Jeddica is the daughter of Sejuani. Her biological father is never specified, nor have I decided upon or care who her father is.
She is the first Child of the Freljord in over a hundred years to outwardly present the powers of an Iceborn.
Jeddica is one of Serylda's descendants, on her mother's side.
I'm expanding the Iceborn mythology a little to distinguish it from Shuriman lore. Previous lore gives the impression that becoming Iceborn is akin to Ascending, and not something that you can pass on to your children. But, since it's never strictly specified: being Iceborn is now more akin to lycanthropy. The original Iceborn were "turned" by the Watchers, but the descendants of Iceborn will be Iceborn too. Unlike most lycan mythology, the power of the Iceborn weakens with each generation and—after thousands of years—rarely produces magical talent (to the extent that the Freljordians are barely distinguishable from humans).
Freljordians now possess an inherently longer life expectancy and have a general resistance to the cold.
Based on his uncertain age and unfathomable strength, Braum is quite possibly another Child of the Freljord to posses more prominent Iceborn power.
"I am Iceborn and you gotta deal with it!"
"Suck it! A-hah-ha-hah..."
Casting Snap Freeze
"Time for a crash course in figure skating!"
Jeddica holds her arms up and wills a load of snow to surround her as if a suit of armor, then performs some heavy-set combat moves - also resembling a snowman.
"Who wants a hug?"
Joke while drifting
"I never wipe-out! I just... sometimes the floor looks like it needs a hug!"
"The only way you'll learn is with your face in the snow...(!)"
Jeddica braces herself and then causes several geysers of snow to erupt from the ground.
"I am Iceborn!" ...snow covers her... "SO DEAL WITH IT!"
Whenever Jeddica issues a movement command she will gain a burst of Flow. Jeddica cannot wilfully stop moving so long as she has Flow and will continue to drift in the direction of her last movement command until her Flow decays to 0. Jeddica can attack and cast abilities while drifting. Jeddica gains 1 bonus movement speed for every point of Flow and her turn speed is significantly reduced as her Flow increases.
Jeddica will instantly lose all Flow if she collides with terrain or her movement is interrupted.
Frostwalker modifies Jeddica's movement commands and movement.
Note the you can hold the relevant mouse-button down to constantly issue movement commands toward the cursor. This is not a unique feature for Jeddica - in case you've never noticed you can just hold the mouse-button down to move your champion.
There should be a small internal cooldown on how frequently Jeddica can gain Flow while holding down the cursor, although it is intended for Jeddica to be able to rapidly generate Flow.
Issuing an attack command and the automatic movement between attacks while following a target will not trigger Frostwaler.
Jeddica has some unique jokes, taunts, laughs and a unique dance while drifting.
The turn speed reduction is based on Jeddica's Flow percentage, and will not become greater as Jeddica's maximum Flow is increased.
COST: X% Flow
STATIC COOLDOWN: 1 / 0.9 / 0.8 / 0.7 / 0.6
White-Out can only be cast while drifting and uses Quick Casting by default.
Active: Jeddica sweeps toward the cursor, spraying snow over all enemies in an area tangent to her turning direction: dealing magic damage. Enemies hit directly are briefly knocked back. White-Out will damage over a larger area the tighter Jeddica turns.
White-Out is a targeted dash that moves along an arched line-of-movement.
COOLDOWN: 22 / 18 / 14 / 10 / 6
Active: Jeddica instantly coats a vast area around her in ice, which lasts for 0.75 seconds. All units caught moving on the ice cannot voluntarily alter their trajectory, forcing them to move in a straight line until they hit terrain, are knocked in a different direction or move off the edge of the ice. While Ice Rink does not explicitly apply any crowd control, the forced movement will prevent the wind-up of basic attacks and the use of any ability with a cast time. While moving on the rink units have a fixed 400 movement speed and are unaffected by hastes or slows.
Jeddica gains crowd control immunity while moving on the Ice Rink.
RECHARGE TIME: 19 / 17 / 15 / 13 / 11
Active: Jeddica erects a column of impassible spikes from the ground at the target location. The first enemy who attempts to dash over or is knocked into the mound will shatter it, interrupting their movement and slowing them by 99% for 0.5 seconds. Shattering the mound will send shards flying in all directions, dealing magic damage to all enemies in a 330-radius area.
Jeddica can also drift into a mound to shatter it, halting her and triggering the detonation damage.
Stalag-MIGHT! uses a stock system (up to 2 held at a time).
