Energy Emancipation (Active Buff) in WonderKing- Takes energy from the hidden spirits in the environment and turns it into a mana over time skill (WonderKing zed). All members in the party could receive of their mana every 5 seconds for the duration of this buff in WonderKing. This is pretty much like a Holy Oasis for mana. The Exorcist receives less percentage of mana per tick than party members. To prevent abuse, this has a very long cool down timer, and should offer back just enough mana; therefore it is slightly higher than when the skill was cast, especially when no skills were used in between.
Cleansing Clench (Active) - A spiritual hand comes out of the ground and grasps an opponent, dealing multiple hits very quickly and making the opponent incapable of movement during the attack. While this is in effect, the Exorcist may continue to move around, but cannot damage the opponent that is grasped by the hand. Once released, opponent receives the blind status with chance. This is a sort of skill that allows the Exorcist to escape from ranged characters. Percent chance of blind is moderate high. Moderate (total) damage, low cast-time, very low duration or low duration, moderate mana cost.
Repentance (Active) - Extracts the hellish souls of all targets on screen. By the way, you can get the most secure WonderKing gold here. These spirits then attack their owners for low damage over a short amount of time, racking up to moderate damage. For the duration of this attack, the opponents could acquire the slow ailment. The Exorcist can continue attacking the opponents with other skills for this duration. This skill can be seen as both an active skill and an active debuff, since it does damage and causes the slow ailment. The damage is almost like a poison, but with more damage. The slow ailment is 100% chance.