**Athlete's Foot:**emits a strong stench that prevents opponent from getting within a 10-foot radius of the player for the same number of turns as the first number in the DEP

**Barrier Jacket:**Reduces the Digimon's incoming damage by 20% for a number of turns equal to the first digit of its DEP.

**Deep Scan:**The Digimon gains the ability to see clearly in darkness. Also, they can recognize an illusion as such, though not see through it to the reality it hides until they possess at least 2.5 DEP

**Dig Dug:**Digimon can burrow under ground and hide there for a number of turns equal to the first digit of their DEP. Any longer and they will lose health. They can come back to the surface for one turn, however, and restart the cycle.

**Duplication:**The Digimon creates three copies of itself that can't attack or be physically harmed, but can serve as distractions for a number of turns equal to the first digit of the user's DEP.

**Finger Food:**All physical blows are amplified for the number of turns equal to the first digit of the player's DEP.

**Flight Assistant:**Gives the ability for the Digimon to fly for a number of turns equal to the first digit of its DEP, or if it already possesses the ability to fly, increases its flight speed by 50% for same duration. To restart the count, the Digimon must spend one full turn on the ground.

**Meowmon That's Right:**The Digimon gains cat like reflexes and senses for the number of turns equal to the first digit of their DEP.

**Mirage Colloid:**Allows the Digimon to render itself invisible for a number of turns equal to the first digit of its DEP divided by 2, rounded up.

**Nitro burst:**Allows the Digimon to move at +(the first digit of its DEP x100)% normal speed for one turn, good for making a surprise attack or a quick escape.

**Porcuspikes:**The Digimon's fur and/or scales harden to be like Digizoid, upping their defense by 50% for the amount of turns equal to the first digit of their DEP.

**Rocket!!:**Sends the Digimon hurtling into the air with great speed, allowing them to dodge incoming attacks. There are only a certain number of these boosts that is dependent on the first digit of the Digimon's DEP. 1.0 DEP means only 1 jump.

**Rockstar Night:**Player rocks out. i.e going into overdrive mode that lasts one turn for each 1.5dep up to 6.0dep. It causes extreme exhaustion, however, and they cannot battle for one thread after.

**Scouter:**Allows the Digimon to scan an opponent Digimon to find out their battling stats. Can be used the number equal to the first digit of their DEP.

**Slimy Toothpaste:**The Digimon can shoot a number equal to the first digit of the DEP of goopy, sticky globs from their mouth that immobilize their opponents for two turns.

**Smoke Discharger:**Clouds the Digimon in smoke, reducing their chance to be hit by a percent equal to the first digit of Digimon's DEP for three turns.

**Swim Booster:**The Digimon gains the ability to temporarily operate unimpaired underwater. They can operate underwater for a number of turns equal to first digit of their DEP at a time, and must spend one full turn surfaced to reset the count.

**Swiss Army Knight:**Digimon can turn their appendages into a variety of tools found in a swiss army knife for a number of turns equal to the first digit of their DEP.

**Venom Touch:**The Digimon's skin becomes toxic to the touch for three turns. Any Digimon that touches it, through attacks or otherwise, becomes infected with a poison that does 5 damage per turn, lasting a number of turns equal to the user's DEP first digit. It isn't stackable.

**Wheelie:**Increases player's agility by the first digit in their DEP times 10 when in low health/energy

**X Marks the Spot:**Automatically download information of map into brain without need to access d-ban; however, leaves them immobile for the number of turns equal to half the amount of their first digit of the DEP. Round up.