COOLDOWN: 130 / 115 / 90
Passive: Jeddica's maximum Flow is increased.
Maximum Flow: 125 / 150 / 200.
Active: After a brief delay, Jeddica covers the entire map in snow: raising all units up and removing brush, terrain and structures for the next few seconds. During the delay, there will global rumbling sound, slight camera shaking and an icy blue tint to the game screen.
Duration: 6 / 7 / 8
Avalanche is a global area-of-effect.
The snow-covered map will have relatively few landmarks, although the general shape of the terrain beneath would still be visible.
Being raised up does not count as crowd control.
Upon the effect ending, being dropped also does not count as crowd control.
In the event that a champion would be in terrain: they will be pushed to the nearest available space, similar to dash abilities.
In my daydream, Avalanche had two different effects the two times she used the ability. I'm going to assume this was a consistency error or some sort of rapid-prototyping, but they both had different applications:
Enemies were left in the snow, with severely hindered movement and sight reduction - but allies and enemies were unable to interact with each other while above and below the snow, respectively.
Enemies were knocked up and slowed for a short duration, then knocked down when the effect ends. I also imagined this version working on a directional basis - so enemies would only be CC'd if they were attempted to move against the avalanche. However, not wanting to over-shadow Tidal Wave, it would probably be best of Avalanche didn't apply an interrupt - simply "picking up" and "dropping" people.
The area of effect needs to be adjusted to be reasonable/reliable/dependable - something that rumbles across the whole map would take too long to get to Jeddica's position in most cases (imagine being top lane and aiming to the top-left corner, and watching the snow appear on the bottom-right corner). Perhaps:
Jeddica raises herself on a plateau and then snow tumbles in all directions around her.
After as brief delay (camera shaking and global VO), snow instantly covers the whole field and everyone is "bumped" up. And maybe the snow gradually drops and terrain becomes a hindrance the moment it breaks the surface (would be cool if the engine can support this - I don't know how the collision maps work).
I had a dream about the next champion. She was called Jeddica (I can't remember the spelling, only how it sounded). She was Sejuani's daughter and a child, although very distinctive from Annie (because in my dream I remember thinking "I thought Riot didn't want to do another girl-child, I remember them commenting on that Alice thread"). The splash artwork looked amazing, with the girl surfing on some ice ahead of a huge avalanche - but I remember reading in the comments that the artwork was a blatant rip-off of Fizz's splash (although Fizz's splash artwork was completely different to the one in the waking world, but it's funny that my dream felt it necessary to implement controversy).
... I don't remember the kit. I don't even remember looking at the kit before I woke up.
I then attempted to go back to sleep, in the hopes that I could rejoin the dream... but I only ended up daydreaming instead. In my daydream I created a monstrously overpowered champion (something Dota might like, from my friend's brief overview of the champion-balance difference between Dota and League). I thought I'd share it for funsies. In my daydream, her appearance moved from a indistinct-blur to something similar to Astrid Hofferson, and from some quotes (which I've forgotten) and her laugh I remember her voice and personality being similar to Toph Beifong.
Despite her obvious overpowered-levels of disruption while at the same time completely lacking damage (or an incentive to be tanky), I think her niche and core play-style sounds incredibly fun, unique and potentially game-breaking (in a good way, for competitive health).
Fighters with high-impact engages. Their persistent threat is lock-down.
Low mobility fighters who zone the enemy with their presence. Their persistent threat is the promise of death.
Fighters with strong chasing capabilities, requiring the constant protection of your squishy.
Slayers that harass the enemy team from afar.
Slayers who deal damage in burst rotations.
Slayers who deal consistent ranged damage.
Slayers that excel at reaching priority targets.
Supports who disable the enemy team.
Supports who empower their allies.
Supports who intercept for their allies.
Specialists who take down structures.
Specialists who secure jungle objectives.
Specialists who control territory, including obstruction.
A minor rework to his innate and Devastating Charge ability, inspired by Mercury from SMITE.
A minor rework that aims to shift Jarvan's gameplay from a generic diver to a Commander.
Part of my Mounted Champions Overhaul, this rework pushes Kled into more of a flanker role - with added trampling and better jousting.
A suite of changes with only one new ability, but it comes together to have much more purposeful gameflow.
A complete relaunch that dials up Rammus' niche as the League's hyper mobile tank.
Taking off from where her Tank Rework left her, this update gives her a new ultimate. I would like to re-address Sejuani in the future as part of my Mounted Champions Overhaul with the intent to play up her Warband theme.
