Fizz Build Guide by Kaminaya
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Hey Im Kaminaya, this is my first guide on here (first guide I've made for LoL as well). I've been gaming since a rather young age and spent a lot of time doing online gaming (once it actually came out, I do miss them old street fighter parties I had as a kid :P). I've recently played a lot of WoW raiding at a high level and now playing LoL for its high competitive nature and the fact its fun to play. I play on EUW and Im from England, but my punctuation is rather appalling so I apologize for it annoying you if it does sometimes :P
Ive wrote this guide due to the lack of Fizz jungle guide that there seems to be on here, maybe due to it not being a "normal" pick, but its still fun as hell to play and very rewarding if done right.
Hope you enjoy the guide, if I've missed anything important or done something you feel is wrong just comment and ill look into it for you :)
This guide will be getting changed as time goes on, I will try and keep things as up to date as I possibly can. If there is anything specific you would like me to add just let me know and ill get working on it as soon as possible :)
Nice little song to listen to while reading :)
Pros / Cons
+ One of the most fun champs to play once you get the hang of him.
+ Strong ganking capability.
+ Passive ignores minions making ganks much easier.
+ Stupidly strong burst damage.
+ Great mobility.
+ People assume your mid lane so try and counter pick you instead of your mid (ranked/draft only)
- People will think your troll picking since its not done often.
- no sustain damage
- Takes a lot of practice to master.
- If your team lose a lane, its your fault and your reported :P
I have gone 21/9/0 so that I can survive the inital part of the jungle, aswell as have enough damage to pull off sucsessful ganks and since Fizz has a very low HP and survivability(especially at the start), he definitely needs the Health, Magic Resist, and Armor from the Defense tree.
- Sorcery +4% CD Reduction making your skills have lower cooldowns which helps alot with ganks.
- Blast - More Ability Power makes you do more damage
- Arcane Knowledge - Magic penetration early on to negate opponents magic resist.
- Havoc - Increases the damage you do, and since you need to kill fast more damage is always a good thing
- Mental Force - More AP, really cant complain about that.
- Spellsword - This is the main thing that helps you kill jungle creeps fast, also helps you do more damage while applying Seastone Trident to enemy's for quicker kills
- Archmage - Increases the current amount of AP you have by 5%.
- Executioner - 5% more damage to targets below 50% hp, since you will mostly be targeting low HP enemy's for ganks its near enough a permanent 5% damage increase early game
- Durability - More HP is always usefull and helps you survive the minions in the jungle much better.
- Hardiness - This along with your passive make AP champs and initial minions do less damage to you helping a lot in early game, if the enemy team doesn't have a strong AP presence take 3 points in this instead of 2(removing one from Resistance ).
- Resistance - Magic resist to help when trying to gank lanes with AP champions.
- Veteran's Scars - Fizz needs more HP early on than most jungler's, this helps a lot with it, and you cant say no to 30 HP to start with.
Greater Quintessence of Ability Power
Greater Mark of Magic Penetration
Greater Glyph of Ability Power
Greater Seal of Armor
Greater Quintessence of Ability Power- I take AP runes here for more damage, it gets effected by the 5% from your Archmage talent, and since your an assassin the more damage you can do in small time frames is a lot more useful than anything else.
Greater Glyph of Ability Power- Yet again flat AP, as above the more you get the better. and since magic resi isn't as important to a jungler near the start (and if need you can build MR items which ill explain later).
Greater Seal of Armor - More armor to help sustain the initial jungle phase so that you can get to ganking asap :P also helps with the burst damage from AD brusiers and ADC's early game.
Greater Mark of Magic Penetration - More Magic Pen to help you get as much damage as possible on your target. more magic pen quicker they die :D
- This is a MUST HAVE for any jungler, it helps you get Red/Blue buff faster, Helps with securing kills on Dragon and Baron. DON'T ever not take this no matter how good you think you are, it will just slow down your time in the jungle and mean the enemy team has an upper hand.
