OK. The optimal style of jungling for season 5 is way different than season 4.
In season 4 the camps would respawn extremely quickly and farming was just something you did opportunistically when you on the way to a gank and your smite was up or when you had nothing better to do.
In season 5, you want to have smite up to gank so you can smite the laners, and the camps respawn slower so opportunistic clearing is less likely to be possible. You can't use smite for opportunistic clearing anymore since you need to save it in case you need to smite the laners, so your clearing will be slowish and awkward without smite.
What i recommend for season 5 is to have a much more solid distinction between "Farming time" and "ganking/roaming time"... you want relatively long periods of roaming, camping, ganking, counterjungling after you hit power spikes (such as sheen or iceborn or level ups) followed by power farming when all your small camps are up. This solves a couple problems:
1) You make efficient use of time by doing all the camps in order from one side of the jungle to the other, because it means less running. Once you are done clearing all 4-6 camps, you will have accumulated a lot of gold and xp in a short amount of time.
2) If you know you are about to power farm the jungle, you're free to smite gromp or krugs or raptors or something for the useful buffs rather than saving it for a skirmisher's gank. You're also free to spam E for faster clearing as you're just going to recall and buy once you're done power farming so who cares if you run out of mana.
With this method you gain time efficiency at the cost of flexibility--since your skirmisher's smite won't be up (you used it on gromps/krugs), you'll be weaker if a fight breaks out that you absolutely must attend. It might be a good idea to communicate to your team, "I'm going to power farm the jungle now, all my camps are up, please don't start any serious fights". It shouldn't take you very long to finish your farming and once you do you will be higher level and stronger for the next fight.
That being said, don't follow this like a religion. if a big fight breaks out that is close enough for you to help, you should probably interrupt your farming and go. But you don't need to attend every single skirmish, especially if it seems unlikely that anyone on either team will die.
The other phase--roaming and ganking, you want to focus on constantly pressuring lanes, ganking or maybe even counterjungling. Due to the slow respawn, once your camps are up, power farming is not very efficient. Its not worth it to run all the way from red buff to gromp just to kill the gromp, and then back again to krugs once they randomly respawn. You need to make efficient use of running time, so instead just camp a lane or counterjungle or gank or something while you wait for all the small camps to respawn, then do gromp --> wolves --> raptors --> krugs and any buffs in between.
If you can steal enemy raptors or something, your own raptors will still be up when you power farm later, so you can gain some exp / gold advantage over the enemy jungler.
- Key point: Keep track of enemy wards
At this stage in the game and even earlier, you need to pay special close attention to any wards the opponents buy. Every so often open the tab screen and look to see who on the enemy team bought wards. Pay attention to the lanes while jungling and see if you can spot them place their trinket wards. Pay particular attention to lanes you might want to gank at some point. -- when planning to gank a lane, it might be a good idea to trinket ward that lane earlier, just to see where they put their own wards.
Knowing the location of the enemy wards is key to ganking for several reasons:
1) If you know when a ward was placed, you know when it expires, and then you can come back just after it expires (3 min later) and gank the lane no problem.
2) If you know where a ward was placed, you can often go around it. Wards outside of the tribrush can be avoided by going through the tribrush, possibly by jumping over the dragon or baron wall with
. Wards in the tribrush can be avoided by just going through river and hugging the wall. So unless the lane is warded twice, you can still gank it as long as you know where the ward was placed if they are sufficiently overextended.
3) If you suspect a lane is carpeted in wards, you can drop a pink ward to clear it out, or just try a lane gank.
Ask your team to ping any wards the opponents place that they can see, and keep a mental note of their locations. You could also keep a timer of them, and try to head back to the lane just as they expire. You can often catch them in the river as they try to reward, and if they don't reward, just kill them with a normal river gank.
Types of Ganks:
- The Standard River Gank (top/bot/mid)
This is your everday casual bread and butter gank. If you suspect the river isn't warded and they are overextended, just come through the river (the middle of the lane) and kill them. Nothing complicated.
