Jungling s6 or beyond ideas
This is a distant future post, also concept ideas, so if you do not know what either of these mean then you are in the wrong place and may not want to be here, stay neutral people! Moving on however, I still think Machete into one of three jungle items of Spirit Stone, Madred's Razors, or Quill's Coat and season 4 jungle is the superior jungle and just having the season 5 stat enchantments be the best so jungling and combat stats are separated, but I digress nor is this post about any of this.
My post is about having very unique decision making jungle items that changes effects based on what is the last large monster that you killed and have junglers think a lot about what they want to do before going for a gank or even grouping with you team in the later stages of the game by having a special passive you can only obtain based on what large monster you killed last. Note, this is very much different than smiting a large monster and getting something in that regard.
Enchantment: [AP]: Statistics: +60 Ability Power +100% Mana Regen +10% Cooldown Reduction +UNIQUE Passive - Jungle Power: Gain a unique buff that only one buff may be available at a time based on what type of large monster you killed from the jungle camps Krugs, Razor Beaks, Murkwolves, or Gromp:
KRUGS: Gain +15 magic penetration. RAZOR BEAKS: Gain +10% Cooldown Reduction plus heal for 8% of your magic damage dealt before resistances apply. MURKWOLVES: Gain +5% bonus movement speed; increases to +20% when dealing magic damage from spells to enemy champions for 3 seconds. GROMP: Gain a poison to your magic damage spells that deals 12% of your target's current health as magic damage over 4 seconds (maximum 120 damage per second against monsters).
Enchantment: [AD]: Statistics: +40 Attack Damage +10% Cooldown Reduction +UNIQUE Passive - Jungle Power: Gain a unique buff that only one buff may be available at a time based on what type of large monster you killed from the jungle camps Krugs, Razor Beaks, Murkwolves, or Gromp:
KRUGS: Gain +10 armor penetration. RAZOR BEAKS: Gain +10% Cooldown Reduction plus heal for 5% of your physical damage dealt before resistances apply. MURKWOLVES: Gain +15% Attack Speed; Gain +10% bonus movement speed when dealing physical damage from spells to enemy champions for 3 seconds. GROMP: Gain a poison to your physical damage spells that deals 15% of your total attack damage as magic damage over 3 seconds.
Enchantment: [Tank]: Statistics: +300 Health +25% Bonus Health +UNIQUE Passive - Immolate: Deal 30(+1.5 per level) magic damage per second to nearby monsters. +UNIQUE Passive - Jungle Power: Gain a unique buff that only one buff may be available at a time based on what type of large monster you killed from the jungle camps Krugs, Razor Beaks, Murkwolves, or Gromp:
KRUGS: Gain 10% increased bonus armor and bonus magic resist. RAZOR BEAKS: Gain +10% Cooldown Reduction plus restore 0.5% of your maximum health over 5 seconds; increases to 2% of your maximum health over 5 seconds when out of combat for 8 seconds. MURKWOLVES: Gain +5% Movement Speed; increases to +15% when moving towards enemy champions. GROMP: Gain a poisonous aura 400 units around you that deals 4% of nearby enemies' current health as magic damage per second.
Enchantment: [On-Hit]: +50% Attack Speed +UNIQUE Passive: Deal 30 bonus magic damage on-hit. +UNIQUE Passive - Jungle Power: Gain a unique buff that only one buff may be available at a time based on what type of large monster you killed from the jungle camps Krugs, Razor Beaks, Murkwolves, or Gromp:
KRUGS: Deal 20 bonus true damage on-hit. RAZOR BEAKS: Gain +10% Cooldown Reduction plus heal for 10 health on-hit. MURKWOLVES: Gain a phantom wolf that causes every 3rd basic attack to apply on-hit effects twice. GROMP: Gain a poison effect to your basic attacks that deals 6% of your target's current health as magic damage on-hit.