- Not 100% nessesery but having flash to quickly escape if everything is on cooldown can be helpful, can also help you in chasing enemy's to get close enough to land your Urchin Strike on them.
These 2 are very basic summoner spells, Smite HAS to be taken by any jungler as i said above, no matter what never change it for another spell its just not worth it in the long run. Flash is taken as its always good to have a good escape button if things get to heated, this can be accomplished by good Playful / Trickster usage and if you can control that perfectly look at the section below for more useful Summoner spells to change Flash for.
Advanced Summoner Spells
This section is for people who know how to use Playful / Trickster to its full advantage and have no real need for flash. Due to Fizz's mobility it is possible to be successful without it but it can take a lot of time to practice to get it perfect, but trust me - If you love Fizz its definitely worth it in the long run :)
- If you feel confident in your ability's as Fizz and don't need Flash this can help secure a lot of good ganks since you can slow them making sure they cant get away from you. If your team comp has a lot of slowing capabilities its really not worth taking though :)
- Now I know this sounds like a dumb idea, but being able to teleport onto wards (or even things like Teemo's mushrooms of death) can help alot in ganking, think of it this way - If you have successfully just ganked bot, use teleport to land onto your top lanes ward while they are hiding on there turret from an aggressive opponent who has over extended, you have just helped your team with 3 kills in a very short space of time.
- Thanks to Sirell reminding me of this spell I thought I would add it in, This is a really strong ability to use if your opponents are very CC heavy (since Fizz cant use Playful / Trickster while snared etc, this can help a lot with getting away or getting in for kills.
- This i would avoid in solo que, it would save you a lot of grief since a jungler getting kills is KS and your a noob. On a more serious note this can be taken when playing in games with friends (or if you really don't care what people think and will just ignore them anyway :P) as along with Seastone Trident's passive it can secure you plenty of kills and cause you to snowball well and carry games.
Nimble Fighter (Passive): Fizz's dexterity allows him to ignore unit collision and take (4/6/8/10/12/14) less damage from basic attacks.
This is a rather good passive for a jungler, You take less damage (even from creeps/jungle monsters) which helps with sustain. The other part of this is you ignore minions - yup just like Hecarim your not going to get stuck in a minion wave while trying to gank, but can use it to your advantage and gank them while there trapped giving you an easy kill and you can escape faster if things go bad.
Urchin Strike - Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional 10 / 40 / 70 / 100 / 130 (+60% of ability power) magic damage to it. The ability will also apply on-hit effects.
This is a great gap closer, it also procs on hit effects (like Lich Bane's effect but doesn't with Sheen for some reason). it also applies the effect of Seastone Trident with its hit making it great for hitting low targets and escaping out without much effect. This gets the 3rd point as now its time to go ganking (ONLY if you can pull off a successful gank, DO NOT rush a gank as you might cost your team and cause some nasty feeding)
Seastone Trident - (Passive): Fizz's autoattacks rend his target, dealing 30 / 40 / 50 / 60 / 70 (+35% of ability power) magic damage over 3 seconds that strengthens by 4 / 5 / 6 / 7 / 8 % of the target's missing health. Multiple autoattacks will only refresh the duration. The damage caps at 270 against minions and monsters.
(Active): Fizz's attacks are empowered by 10 / 15 / 20 / 25 / 30 (+35% of ability power) for the next 5 seconds, dealing additional magic damage on-hit and causing grievous wounds to his opponents.
The passive is really strong and its what makes you a good ganker, even leaving them rather low in health as they get to the safety of their turret can make you get a kill. the dot damage is a % of the targets missing health meaning the lower they are, the more deadly you are. you don't need to refresh the dot if they are running low on HP if you just hit them, Each tick scales off the amount of HP missing at the time of the tick.
The activate is what makes this really strong, it can be used on low health target when there team has a support who can heal them since it reduces healing meaning you still might of just killed them or stopped them healing up enough so one of your team can finish the job easily, it reduces the effects of Health potions as well.