Keep in mind that this is the most obvious type of gank so you're open for countergankers. It's somewhat dangerous to gank losing lanes with this method as you could chase the enemy too far resulting in a successful countergank from the enemy jungler. If you feel you can win a 3v3 though this isn't too dangerous. Avoid using
unnecessarily during this type of gank or else the other jungler might jump out of a bush and kill you. Better to open with
unless you saw the other jungler recently and know he's somewhere else. You can save
for chasing them down once you're sure you need it to secure a kill, or for leaving if you can't secure a kill.
- Jump dragon wall to tribrush gank (top when blue, bot when purple)
Jump the dragon wall and then head to the tribrush from behind. This is the ideal gank when the river is warded and so are enemy wraiths but the dragon/baron is not warded and neither is the tribrush. When you do this, you may want to wait a few seconds before going in for your E to come off of cooldown.
- Tower Juking side-lane Gank (top when purple, bot when blue)
This makes use of the projectile breaking capabilities of fizz's
. If you wait for the tower shot to almost hit you, then hit
, you take no damage from the tower when coming from behind the lane.
After using this type of gank, resist the urge to immediately
the opponent, as that will ruin your positioning. Instead, hit them with
or just auto attacks empowered by
as you wait for them to try to move around you and back towards their tower. You can then hit them with
as a finishing move when you think they're close to being dead, but watch out for that tower you just passed.
- The fish over wall lane gank (top when blue, bot when purple)
This is my favorite type of gank because it works so well with fizz. Fizz Ult is such a long range and if you're behind the wall they can't see the projectile coming, especially if they hug the wall. If your ally is constantly pushed against their tower, this is the best way to gank, and the route you come from is unlikely to be warded, unlike the river.
You hang out behind the wall and throw a fish. It's usually pretty easy to land if they're in range as they can't see it coming. You after you catch them with fish, you can then jump the wall with flash (sorry, fizz
isn't good enough to jump this wall) or just run around the wall. Fizz's
slows them for a very long time followed by a knockup, so it's quite good for keeping them relatively still as you get to them. If time is of the essence, you'll have to flash the wall. This is a relatively safe way of ganking losing lanes as you're so close to your tower:
Ok, this gank is also fairly straitforward and it's the riskiest of them all, I recommend never doing this unless you 100% know where the enemies all are because the other jungler could come in and completely ruin your day. This also works much better if you get your mid laner or top laner to roam come help you dive.
anyway it's pretty simple: your laner pushes the lane hard against the tower, then you come up behind the tower and dive in with W->Q. Then throw a
out and after maybe tanking the turret a bit, you juke the last tower shot with
and then get the hell out and let your team clean up. When tower diving, you should go in first, as you have a solid escape with E which you can use to leave once you get too low.
For riskier dives you can open with
from across a wall and if it misses you abort mission. But if it lands it should be much safer for everyone to go in and dive for the kill.
is similar to ashe arrow although it's not global it has very long range, you can toss it out from a bush or from behind a wall and if it lands you can score ganks that would be impossible otherwise.
If you're hiding in a bush and the enemy is in range of
but otherwise ungankable, you may as well toss out
to see if it hits.
The best place to throw this is along or through a wall that blocks vision. This way they can't see it coming until it's too close. For Mid lane here's a good spot to throw it from:
for bot ganks when blue side or top ganks when purple, another good wall to throw the fish accross is the thick one between the tribrush and the lane. Throwing the fish through a wall is is a great stategy because they won't have vision of the fish until it fully crosses the wall, giving them much less time to dodge.
- The standard lane gank (top, bot, mid)
another standard gank, only really works if you have boots of mobility or your laners have tons of cc, or you're willing to bust flash and then try to skillshot your ult. But if your team has someone like taric or thresh bot and the lane has wards, this may be the only way to gank bot.
Just run into the lane and let your allies start a fight just before you get into sight range, then run as fast as you can at the enemies, you may have to bust
and/or flash to catch them. Fizz has a lot of ways to close the gap. It depends how much cc your allies have and what gap closers the enemy has as to whether this is viable or not.
You can also try to sneak into the bushes if they aren't warded and jump out when the lane pushes back. If you can get into a bush that isn't warded, you can often skillshot them with
when they're least expecting it.
