*yes, I know it's extremely weak to Fire... don't have to tell me that again ><"*
This is my first team, any help will be much appreciated ^.^
A little introduction - this team is built on having one sweeper of each (physical & special) along with other support members.
Another reason for the choice of Pokemon is that it's pleasing to my eyes - blue/green/black based rather than red, yellow etc - but that's superficial.
I'm pretty sure one can guess the roles of each member (quite standard, after all) but I shall try my best to elaborate on them anyway.
Firstly, the lead.
Bronzong (Genderless) @ Macho Brace
Ability : Heatproof/Levitate (more on this later)
EVs : 252 HP - 84 Atk - 80 Def - 92 SpD
Sassy Nature : + SpD, - Spe
- Stealth Rock
- Trick
- Gyro Ball
- Explosion
My basic plan for Bronzong is for it to lay down Stealth Rock, switch out, then come back later in-game for some fast-paced action. *hints - Explosion =D*
*am currently debating with myself whether I should choose Heatproof or Levitate as its ability. Most Bronzongs would have Levitate to escape the powerful Earthquakes of some lead Metagross. Heatproof can protect against the likes of Heatran's Fire Blast (with Heatproof, it can actually take two hits before dying - due to the investments in SpD, with the Sassy nature). Though, I wouldn't trust my luck with bluffing opponents...*
Well, the IV allocations allow the Bronzong to reach 338 HP, 288 Def, and 320 SpD. I feel that this can take quite a few hits from the likes of Metagross & Aerodactyl's Steel/Rock attacks respectively, due to Bronzong's wonderful Steel-typing. Also, the Macho Brace goes well with Bronzong's "wonderful" Speed stat. It now has a grand total of 45 Speed, which boosts Gyro Ball's power to its fullest potential, 150 Base Power. Combined with STAB, that's 225 BP - which can actually hit quite hard, despite Bronzong's horrible 235 Attack.
As a lead, Bronzong's job in my team is pretty simple - set up Stealth Rock to aid my sweepers in their jobs, though I feel that it's more oriented into supporting Lucario. It's always helpful when facing off stuff like Salamence/Gyarados/Dragonite, though - the flying types that will take a huge dent from SR, aiding Breloom's sweep later. I don't really need to elaborate more on this, right? Stealth Rock is pretty self-explanatory, after all...
The next move on the list - Trick. Since Bronzong's holding a Macho Brace (halves Speed) it can Trick the Brace to one of the opponent's Sweepers. This would be useful, allowing Lucario to revenge kill, assuming Breloom hasn't swept the floor with them yet. Also, the Macho Brace could be used to paralyse the likes of Heatran (which my team is extremely vulnerable to, I know, I know) and Rotom's multiple forms. Guess what happens when your Choice Scarf is taken away and replaced with a Macho Brace? Bronzong's heaviness (okay, the correct term is bulkiness ==") allows it to take enough neutral/resisted hits for it to Trick the little thing to the opponent.
Gyro Ball's for damage, if the situation ever arises. Well, Explosion is like a Master Ball - I'd want to save it for last (like taking out a Choiced Latias?)
Anyway, Gyro Ball's effective 225 BP (described above) isn't that shabby either, right?
Lastly, Explosion. Allows the Bronzong to come back later in-game, and go boomz. Hopefully taking out one of the opponent's pokes. And, even more hopefully, not hitting a Ghost-type or Protect or a Sub. I'm only planning to use this once Bronzong has had its health worn down quite a bit, since it can actually dent the opponent's team a little by itself using Gyro Ball. I'd also like to wait until the Macho Brace is Tricked off, if not it'll be pointless! =(
Okay, moving on after that rather long read... sorry T.T
Celebi (Genderless) @ Leftovers
Ability : Natural Cure
EVs : 252 HP - 220 Def - 36 Spe
Bold Nature : + Def, - Atk
- Leech Seed
- Recover
- Earth Power
- Grass Knot
This piece of flying celery will be my staller - to wear down the opponent's pokemon through Life Orb recoil, Leech Seed, and Earth Power/Grass Knot.