I take Seastone Trident with my 1st point unless I feel Im going to get counter jungled then I take Playful / Trickster instead. I take this generally first for the % health damage and extra damage on auto attacks, this will also greatly increase jungling speeds and help out with ganks. I level this to max first since I am jungling and the more damage you can do on a gank the better (and even if they escape with low health the dot will most likely kill them the higher ranked it is)
Playful / Trickster Playful (Active): Fizz hops onto his trident in a nearby location, becoming untargetable for 0.75 seconds and gaining the ability to use Trickster before the effect ends.
If Fizz does not use Trickster, he will slam the ground below him, dealing 70 / 120 / 170 / 220 / 270 (+75% of ability power) magic damage and slowing nearby enemies by 40 / 45 / 50 / 55 / 60 % for 2 seconds.
Trickster (Active): Fizz hops off from his trident to a nearby location, dealing 70 / 120 / 170 / 220 / 270 (+75% of ability power) magic damage nearby enemies in a smaller area than Playful. This ability will not slow enemies.
This ability is GREAT! not only will it annoy your opponents when they fail skill shots, annoy them more when you hop in/out while smiting to steal Dragon or Baron, but in certain parts of the map it can actually hop completly over walls for either a great escape or a very surprising gank. As you can see by the order above I take Playful / Trickster 2nd, it does a nice some nice AoE damage which can speed up jungle times, It can also make you get around faster (if you know your safe and wont need it to escape).
Chum the Waters - Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits. If it doesn't hit an enemy champion it will stay on an area, and it will stick to the first enemy champion that walks into the area.
Regardless of position, after 1.5 seconds, a Shark will emerge from the earth to eat the fish, dealing 200 / 325 / 450 (+100% of ability power) magic damage, knocking up and slowing all enemies by 50 / 60 / 70 % in the area for 1.5 seconds.
Its a Gaint shark that pops out of the ground and nom's the enemy whats not to love? :P This Ulti is very useful when trying to get gank, it slows the enemy your chasing, knocks up those around him and does a large chunk of damage. It's a skill shot so aiming can be a bit weird since you have to figure out where and when to use it since it doesn't have unlimited range and you have to guess the placement of your target to ensure it hits them otherwise you just wasted it. It can travel through walls etc so its a rather good ultimate once you get use to it. If it misses but someone walks into the fish it throws out it will still latch onto them and slow/knock up them.
I level Playful / Trickster/ Urchin Strike depending on my opponents team composition - if they have a lot of skill shots or high damage things I can avoid with Playful / Trickster I will level that 2nd since surviving while ganking is rather important (you dont want to give free kills out now do you? :P), If not then I will level Urchin Strike 2nd for the lower cooldown on it for quicker ganks.
Basicly the same as any other jungler out there, you start with a Hunter's Machete and 5x Health Potion's. This is to give you sustain while in the jungle aswell as increased damage to jungle creeps to make it go faster. As long as you get a good leash on your first pull this will easily suffice until you portal back for the first time.
First Trip Back
So you've shown them creeps who is boss and maybe gone for a gank or 2 to get an early lead, you have plenty of gold to get yourself some nice shiny items time to buy a Spirit Stone and some Boots of Speed if you have enough gold and go on your merry way back to cause mischief anywhere you can.
These are the main items you build while playing fizz as a jungler. Sorcerer's Shoes help with more magic penetration to make all your abilites do more damage, which means more kills/assists :D next on your list of things to get is Spirit of the Spectral Wraith This gives you some nice cooldown reduction, ability power, spell vamp for sustain, tiny bit of mana regen, makes killing jungle creeps much faster and lowers the cooldown of smite..whats not to love about this item?
Once you have purchased them 2 items its time to start building Lich Bane This item gives you some nice movement speed to get them ganks much better and chasing scared enemies, a lovely proc (which works when you activate Urchin Strike though Sheen doesnt seem to) as well as a nice chunk of mana and ability power - once you have this, you will be feared :P
Next on the to get list is Rabadon's Deathcap this lovely item gives you 120 ability power, PLUS all the ablitly power you have is increased by 30% (as well as the 5% from your Mastery) this makes you do a hell of a lot more damage and makes you rather deadly.
