Dota 2/Tiny the Stone Giant

Tiny is a melee strength hero that excels in ganking, being able to deal tons of damage with a simple combination of his two active abilities, as well as being a good initiator. Tiny might live up to his name at the earlier stages of the game, but as he levels up Grow, he slowly becomes a walking behemoth. He can use his avalanche to stun enemies over a large area, then follow up with a Toss, sending his oponents flying. Tiny is also very survivable, having high strength gain in addition to his Craggy Exterior, which can easily let him out-tank his enemies.

Avalanche
Avalanche makes Tiny summon a wave of rocks, stunning and damaging everyone caught in it. This is the ability you use to initiate, whether it'd be a teamfight or a gank attempt. It covers a great area in front of Tiny and sets up an easy Toss. Doing a huge 300 damage, it's also a very deadly damage dealing tool during the mid-game.
 * Ability: Target Point
 * Damage Type: Magical
 * Damage: 100 / 180 / 260 / 300
 * Radius: 275
 * Stun Duration: 1
 * Mana Cost: 120
 * Cooldown: 17

Toss
Toss makes Tiny grab a random unit at a 275 radius around him and flings it at the targeted unit, dealing damage to the unit and enemies around it. If Tiny grabs an enemy unit, that unit will take an additional 20% damage. Toss is what Tiny is known for. At level 4, it deals 300 damage to the targeted unit and enemies near it, and even more to the thrown unit. Using this after an Avalanche will mean you can do 660 damage to one unit in one combo, and that's not even accounting for the damage bonus Grow gives you! It can also help an ally initiate. Just throw someone with a good intiation spell like Enigma or Tidehunter into a group of enemies. The 300 damage from the landing as well as the initiation of your ally can let your team win the teamfight early.
 * Ability: Target Unit
 * Damage Type: Magical
 * Damage: 75 / 150 / 225 / 300
 * Radius: 275
 * Range: 700 / 900 / 1100 / 1300
 * Mana Cost: 120
 * Cooldown: 10

Craggy Exterior
Craggy Exterior causes enemies attacking you within a 300 radius aoe to take damage with each hit, with a chance to stun them. It also gives you extra armor. Obviously, this ability can help you tank damage when going up against right-click attackers. The stun and damage return can let you out-dps them. The bonus armor is also very helpful, since your armor is pathetic due to your low base armor and poor agility gain.
 * Ability: Passive
 * Damage Type: Magical
 * Damage: 25 / 35 / 45 / 55
 * Chance to Stun: 6% / 12% / 18% / 24%
 * Bonus Armor: 2 / 3 / 4 / 5
 * Range: 300

Grow
Grow will passively increase you size as well as increase your damage, movement speed and toss damage. However, you suffer a loss in attack speed. The loss is easily compensated with the gains Grow gives you, so there's usually no reason not to level it. The fact that it makes your Toss even stronger makes it even better.
 * Ability: Passive
 * Bonus Damage: 50 / 100 / 150
 * Attack Speed Loss: 20 / 35 / 50
 * Movement Speed: 20 / 40 / 60
 * Toss Bonus: 35% / 50% / 65%
 * Scepter Bonus Range: 107
 * Scepter Cleave Damage: 50%
 * Scepter Bonus Building Damage: 75%
 * Scepter Toss Bonus: 50% / 65% / 80%

Aghanim's Scepter can be bought by Tiny and will let him wield a tree, increasing his attack range to 235 even if Grow isn't leveled up. If Grow is leveled, Tiny will be able to do cleave damage to units in a 400 radius around him, do more damage to buildings like towers and increase his toss damage even further.