IVs, with its Nature, let it reach 404 HP and 320 Def. I'd originally thought of giving it Substitute, but decided against it as Leech Seed & the attacking moves were more important. To me, anyway. Leftovers allows the little fairy to heal itself along with Recover/Leech Seed, making it really hard to take down (unless it's hit in the face with Heatran's Fire Blast).
Leech Seed and Recover work together with Leftovers to heal Celery rather well. It's rather irritating if you're trying to take it down, and all the fairy does is heal itself. Assuming I can heal faster than my opponent can attack, Life Orb recoil will make it roll over and die. Then again, Life Orb-ed attacks aren't that weak either - the 320 Def buffs Celery up a little to absorb a few hits before it flops over.
The two attacking moves, Earth Power and Grass Knot, let Celery gain coverage against the likes of Lucario, Vaporeon/Suicunes, TTars, and Heatrans before they can do cruel things to the little fairy. Of course, I'm not confident that the fairy can outspeed Heatran/TTar, unless they've been crippled through my Macho Brace Trick *winks* Basic idea is to let Celery do some damage aside from Leech Seed. It always helps, no?
This fairy will have to work with Bronzong if it wants to utilize its attacking moves, though. If I'm not wrong, a Heatran with halved speed will get slaughtered by Earth Power before it can touch the little thing. TTar can be taken down by Lucario before it poses a threat, assuming some well-placed prediction is used. Other than that, the fairy is pretty much fine, isn't it? >.<
Okay, that was a significantly shorter read than Bronzong's! Next...
Tentacruel (F) @ Leftovers
Ability : Clear Body
EVs : 252 HP - 120 Def - 136 SpD
Calm Nature : + SpD, - Atk
- Rapid Spin
- Toxic Spikes
- Sludge Bomb
- Surf
The octopus will act as my Spinner and Team Support.
IVs grant it 341 SpD and 364 HP, coupled with Leftovers let it take a few hits. These "few hits" would allow it to set up two layers of Toxic Spikes, inflicting the badly poisoned state on any pokemon which happily switch in to counter Tentacruel (or my other little friends, for that matter).
Rapin Spin gets rid of entry hazards to allow the weaker members of my team (specifically Stealth Rock for Ninjask) to come in later in preperation for Breloom. This is especially important for me, since Ninjask's health and well-being is vital to its Baton Passing success. A fragile little bug would be easily squished by 25% SR damage... Correction, 50%... T_T
Next, Toxic Spikes. I'm sure we all are aware of how badly the badly poisoned state can screw over sweepers and other pokes. It can either force switches to reset the poison counter, or it can actually help me to take down a few threats to my team, especially those Life Orbers. This is the octopus' form of indirect attack, since its moveslots are mostly used in supporting the sweepers. Well, if Toxic can force switches, my other team members would gain more turns to set up their sweeps.
Sludge Bomb and Surf would let Tentacruel have attacking moves, otherwise it'd be useless once it's set up TSpikes and blown away the floating rocks. It may perhaps chip off a little health with its mediocre 196 SpA, but it would help a little at least. Surf is for Heatran.
Argh, the way my team is so weak to fire types is really getting me all fired up! =="
... that's pretty much all for my octopus. I'm considering replacing Sludge Bomb with Rain Dance, and replacing Celebi with a DDing Kingdra. 2 sweepers is never enough if I screw up along the way... =( Also, a Kingdra in the rain would be a huge asset against something called HEATRAN. argh... Rain Dance also lowers the power of the other Fire-type threats to my fire-weak team.
Now the boring team members are done and over with, let's finally get the party started!
Ninjask (M) @ Leftovers
Ability : Speed Boost
EVs : 252 HP - 252 Atk - 4 SpD
Jolly Nature : + Spe, - SpA
- Protect
- Substitute
- Swords Dance
- Baton Pass
The insect's rather obvious role is to Baton Pass some Speed & Attack boosts to my physical sweeper.
It seriously needs Tentacruel's help, if not it'd be crushed upon entry by floating rocks.