A fairly substantial rework that takes on elements from SMITE's Khepri. He still does Skarner things, but with more high points and balance levers.
A suite of changes that aims to give Udyr things to do, as well as making Phoenix distinct from Tiger.
A small rework to address the overlap between his Elastic Slingshot and Let's Bounce abilities.
A full relaunch that explores Dr. Mundo self-experimentation theme.
A new Courage ability.
A substantial rework that aims to keep the Iron Revenant doing Mordekaiser things, but with more points of high satisfaction and less frustration for his opponents.
On the scale between a rework and a relaunch, Olaf has gained Tryndamere's ultimate.
Part of my Mounted Champions Overhaul, absorbs elements removed from Kled and was heavily inspired by Overwatch's D-va.
A minor rework to his ultimate that makes it less dependent on Riot's rather lacking pet AI system, inspired by HOTS' Nezeebo.
A minor set of power redistribution changes that aims to dial back her explosive damage and push her more into fighter territory.
A full relaunch that retains most elements of her existing kit, but with more room for skill expression.
A moderate scale rework that aims to cut away some of Lee Sin's unnecessary strengths while preserving his unique position as the Enchanter Fighter.
A moderate scale rework that addresses some of Nocturne's design flaws.
A moderate scale rework that gives Pantheon a new ultimate and role within a team.
A moderate scale rework that addresses Riven's oppressive mobility and crowd control when facing other melee champions. She now utilizes energy and enemies have a means to mitigate her damage.
Shyvana's Dragon Form now operates similar to Skaarl or D-va's Mech, providing her a guaranteed window to fight as well as making it impossible to die as a dragon.
A fairly substantial rework that changes Tryndamere's role for the team. While Olaf has taken his current ultimate, his new ultimate fills a very similar niche.
This moderate scale rework changes Corki to utilize heat as well as addressing the less-than-interesting Hextech Munitions innate ability that was added in his previous rework.
Part of my 7-Ability Champion Overhaul project, this substantial rework turns Jayce into a melee-only champion.
A moderate scale rework that aims to restore some of satisfaction of Kog'Maw's previous rework while addressing his ability to simply kill anyone based on a stat-check.
Rebranded as a Chem Baron of Zaun, this substantial rework was inspired by HOTS' Sergeant Hammer and Ragnarok.
A moderate scale rework that provides quality of life changes and power redistribution.
A selection of moderate scale reworks that aims to address Xerath's current bland nature within the roster, while also restoring some of his pre-rework niche as an event horizon champion.
A fun idea for his Satchel Charge.
A minor rework that aims to address the negative experiences many players have when facing Ahri, referencing the amount of auto-targeted damage.
A new Molten Shield ability, as well as changes to Tibbers that were inspired by Doom Bots.
Aurelion Sol is now manaless. His kit already has many ways for his opponent to react to him without him running out of mana mid-fight.
A tentative rework that explores how his possessive-fire-spirit theme could be implemented, including possessing new houses and temporarily leaving his body.
A new Wall of Pain ability that grants Karthus more power where he wants it.
A suite of changes aimed primarily at quality of life.
A suite of changes that address her handicapping innate, Noxious Blast's poor synergy with cooldown reduction and the fact Twin Fang's combo costs so much mana.
Substantial rework that removes her one-time Oath mechanic in favour for a more avenge-fallen-allies mechanic, which is more suited for Lady Vengeance.
Removed the Bounty Hunter mechanic and instead focused on what it means to be touched by Death's Arrow. Her new ultimate is inspired by Overwatch's McCree. It's High Noon!
Part of my 7-Ability Champion Overhaul project. Under construction.
A substantial rework to his basic abilities that makes him feel more like a Card Master and less like he's just throwing cards at you.
Inspire by Infinite Crisis, Akali's innate and third ability now vary based on how she combos her first two abilities. Her ultimate, inspired by HOTS' Valeera, is Twilight Shroud with added unbreakable stealth.
Rebranded as the Nightbringer, this substantial rework windows Evelynn's power via a day-night-cycle.
While an assassin that can engage is a valid niche, Fizz's other strengths make that fantasy overkill. This change to his ultimate refocuses his objectives to something more... Fizz-like.
A substantial rework that gives the Spell Eater more tools for Spell Eating, heck... it gives him more to do, period.
A quality of life rework that changes isolation to utilize line of sight, as well as giving him tools to reduce his target's sight radius, rather than the current by-the-patch-radius.