Note: the closer they are to their tower the better idea it is just to open with
. You want lock them down and CC them before they get into tower range, which means you don't have time to dash to them even if you're close enough to do it.
Try to aim your
such that even if it misses it blocks their preferred path so even if they don't get cc'd directly they'll have lose a lot of time avoiding the ground where the fish is.
Understanding Sight Range for Lane Ganks:
It's difficult to demonstrate the sight range in a lane where there's so much going on, so let's do it behind a lane.
This screenshot of fizz behind bot lane is a good intuitive explanation of how far everything can see. The sight range for minions and champions is the same. This is one of the caster minions in a 6 pack, the only one that can see fizz. This is approximately the maximum range possible where minions can still see you from, any further and you would be invisible.
Go to "More Options" and de-select "Line Missile Display" Now, when you mouse over or activate the non-smart cast version of fizz's ultimate, it will give you a cast radius which is slightly smaller than the sight radius of fizz. You can use this as a good guidepost for how far things can see you from. If there is a minion or champion within about 1 teemo from the outside edge of the blue circle, you're visible. If not, you're clear.
It's important to know the sight range of enemies for lane ganks, you want to get as close as possible to them without being seen while you wait for a fight to start or try to sneak into a bush.
- Buy wards if your laners don't.
Ok, On jungle fizz sometimes i buy lots of wards all game, sometimes I buy none. It really depends on how much your laners are warding. Whenever you're in base, take a look at the mini map and examine whether your team has good ward coverage. Are all entrances to the river from the enemy jungle warded? Do all three lanes have good lane coverage? If not, you should probably pick up a ward and use it to fill any gaps in your ward coverage.
Warding is really a team effort, some laners buy wards, some don't. if the laner doesn't have a ward for whatever reason you really ought to buy one and donate it to them so they don't feed. Also, wards make it much easier for you to countergank as you can see the enemy jungler coming for good baits. So you can just farm your jungle waiting for him to appear somewhere then go where he does.
- Farm your jungle hard when you're just short of an item.
If you're 50 to 300 gold short of an important item such as boots of mobility, sheen, iceborn, etc, just start farming until you get enough gold. Then you can recall, med up, and buy your item and be stronger for your next gank.
- If your team is winning, focus more on farming, counterganking and objectives, rather than attempting risky ganks.
if you've gotten a few good early ganks you may have an early lead, you could continue attempting to gank but it may be more difficult as the enemies are probably scared and tower hugging now. Also, ganks are inherently risky as you could get counterganked or the other jungler may perform a successful gank somewhere else after you reveal yourself on the map.
If you already have a lead there's no reason to play dangerous, so it may be better to farm the jungle, while warding up the entire river and being ready to countergank the enemy jungler. You should also start to focus on objectives such as dragon, which should be easy to secure if your team has a lead.
- Recall in bushes that don't have wards to trick the opponents into thinking you're camping the lane.
One of the important psychological factors of being a jungler is keeping the enemy scared and on their toes. After you fail to kill the enemy in a gank, you could go to a nearby unwarded bush and recall. If they facecheck the bush before you finish recalling, hit them with WQ and some autos then back up into the bush and then recall again, but otherwise recall as normal. Be careful interrupting your recall to attack them more than once, as they may bait you into a countergank if the enemy jungler is strong, and they probably wouldn't facecheck the same bush twice unless they were getting help. Do not use E when they facecheck the bush unless you have strong kill potential. You don't want to get baited into a bad fight when the enemy jungler shows up.
They may play safer because they don't know if your'e camping the lane or not. You could cost them a lot of farm even if you're not there anymore and potentially cause them to recall. You can also waste the enemy junglers time as he comes to help his teammate and try to countergank you, but you'll probably have recalled by the time he gets there and if not, you are fizz, you have a pretty good escape move with your E.
Note that this doesn't work if they have a good bush check, obviously.
- With my build, focus on ganking the AD lanes.