Firstly, I fully invested its EVs in HP and Speed since it doesn't have any attacking moves - its role is solely to pass the boosts. Leftovers lets it create a few more Substitutes. Other than that, its moveset is pretty much self-explanatory...
"3. Have some actual words in your post beyond your six Pokemon and their moves. Not following this makes your post quite boring to read and rate."
*flinches* Okay... I shall write a little bit more. =/
First, Substitute is casted so that Ninjask can take at least one hit from any attacks. Since its speed is the highest in the game, it will definitely be able to get a Sub in before it gets hit. The exception to this would be increased priority moves - Ninjask should be able to take at least one, right? After the Sub is set up, Swords Dance will be clicked. Twice if the Sub hasn't broken on the first turn.
Protect will be used to gain the Speed boosts. Assuming the following has been used, Sub > SD > SD, a final Protect will allow Ninjask to Baton Pass a +4 Spe/Atk boost to my beautiful mushroom sweeper. This brings its Attack to 1,182... something which isn't easily resisted.
Next, the star of the show.
Breloom (F) @ Toxic Orb
Ability : Poison Heal
EVs : 160 HP - 252 Atk - 96 Spe
Adamant Nature : + Atk, - SpA
- Swords Dance
- Spore
- Mach Punch
- Seed Bomb
Once Ninjask's +4 Atk/Spe boosts have been passed to the mushroom, it can begin its berserk frenzy.
The EVs are allocated such that Breloom has a maximised Attack (1,182 with +4 boosts, 1,576 with 3 Swords Dances) as well as 600 Spe after the +4. Ideally, I would pass more Speed to be safe if I could, but... ><" With a +6, Breloom will hit 800 Speed, making sure it would always go first (unless someone pulls a Trick Room on me...) So, 1,182 ~ 1,576 Attack with 600 or 800 Speed (depending on what I can pass...) would decimate anything that doesn't resist my attacks.
The Toxic Orb & Poison Heal give Breloom a 12.5% heal each turn, along with preventing paralysis/sleep which would cause the mushroom to flip over on its belly =( Also, the healing *tries* to offset any damage that may be caused to my little dear, through god knows what. Stealth Rock damage, hail/sandstorm, and other oddities.
Swords Dance is there in case Ninjask can't get me enough Swords Dances before it's ground into dust. Also, it helps regain the mushroom's lost power if I need to switch Breloom out for some reason or another which I can't really think of right now.
Spore. Arguably the best move in the game. Puts to sleep any threats, although I don't think it would make a big difference in the face of Breloom's extreme attack stat. Well, just to be safe. I could replace it with Facade, though - the 140 Base Power through Toxic poisoning will definitely help a lot with stuff like Gyradoses, and stuff. Well, stuff. 140 Base Power is higher than Mach Punch's 60 (STAB) and Seed Bomb's 120.
Mach Punch is a priority move. This will be my main attack, since I don't want something like a Mamoswine pulling an Ice Shard on me before I Seed Bomb it. Also, it would beat the soul out of Heatrans who would otherwise burn me to ash. Well, if I'm confident that the opponent doesn't have any increased priority moves (though there's never a 100% chance!) then I'll use the next move -
Seed Bomb. 120 BP with STAB and high attack stats, picture a sledgehammer on a cute furry mouse. I'll be using this to hit Ghost types which would otherwise screw me over if I carried SD/Spore/MPunch/Facade. Sucker Punch shouldn't be too much of a problem here. My speed should still allow me to outrun Rotoms & Gengars after Ninjask's speed boost. ^.^
This little mushroom would be my team's ace. If it gets ground into a pile of dust at the feet of some Mamoswines, Weaviles or Heatrans - then comes the next team player.
Lucario (F) @ Choice Specs
Ability : Inner Focus
EVs : 4 HP - 252 SpA - 252 Spe
Timid Nature : + Spe, - Atk
- Vacuum Wave
- Shadow Ball
- Aura Sphere
- Hidden Power : Rock
Lucario's role in this team is basically to clean up the mess that Breloom may make of itself.
