An idea I've had for a long time. This gives your a battles a completely different goal. Instead of trying to wipe out your opponents pokemon, you are trying to score as much overkill damage as possible. Overkill damage is the extra amount of damage past someones remaining health. For example, doing 50 damage to a poke with 23 HP gives 27 "points". This means you can still win even when dying first. Changes to strategy this causes: Hazards do very little overkill damage and are therefore not favorable. Protect/Detect can keep an opponent from taking massive overkill damage from low HP if poisoned/burned etc. Moves like Destiny Bond, Perish Song, and OHKO Moves are terrible because they give you 0% overkill Sturdy and Focus Sashes are not a good idea because they set you up to be slaughtered Rules: OU Tier Smogon Bans Apply Regular OU Clauses Overkill Damage Calculated by % (highest of the estimate) The Major problem right now is that showdown doesnt calculate damage past 0 HP, making it imposiible to know how much overkill damage you did without a specialized format. Suggestions?