Deathfire Grasp - This item would be on the core items list if there wasn't times you would need more defensive items, its has 120 ability power, 10 cooldown reduction and a on use that deals 15% of their maximum health as well as making your abilities 20% stronger against them (also any AP user in your team that's attacking them), this can make you unstoppable and only has a 60sec CD
Void Staff - Another great offensive item if your miles ahead. 70 ability power and a lovely 35% magic pen which is gonna make you hurt them a lot if they are building tons of magic resist, only get this item if they are stacking it though since you wont need it if every one of them is stacking hp as you will tear through them anyway :P
Liandry's Torment - It has health, ability power, magic pen as well as a funky on hit effect that burns the target for 6% of their current health over 3sec, take this item if they are building rather tanky or someone in your team has a slow, this item is devastating against tanky and movement impaired targets.
Zhonya's Hourglass - This is a lovely defensive item if they have a ad heavy team (or a good ADC), it also has an amazing use which if you just dived into a fight done a lot of damage but cant escape for 2-3 sec can save your life. A lot more useful to build late game if its needed.
Abyssal Scepter - Lovely item to get if they have a bursty AP champion, it gives a good amount of AP and magic resi, but also reduces their magic resi making your team's AP champion do more damage, pretty useless if they have a AD heavy team.
Guardian Angel Well balanced defensive item, and a self res that can stop you giving out kills or even get a kill when really low yourself without feeding. Great to take on most champs late game if you have the money and want to try and get a kill without throwing the whole game.
Enchantment: Furor This item helps with chasing fleeing champions every time you hit them along with your general gap closers no one should be able to get away from you :) I normally pick this up near end game but do on occasion pick up earlier if I'm doing rather well and don't mind delaying a situational item by a tiny bit (without making myself an easy target) as it helps with killing lonely fleeing targets to make that gap ahead much bigger.
Avoid These Items
These items should be avoided at all costs, due to some of the comments (and a tiny bit of testing) i've decided that these items are completely worthless and not even worth the gold they are bought with (even if offered some for free you would still say no or take em and sell em for profit :P)
Iceborn Gauntlet - I've seen this item in the situational items section for many fizz guides, and unless your going AD heavy its pretty useless (I will test ad Fizz but I really cant see it being anywhere near as good at ganking or even being viable), the Unique passive spellblade is the same as what you get with Lich Bane and as you know its not anywhere near as useful as Lich Bane and doesn't stack.
Seraph's Embrace & Rod of Ages - these 2 share the same problem, while they look useful in what they can become, its the time you need for the items to be viable that stops these from being worth getting. There are much better items you need to buy early on. By the time you can even consider purchasing them, it will be to late into the game for them to take full effect.
This section will get extended if while I am testing items for viability, they will only be added if there is litrally no use for them at all, just so you don't try an item and cost your team a game :)
Basic Jungling Information
Ok so you know the items, what masteries/runes to take and what your abilities do, now its time to jungle (If you know exactly how to jungle effectively you may want to skip most of this part its more for beginners).
There is a few things you need to know as a jungler, they are:
What is your role as a jungler
Basically the role of a jungler is to kill the jungle monsters for gold/buffs/XP and to help assist your team with killing there lane opponents. This gives your team a stronger advantage due to the fact that top lane is now solo meaning they acquire more xp themselves and gold, also there is someone who can assist lanes without leaving their turret unguarded for enemy's to exploit.
Knowing when to gank
Most people will shout for ganks but you have to evaluate (and very quickly) if you can help a lane or not, If they have over extended themselves you probably ain't going to be much use in the lane, If someone is missing from a lane and they haven't warded (even just having no wards can put you at a risk if the enemy team has a jungler) but this can be countered by you helping with warding and being rather mobile you can check as long as you have a planned escape route (and more than one since you don't know which way they are comming). So evaluate all ganks to ensure you can get in and out without dying since you dont want to feed and make the lane even harder to win.