I'm still wondering if I should give her the Specs or the Scarf - speed is definitely something that she'll need as a revenge killer. If I gave her the Scarf, I'll change her nature to Modest (+ SpA, - Atk) to give her the maximum Special Attack needed for her cleanup job.
I've made this her specially-oriented, since Lucario is used mostly as a Physical attacker and my mushroom already fulfills that role. Anyway, she can now make the best use of her Hidden Power this way. And, she's immune to Intimidate - which can really screw up my end-game if I'm running a fully physical set.
First, Vacuum Wave. The only Special priority move in the game (correct me if I'm wrong). This is used if Breloom has managed to sweep the floor with most of the opponent's team. Like say, if the opponent has very little health left - the speed and Specs bonus will ensure the kill. However, I've to be careful when using this if the opponent has >2 pokemon - if one of them is a Ghost-type, I'm done for unless I can switch out.
Shadow Ball is specifically for stuff like a certain Electric/Ghost pokemon, Gengars, Latiases... the list goes on. Stuff that are weak to Ghost and resistant/immune to my fighting moves.
Aura Sphere, the strongest sure-hit move in the game, gains an edge through Lucario's high SpA combined with STAB. I'd use this if my opponent has a lot of health left and isn't called Rotom (and of course, other Ghosts). If I'm in danger of being outsped, I'll use Vacuum Wave.
HP Rock is for Salamences and Gyaradoses. Flying types in general. Since these are the worst counters to Breloom (and probably the ones to stamp it flat), HP Rock clips these birds' wings mid-flight. Choice Specs is a safe choice with this - it's only resisted by Fighting, Ground, and Steel. Pokemon with these types would have been taken down by my berserk mushroom (hopefully, anyway).
Lucario's "immunity" to Intimidate and part Steel-typing allow it to clean up the mess after my Breloom quite effectively.
.........
Finally, I've finished writing the descriptions for each member -.-"
Yes, I know they're supremely weak to Fire. But, once Breloom is set up and ready to go, it should be able to crush Heatrans and stuff fairly quickly... I think.
I've been toying with the idea of a Kingdra replacing Celebi to abuse Rain Dance on Tentacruel. Well, this would definitely solve my Fire problem, assuming Kingdra doesn't get forced out of battle by fainting.
Uh... That's it I guess? xD I hope this hasn't been too long a read, I was just trying to do the movesets justice... ^^"
Well, I tried to type it in such a way that it'd be entertaining, but... perhaps I wasn't successful? ><
Any suggestions will be greatly appreciated ^.^
Thanks in advance! =D
This is my first team, any help will be much appreciated ^.^
A little introduction - this team is built on having one sweeper of each (physical & special) along with other support members.
Another reason for the choice of Pokemon is that it's pleasing to my eyes - blue/green/black based rather than red, yellow etc - but that's superficial.






I'm pretty sure one can guess the roles of each member (quite standard, after all) but I shall try my best to elaborate on them anyway.
Firstly, the lead.

Bronzong (Genderless) @ Macho Brace
Ability : Heatproof/Levitate (more on this later)
EVs : 252 HP - 84 Atk - 80 Def - 92 SpD
Sassy Nature : + SpD, - Spe
- Stealth Rock
- Trick
- Gyro Ball
- Explosion
My basic plan for Bronzong is for it to lay down Stealth Rock, switch out, then come back later in-game for some fast-paced action. *hints - Explosion =D*
*am currently debating with myself whether I should choose Heatproof or Levitate as its ability. Most Bronzongs would have Levitate to escape the powerful Earthquakes of some lead Metagross. Heatproof can protect against the likes of Heatran's Fire Blast (with Heatproof, it can actually take two hits before dying - due to the investments in SpD, with the Sassy nature). Though, I wouldn't trust my luck with bluffing opponents...*
Well, the IV allocations allow the Bronzong to reach 338 HP, 288 Def, and 320 SpD. I feel that this can take quite a few hits from the likes of Metagross & Aerodactyl's Steel/Rock attacks respectively, due to Bronzong's wonderful Steel-typing. Also, the Macho Brace goes well with Bronzong's "wonderful" Speed stat. It now has a grand total of 45 Speed, which boosts Gyro Ball's power to its fullest potential, 150 Base Power. Combined with STAB, that's 225 BP - which can actually hit quite hard, despite Bronzong's horrible 235 Attack.