Ok. In season 5 i use a very armor-heavy build, with ninja tabi and armor quints and AP glyphs and no magic resistance. This has upsides and downsides. The upside is that with skirmishers sabre you can often 1v1 even the AD toplaner, and you'll wreck him 2v1 in a gank. The downside is that the ap midlaner or possibly even the AP support is just going to blow you up if you make a bad step. Fizz can get away with this due to his E, as he can use it to juke their burst and get himself out of trouble, but in any extended fight with a mage solo laner, you're going to get your ass kicked unless you are fed to hell or are able to juke them like the matrix. So since you're stacking so much armor, focus on your strengths, such as prioritizing attacking the enemy ad carry or AD top laner.
- Play safe when you have doublebuff
You don't want to give this up to an enemy. Try to play careful if you have it.
- Gank lanes that are overextended (obvious, but with some disclaimers)
if the enemies are overextended but they're not too strong, you can come through river and gank them. But this doesn't work if they're fed because they will kill you and/or you will get counterganked and the lane is possibly warded. You need to have a good idea of where the enemy wards are before attempting a standard river gank, you can learn this by monitoring the tab window constantly and seeing who bought wards.
Obviously you should be checking the map to see which lanes are gankable and which not. Keep special attention to the minion counts on each side, the side with the most minions will usually start to push. If your minions outnumber theirs, it may be a waste of time to go run towards the lane, as by the time you get there it will be pushed. If their minions outnumber yours, you could plan to be there soon.
- Don't open with solely to close distance unless absolutely necessary and unless you are fairly confident you can secure a kill.
One use of
is simply to get in range of
. I recommend not regularly using it for this purpose and instead saving it. It's often better to wait for the enemy to be more ovextended so that you can just
then without wasting E first. Alternatively, you could throw out
and see if it lands, or you could open with
if you think you will need flash to succeed at this gank. Using flash early and saving E will allow you more flexibility to chase down your opponent as you'll have access to better, longer, damaging 2nd gap closer with a slow component.
Keep in mind that that
is Fizz's escape move, so if you throw it out at the start of the gank, you leave yourself strongly vulnerable to being counterganked.
E is also really good for the slow, sometimes you need that slow to chase them down.
Since using E solely for distance reduces your options so much, I recommend only doing that when the opponent is very low health and you can kill them quickly, preferably with one Q. Don't harass enemy laners with the double-hop into Q combo when you don't know where the enemy jungler is, that's just asking to get counterganked and killed.
- When to use for the slow as an opener:
Fizz's hop is so versitile you'll have a hard time deciding how to use it. I don't always open with it for the slow but often it's a good idea:
1) If your laner is too far back to catch them without your slow.
2) If you can juke one of their spells in the process. For example, if taric throws a dazzle at you or you think he's about too, might as well juke it with
while slowing them at the same time. Vs
with a gold card opening with
for the slow is probably your best bet.
3) If they're pretty close to their tower but not under it yet, you'll want to slow them as fast as possible.
4) If you're for some reason directly behind them and they have some kind of jump-to-you gap closer (talon, irelia, etc), you should pop
while you're still just out of range of them, making you untargetable to their gap closer. You don't want them to jump to you to gain distance so you pop this mostly for the untargetability. If they run strait at you you can probably hit them with the slow. If not you've cut off their escape at least, which has the same practical effect of helping your laner to catch up to them.
5) To check bushes that you're sure they're in. Sometimes enemies will run into a bush when they see you coming making them untargetable. They'll often have some kind of CC they're planning to use on you when you follow them into the bush. You can just E into the bush making you untargetable and then they will get slowed when you fall down. That usually works better than facechecking the bush and getting hit with whatever stun they have as they run into the other bush before you can use Q.
But in many cases I just open with
, or if you're behind them you may be able to catch them by just walking up to them and auto attacking, which is the best strategy if possible since it you save all your gap closers for their escape moves. They dash, you q. They flash, you E. You're still right on top of them. So if you can open with them with only autos, by all means do it. The slow on
is not really necessary for many ganks esp if you have red buff, so you can just save the ability to chase them down in case they flash or something, or save it in case the enemy jungler comes to kill you. Some ganks you don't even need to use E at all, it's not like fizz would be a bad ganker if he only had Q and red buff, especially if the laner has some CC. So for ganks you're pretty confident about you can just save E for flash or save it in case something unexpected happens like the enemy jungler showing up.