A power redistribution rework that addresses when Nidalee does damage, particularly surrounding her Hunted innate.
A suite of changes intended to redistribute Zed's power between himself and his shadows.
A substantial rework that addresses Blitzcrank's severe lack of things to do while staying true to his fantasy of being a weaponized warehouse robot.
A small scale rework to Pix that was inspired by Chang'e from SMITE.
Under construction. Largely focused on a themeatic shift away from a caster of purple magic to a Harbinger of Voidspawn.
A moderately sized rework that bolsters Janna's unique position
Two reworks, one that explores a new theme as a self-sacrificing support inspired by Orion from Atlas Reactor; and a second that attempts to go back to her Dualism roots.
A moderate sized rework that takes cues from Overwatch's Lucio and League's own Jinx - changing the stance system to a toggle and giving her some actual abilities!
A substantial rework that plays off a Borrowed Time mechanic.
This rework absorbs features from Kindred (that I removed in her own rework) and Galio's recent rework to create a Dark Valkyrie.
Rolling back some of his Tank Update. How does giving him Nami's ultimate and removing him as a Warden make him a more unique tank?
A substantial rework that turns Cho'Gath into the kaiju he was meant to be, including gaining more power against structures.
Part of my 7-Ability Champion Overhaul project. Under construction.
Inspired by Infinite Crisis' Lex Luthus, Heimerdinger's power has been redistributed to make him a more reactive defender.
Part of my Mounted Champions Overhaul, this rework aims to address Nunu's stale gameplay as well as why the champion's called Nunu rather than Willump.
A substantial rework inspired by the Mesmer class from Guild Wars. Less about having a single, powerful clone - Shaco's now all about creating dispellable illusions to distract his enemies and spare himself damage.
Exploring a new ultimate ability that pushes Zyra into the Defense specialist niche, as well as changes to her innate and W abilities.
Ballistic can turn anything he touches into a projectile that travels with bullet-like force. Using the battlefield itself as a resource, Ballistic must be constantly moving to find fresh debris. Taliyah before Taliyah.
Behemoth is a colossal champion, dwarfing even Galio. Behemoth is highly durable champion that falls somewhere between being a Juggernaut and a Warden, an incredible threat when left unchecked and a punishing enemy to bring down.
Clockblocker is a derivative of the superhero from the Worm universe. Clockblocker has the ability to freeze-in-time anything he comes into direct contact with - rendering it completely invulnerable and immovable.
Fer'Rox is a relaunch of my previous custom champion, Ferox the Deathless Prince, who was made redundant by the release of Rhaast. Fer'Rox owes his roots to the melee carries of olde, and was inspired by the off-meta AD Kassadin build that was patched many years ago.
Finn was created alongside Dirk to address the severe lack of pet-using champions. Many elements of his design happened to be implemented with Azir, including the general ability flow and proxy autoattacks.
Jeddica the Ice Breaker
Jeddica turns Rock Surfing into an entire champion. Surfing around the battlefield like Frozone, Jeddica combine ice skating with the classical ice-sliding puzzles to provide a unique Disruptor experience.
Leviathan is a skirmisher that excels at dealing damage while moving, crushing his opponents under his momentum and quickly re-positioning to places he's previously been. While not ranking particularly high on damage, he is relentless and slippery.
Libra is, similar to Traditional Karma, a duality-themed champion with abilities that support both a Controller and Mage playstyle. However, unlike the traditional implementation of a duality-theme, Libra thrives when maintaining a balance - with her strength diminishing if she focuses too much on one aspect over the other.
Nex is witch who cast the spell of Ruination. A elemental of Death, Nex wields the Black Mist to consume her enemies and expends those souls within her to stave off death. The Maiden of the Mists somewhat supersedes Nex.
Created to meet the very shallow demand for an "ugly female humanoid monster" champion, Nostrilla was originally a Swamp Troll but was reworked with Trundle to fit the frost theme. Instead of decomposition, she now wields frostbite.
Po is Runeterra's counterpart to the Sandman, a creature from folklore that puts people to sleep and brings them good dreams. Well, that's Sandman's story any way. Po is a champion with unparalleled utility.
The League is represented by many champions that harness the power of lightning, but too few that realize the destructive force of sound. Thane provides a new frame of reference for the saying, "crack of doom".
Ziz oversees the game from vantage point, and aims to never put herself in harms way - else perish due to her vulnerability. Her powers include foresight, mind control and ability mimicry, allowing her to manipulate battles to her desired out-come.