Cunderhul and YOU! (But mostly fizz)
Let's take a second to remember an item called spirit of the ancient Golem. Now I wouldn't say that it was what made tank junglers dominant but it definitely made them viable. Super cost efficient, provided boatloads of health, and even threw in some CDR for good measure. Alas, that item is gone now; gone, but not forgotten, finding a spiritual resurrection in cinder hulk. 86 CDR, sub immolate. With it, junglers like amumu have an item slot Freed up where they would usually keep their Sunfire Cape and now are free to build Randuins in its place seeing as how it's effectively the same item with a different bonus. But we're not here to talk about the jungle.
I want to talk about top Lane fizz with smite and teleport(there it is). With cinder hulk, fizz has a slow start to be sure. However with challenging smite and summoner spell cool down masteries, winning trades is actually not that hard after the earliest portion of the game, considering all the tools at your disposal with just your kit. I mention this because I've been playing Cinderhulk fizz, and even though the power spike come slightly later it still feels like normal fizz to me. Maybe even a little better. Not having flash does force you to be more conscientious about using your E, but in no way does it feel like it really slows me down. In fact having smite lets me cover my own personal weakness of farming by smiting siege minions like a newbie. And with fizzes already fast jungle clears, having a machete allows me to counter jungle very quickly. Not to mention when I use it on a champion it's like a mini exhaust that allows me to win trades I shouldn't have. The operative phrase here is "should not Have". Because of this when I actually do start to snowball advantage (And you will) I don't even need it for champions anymore and can simply use it to counter jungle. Don't get me wrong I play a lot of fizz and I like him. I just feel like it's cheating when I go oh and three in the early game and still snowball in a big way as soon as the 13 minute mark hits. Early on I rush rod of ages and cinder hulk in tandem. They synergize very well because it gives me more health overtime from rod of ages. From there, I build Leandry's and Rylais. Boots are a matter of preference. And from there you can build rabadons or triforce or a defensive option. It's worth noting that before the final item you have ~4200 hp and 279 ap. with rabadons you should have 474. Do these numbers seem ridiculous? They do to me.
Take Diana for example. At my skill level, Diana usually face rolls a fizz. But with so much hp and still a respectable amount of ap Diana bursts as hard as she can and I'm still alive and kicking. Soon after, she is not seeing as how after she blows her load I can use smite on her and auto her down, with increased damage over time from challenging smite and the damage reduction it gives me in tandem.
Tl;dr with cinderhulk, fizz can reach 4200 hp and 474 ap, allowing him to Pop squishies with ease while being too tanky and slippery to counter effectively. What do you guys think?