Shrug
LCPL Champion
I support Spritz to A+, so i'll just point out some places where we disagree bout the effectiveness of Sprtizee. The "free turns" argument is valid to a degree, but I don't think it's a condition that afflicts Spritz worse than any other defensively-oriented mon. It's inherent to a Wishmon to give up free turns, but that flaw is mitigated by the substantial utility of those wishes; also, if you're feeling saucily predictive, you can attack on a turn you would normally protect, keeping offensive pressure while recovering. In a general sense, Spritzee is still a decent attacker, as a semipowerful special attack with a good type fired from an acceptable SpA stat hits hard. you make it seem a little like Aroma / Wish / Protect are moves that give up a free turn with no benefit, but the use of any of those reflect a decision on the risk of a free turn for your opponent vesus the significant advantages of self / team healing or status clearance. Of course this lends itself to a team that can sponge hits efficiently, which is why it fits best on defensively-oriented (or at least slow-tempoed balanced) playstyles exactly as you said, but i don't think thats necessarily a disqualifying negative; while many mons in the upper upper tiers do slot well on to multiple playstyles, no one is advocating a Fletch drop because it cannot soak hits - mons are measured by their effectiveness in their role. With that considered, Spritz's unfortunate tendency to leak free turns isn't crippling, as the teams it is natural on can easily work around that, and those teams appreciate the bountiful positive effects of utility moves more than they resent having to take free hits.the artist formerly known as "hawkstar" said:Meta-wise, it's still a fantastic physical wall, and annoys Fighting-types to no end. Spritzee's biggest problem is that it gives out free turns like candy on Halloween. Between Wish, Protect, Aromatherapy, and the fact that it saps your team's momentum heavily, your opponent has plenty of turns to make a switch, set up hazards or boosts, or heal themselves while Spritzee is busy not hitting them. This makes it ill-suited for anything but stall and defensive balance teams, and from my experience using it, I find it too much of a load to bear for use on more offensive teams. If Spritzee is the bulkiest member of your team, those free turns become a problem quickly.
Wish isn't a perfect move, but i feel like you approach it the wrong way. It seems like you think its primary focus is to pass to teammates, which leads to death, and secondarily healing Spritzee. The primary use of Wish is to heal Spritz itself; wishpassing is just a (quite quite useful) bonus. Essentially, instead of focusing on Wish as "a difficult thing to get to teammates and an inferior method of self-healing besides" it can be looked at as "an inferior self-healing method made up for by the situationally fantastic role of wishpassing", a much more favorable opinion. Wishingpassing itself isn't quite as difficult as you make it sound, either (thought we can free admit it's hard); the Wish often recovers the HP the switchin lost from the free attack granted by Spritz, and even if Spritzee is weakened in the process, the superabundance of Fighting-types in lc means it is never impossible for a self-healing wish to be fired off.Another one of Spritzee's biggest flaws is its reliance on Wish. Sure, you can heal your teammates with it, but doing so basically guarantees that Spritzee will be too weakened to do its job next time. After all, you are taking hazard damage plus any damage dealt to Spritzee as it uses Wish, and even if it's only 26%, that's a 3HKO after two rounds of SR. For example, Porygon's Psychic deals 7 HP to Spritzee without a Download boost, which is certainly not much. However, if you pass a Wish and then try to switch into Psychic later in the game while SR is up, Spritzee is KOed by two more Psychics and those two rounds of SR. Passing a Wish after taking a hit means Spritzee is basically dead unless you manage to get it in on a Timburr or something. When you pass a Wish to your teammate, you are also giving up 2 turns with absolutely no damage dealt to your opponent besides hazards. As for healing Spritzee itself with Wish, the delayed healing is almost always a detriment except in fringe cases such as stalling out Guts Taillow or something.
You and I both think Timburr is the best setup sweeper in the tier, but that definition sorta invalidates your next statement; of course spritzee doesnt stand next to timburr, because nothing does. Being worn down (and knocked off) is a problem for Spritzee, but more balanced teams (on which CM Spritz is devastating) can apply the pressure that means Sprtiz doesnt need to be a wall as much as it would have in the past. It's like using Timburr - you want a secondary Pawn check, as if Timburr is your only one, it can be hit with Knock Offs (and later Iron Heads) that lower its chances to sweep - as you said later, Drain Punch helps with this, but it is not a problem uncommon to bulky boosters with roles checking mons on the other team. Similarly, if using CM Spritz, you want at least other mons that come in to Fighting types walled by Spritzee so you can keep Spritz fresh for the endgame. While Spritzee isn't the most immediately powerful mon, it is one of the most immediately bulky, a quality that aids it immensely in sweeping. The coverage is an issue, but team support for the types you mention is not that hard to offer; besides, you don't attempt Timburr sweeps with (hehe) Spritzee on the other side.CM Spritzee seems like a great sweeper on paper, but in practice it's underwhelming. At the risk of sounding fanboyish, Timburr really is the gold standard that bulky boosters need to reach, and Spritzee doesn't cut it. To make a sweep, Spritzee needs its Eviolite and it needs to be at mostly full health, which means that its role as a wall directly compromises its sweeping chances. It cannot sweep and wall in the same game, and while Timburr can't do that either, its immediate power gives it an advantage over Spritzee. It has only one attacking move, which means it can't be useful until Poison-, Fire-, and Steel-types are gone, especially since it lacks Knock Off or priority to chip away at things when its checks are still alive like Timburr can. Spritzee lacks immediate power, making it reliant on boosts to deal large amounts of damage. Most importantly, it can't recover health while attacking at the same time. This is what makes Timburr shine as a sweeper, and this is where Spritzee falls flat. Without Draining Kiss (which makes Spritzee's lack of immediate power even worse), Spritzee is forced to stop boosting or dealing damage to heal itself, and also has to dedicate a slot to Protect to prevent it from taking more damage than it can heal off the next turn.
Overall, the weaknesses Spritz has are not damning, and the strengths it has substancial enough, where i think A+ is the best place