Colour Coding for below pictures
O - Safe for you to pull off a gank
O - Can pull a gank off but it can be harder, Be careful
O - Unless below 50% health and you have vision (or your ahead enough to take them down fast), dont attempt
O - If your standing here (or near here and the area is warded so you know you ain't in danger) and they are heading toward you, wait till there close to secure and easy kill :) (unless they have stuns and your Laner is off day dreaming about Darius naked, then run away :P)
(linked parts are dependant on which way your target is heading, ie from orange to green easy gank, from green toward orange can make it more difficult or they may have spotted you via wards)
Have thick skin
As I said in the con's "If your team lose a lane, its your fault and your reported", a large section of this game community are aggressive and will demand and shout (also swear/flame and spam /all asking to report you for being a "noob") if they fail as its always the junglers fault. You need to know what your doing and ignore what people are shouting at you. Explain if you can't make a gank or if you are helping a lane more in need/easier to secure a gank, as even if they do report you and people see that you have explain what your doing they wont ban you in the tribunal and ignore the reports.
Asking about wards/placing wards
Press tab when an enemy has shown on map or just been to the shop and back.. this can help you see if they have bought wards meaning all gank efforts are probably going to be pointless. If you have been helping another lane ask you next gank location if its free of wards so you don't get yourself killed. and also on the subject of wards, help your team out and buy them.. If a laner is falling behind and needs items and you have enough gold lying around pick up some wards to help them out. If they are ignoring chat and wont place wards down DON'T ignore the lane as you can cause your team to lose, buy a few wards and cover your own back so you can still help them and ensure the rest of the team has vision of the map. its EVERYONE's job to ward not just your support ALWAYS remember that. Below is a picture of general warding spots, if they are missing and you have gold put them in yourself (jungle buff ones you should be doing yourself anyway :P)
Now it normal goes mid laner gets blue once you have mana sustain and ADC gets red but sometimes you pass them on to other people (say your mid laner doesn't use mana and your top is mana hungry). Always ensure you have buffs warded around the spawning time to ensure you can get your team member the correct buff safely without getting ambushed. Also if you are on blue side, let your ADC have the 2 golems if they have over extended in lane, this will allow the lane to get closer to the turret giving you easier ganks and keep your ADC's gold income flowing with the loss in farm.
Now a fair amount of teams want to invade the enemy to get a few kills and deny them a good start giving your team the upper hand unless you have a strong well organised team don't do it, the amount of times I've had people asking us to invade only to die and give them 2-3 free kills as they were prepared is unbelievable. the best thing to do is stand and guard your jungle and get your team to help till its leash/lane time. you can escape easy if they try to invade so just move onto another part or go steal their buff while they do it its not worth the risk unless you know for certain you can pull it off. This picture explains were your team must stand to guard your jungle from invading, obviously make sure they don't engage but at least gives you some warning if enemy's are incoming
This is how the the jungler starts, you get a leash off wolves/blue - wraiths/red getting the kills on all of them but having your team weaken them enough so that you dont lose alot of health. Some teams will only help you with red/blue and not the wolves/wraiths but thats fine as long as they do help with the buff ones you can still carry on. Now to pik the type of leash you get, there is smiteless or normal.
Smitless leash is when your team stay and lower the main red/blue buff target (Ancient Golem / Lizard Elder) to low enough that you dont have to use smite on the first target. this does make your genral jungle route much faster but if you dont have a team with enough burst to do it fast, can make them lose out on creep's meaning less xp and gold.
Normal leash is when they help lower the target to enough health for your smite to kill it this can slow down your jungle since you will have to wait a tiny bit for it to be back up before you take the next buff pack but does mean your team can go to their lanes faster.
Look at what your team has before deciding on a type of leash you want and ask them if its ok first before you just expect it - manners go a long way :P
Advanced Jungling Guide
For the more experienced jungler there is more things you can do than just a few ganks to help a lane. In this section of the guide I will explain a few more things so you can become a pro fizz (or jungler with any champion to some extent).
