mortred are complaining that Sniper is stealing kills from them, ironically they are hard carries.


Snipers response ^_^.
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Replays

Date: 24/12/2009 11:32
Patch version: 1.24
Map: DotA Allstars 6.61b
Game mode: Normal mode
Game length: 52:00

Winner: Sentinel


Download Here

Sentinel:
wicked.Fire, level 19
nfinity.Sh1LLa, level 15
FnaticMSI.21, level 22
DoTa[LuckeR], level 19
swedic, level 18

Scourge:
OS|oNe.xe1feR!, level 17
PenguinQ, level 15
dignitas.Zhanis, level 18
neXt!Xeido, level 18
NS, level 19

The map may be a bit old, but the Sniper play here is amazing. He goes for a build of BoT, Manta, BKB, and then Rapier!

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Credits and Changelog

Credits go to in no specific order: The Other Guy, windrunner023, BlackRain, bekyuubi, Prizo, kawumm, Super-sheep, dishtowel, YaNK_FaN, Manta

Changelog

  • 09/12/2009 - Guide is first posted
  • 11/12/2009 - Major formatting done
  • 11/12/2009 - Basic item build finished
  • 11/12/2009 - Skill build finished
  • 12/12/2009 - Minor updates and fixes
  • 12/12/2009 - Skill build section done
  • 12/12/2009 - Starting on Gameplay
  • 13/12/2009 - Friends/Foes section done
  • 13/12/2009 - Conclusion finished
  • 13/12/2009 - FAQ done
  • 19/12/2009 - Assassinate Mini-Guide finished
  • 19/12/2009 - Skill Build Improved
  • 23/12/2009 - Item build reworked
  • 24/12/2009 - Guide finished
  • 24/12/2009 - Published!!
  • 24/12/2009 - Added section in Friends/Foes
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Tiny the Stone Giant
Author: SirDumpling
Map Vers.: 6.67c

l2p tiny

A guide to the Stone Giant

Date Posted: 04/02/10
Last Comment:14/06/2011
Total Votes: 0
Current Rating: 0.00
Views: 9168



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