Aslong as you have been warding properly (not just you but your entire team) you can see where the enemy are going, this helps with people roaming and the enemy jungler. Being able to see there locations means you can counter them when they are trying to gank one of your lanes. this can turn a kill for the enemy into an even fight either forcing them to back off or one of them getting agressive and if you take advantage can score you a kill (only go in if they mess up enough for you to capitalise safely otherwise just defend your lane and team mates).
Due to [fizz]]'s higher mobility (especially once you get Lich Bane and some boots) you can clear jungle camps very quickly on your side, which leaves you time to go across the river and invade some of the opponents jungle. Only do this if you are against a slow jungling opponent or if you have seen them in lane (or through warding a fair distance away from the location your going to and your lanes are all safe). BEWARE HOWEVER: if their jungle is warded, and you get spotted, you will have 3-4 opponents coming after you and you most likely WILL die but due to being Fizz you can escape using Playful / Trickster aslong as you can see which way the enemys are coming from. Be safe about counter jungling, Counter-jungling is a team effort. If the two lanes surrounding the side of the jungle you want to invade are weak lanes, you should not attempt to counter-jungle, because in the ensuing fight you will lose. Effective counter jungling involves not only the jungler who enters the enemy jungle first, but the lanes surrounding that section of the jungle, who shove their lanes to pin their laning opponents at the turret.
Killing the Last Jungle Monster
Many people don't realize that if you don't kill the entire jungle camp, the camp will not respawn. For example if you kill the lizard elder (red buff) and you don't kill BOTH of the smaller lizards, the camp will not respawn. If you take their big wolf and one of the smaller wolves, but not both of them, when the opposing jungler finally reaches their wolf camp they have to kill that final creep, and then wait until it respawns again meaning they just lost xp and gold giving your team an advantage. If you plan on stealing their red/blue buff you should clear ALL of the creeps so that you know the timer and when to go back and steal it again or give it to a laner. This can also mean if yu dont have yours warded you can lose your's if it spawns while your in their camp.
If the enemy team is going for dragon / baron nashor you can take advatage with your smite, you can Playful / Trickster in and out while using smite to steal the buff, this is VERY hard to do an does take alot of practice (i personally still cant do it 100% of the time and sometimes mess it up so wont even attempt unless my team is miles ahead and 1 death wont do much) once you have it down and can do it 100% of the time without fail then attempt it.
On the plus side you CAN get in and out other ways to secure these which isnt so hard, Dragon you can easy dive in to an enemy smite then use Playful / Trickster to hop the wall escaping rather easily if their entire team isn't there (or they don't have much crowd control).
Baron nashor is a tiny bit more difficult to do but can still be done, mainly if you have someone like Thresh in your team to pull you out or if your team is ready to go in for the attack the second you have stole the buff with CC to ensure you don't die.
pay attention to your surroundings, check lanes were your team seem to be strugling or falling behind (this can be done by simply clicking the location on the mini map and pressing space to center it to you after) if your lanes have been trading blows a lot and someone on the opposing team is low health (like 40% or lower) you may have a chance to tower dive. I do not recommend tower diving at low levels as the tower can pretty much destroy you, i also wouldn't advise tower diving if you need Playful / Trickster to get to the target to secure a kill as this move can be used to avoid turret hits if used right. Also evaluate your target, see if they can use abilities and become invincible for a time period/stealth or even just escape a fight very easily (like Kha'Zix/ Shen), or if they have cc to lock you in place while the tower takes you health down giving them a kill. An remember if ganking bot lane, ask if there support has used exhaust recently, there is nothing worse then getting close to the enemy by a turret for the kill and the support exhausting you so you cant get away from the turret as well as the support/adc damage on you while they are safe and you are slowed.
First rule of jungling in solo que - EVERYONE will want you to gank their lane constantly, its annoying as hell but its just part of the job :P You should be ganking frequently to make sure the other team feels uncomfortable, but if a lane has been pushed their opponents tower let them know that you cant be get in their safely as there really is nothing you can do. Go to a different lane (if every lane is like this and you've warded go counter jungle while you have free time safely). On the other hand if your teammate is pushed to your tower and the opponent is sitting in the middle of the lane out of position, it's time to KILL :3
Ever get that game where your team just doesn't buy Vision Ward's? you cant gank successfully since you know they can see you and run back to their turret.. annoying right? no...no its not. Take advantage of the situation for just 400g, buying an Oracle's Elixir can help you clear them wards AND set you up for some ganks.. how you may ask since they just saw you destroy their ward... Guess what there is plenty of play's you can make off that. ill give you an example:
You use the Oracle's Elixir check mid lanes bushes by bot lane, and there is no wards there. (remember to keep and eye on there items to see if they have wards to place remember) you head to bottom lane killing the wards buy dragon and in the corner bush just before bot lane. Now bot lane have retreated to their turret for safety and their jungle may very well be heading to bot to try and get the kill on you. Ensure bot is warded so you can leave safely (before you bother killing their wards) and use fizz's quick mobility to head to middle lane. Mid thinks you are ganking bot so feels safe and gets a tiny bit aggressive, and your right there to capitalise on it. Easy kill and mid now has control and so does top since their jungler is gone to kill you :P
Now i can guarantee that wont work 100% of the time (more likely around the 40% mark) but you get the idea, using something like that to trick the enemy will give you a major advantage in ganking an as long as you explain your plan you can ensure lanes are not pushed for it to work successfully. If your team has warded up properly you can control the game with plays like this, either getting your team kills or even just scaring the enemy to give your laners the advantage also it removes their vision of the surrounding area so they have to play very defensively during this time meaning your lanes have a much easier time farming creeps during this time (or even set their support up for an easy kill if they step out of place to re-ward). also REMEMBER if your against a fast jungler they may do the same thing so make sure your team play smartly at all times and never let their guard down.
Jungle Route and Spawn Times
Ok so now its time for the jungle route, Depending on which side you start (And how confident you are in your abilites) the normal rule is
Blue Side - Wraiths, Lizards , Wolves, Ancient Golems. This is done as its much easier to start on your supports side since they can stay a tiny bit longer and the ADC can run to lane quicker when leashing giving your team a good upper hand and putting you in a good position to gank mid/top when you have finished your general route. If you dont feel that the mana you have is enough you can take wolves/blue first but makes ganking top impossible for the start meaning you have to make sure they can survive without a gank for a little while.
Purple Side - Wolves, Ancient Golems, Wraiths, Lizards. As fizz, this is your only route doing it this way. Blue is on support side meaning good CD reduction and your in perfect position to help your top/mid laners out at the end of your general route (since they are the solo lanes you normally, if possible want to help one of them first).
Jungle Monster Spawn Times
This section will give you an idea on when each Monster will spawn in the jungle, you do have to kill the ENTIRE camp otherwise they will not spawn. This can give you the upper hand if counter-jungling since if you just kill the main monster in the camp not only will you steal xp and gold, they wont respawn keeping your enemy jungler further behind. but please do not try this unless you are capable in your own skills or the enemy jungler is in a lane failing at a gank and you are near a camp of there's on the other side of the map.
Anywho time for the timers :P
Inital Spawn Time
Thank you very much for reading my guide, Fizz is a very fun champion to play and is an amazing jungler in the right hands. Just take some time to practice his Playful / Trickster in custom games till you get the hang of it properly to ensure you can pull off some funky ganks.
i want to give a special thanks to jhoijhoi for making an awesome guide on how to make guides and for the awesome line dividers :), you can find it Here if you are thinking of making your own for any champion :)
I hope you enjoyed reading it as much as I had making it.
19/04/2013 - Moved a few things around, added Very Situational Items in instead of just having them in all one place.
19/04/2013 - Removed Very situational Items before Sirell and BlackIceT double team gank me for being special :P added more summoner spells.
19/04/2013 - sperated some of the catagories for easier reading, used spoiler box's to hide pictures. Added jungle spawn times, Avoid items section added, added advanced jungle section, removed placeholder pictures for ones of better quality, added champion spotlight for people new with fizz.