As a lead, Bronzong's job in my team is pretty simple - set up Stealth Rock to aid my sweepers in their jobs, though I feel that it's more oriented into supporting Lucario. It's always helpful when facing off stuff like Salamence/Gyarados/Dragonite, though - the flying types that will take a huge dent from SR, aiding Breloom's sweep later. I don't really need to elaborate more on this, right? Stealth Rock is pretty self-explanatory, after all...
The next move on the list - Trick. Since Bronzong's holding a Macho Brace (halves Speed) it can Trick the Brace to one of the opponent's Sweepers. This would be useful, allowing Lucario to revenge kill, assuming Breloom hasn't swept the floor with them yet. Also, the Macho Brace could be used to paralyse the likes of Heatran (which my team is extremely vulnerable to, I know, I know) and Rotom's multiple forms. Guess what happens when your Choice Scarf is taken away and replaced with a Macho Brace? Bronzong's heaviness (okay, the correct term is bulkiness ==") allows it to take enough neutral/resisted hits for it to Trick the little thing to the opponent.
Gyro Ball's for damage, if the situation ever arises. Well, Explosion is like a Master Ball - I'd want to save it for last (like taking out a Choiced Latias?)
Anyway, Gyro Ball's effective 225 BP (described above) isn't that shabby either, right?
Lastly, Explosion. Allows the Bronzong to come back later in-game, and go boomz. Hopefully taking out one of the opponent's pokes. And, even more hopefully, not hitting a Ghost-type or Protect or a Sub. I'm only planning to use this once Bronzong has had its health worn down quite a bit, since it can actually dent the opponent's team a little by itself using Gyro Ball. I'd also like to wait until the Macho Brace is Tricked off, if not it'll be pointless! =(
Okay, moving on after that rather long read... sorry T.T

Celebi (Genderless) @ Leftovers
Ability : Natural Cure
EVs : 252 HP - 220 Def - 36 Spe
Bold Nature : + Def, - Atk
- Leech Seed
- Recover
- Earth Power
- Grass Knot
This piece of flying celery will be my staller - to wear down the opponent's pokemon through Life Orb recoil, Leech Seed, and Earth Power/Grass Knot.
IVs, with its Nature, let it reach 404 HP and 320 Def. I'd originally thought of giving it Substitute, but decided against it as Leech Seed & the attacking moves were more important. To me, anyway. Leftovers allows the little fairy to heal itself along with Recover/Leech Seed, making it really hard to take down (unless it's hit in the face with Heatran's Fire Blast).
Leech Seed and Recover work together with Leftovers to heal Celery rather well. It's rather irritating if you're trying to take it down, and all the fairy does is heal itself. Assuming I can heal faster than my opponent can attack, Life Orb recoil will make it roll over and die. Then again, Life Orb-ed attacks aren't that weak either - the 320 Def buffs Celery up a little to absorb a few hits before it flops over.
The two attacking moves, Earth Power and Grass Knot, let Celery gain coverage against the likes of Lucario, Vaporeon/Suicunes, TTars, and Heatrans before they can do cruel things to the little fairy. Of course, I'm not confident that the fairy can outspeed Heatran/TTar, unless they've been crippled through my Macho Brace Trick *winks* Basic idea is to let Celery do some damage aside from Leech Seed. It always helps, no?
This fairy will have to work with Bronzong if it wants to utilize its attacking moves, though. If I'm not wrong, a Heatran with halved speed will get slaughtered by Earth Power before it can touch the little thing. TTar can be taken down by Lucario before it poses a threat, assuming some well-placed prediction is used. Other than that, the fairy is pretty much fine, isn't it? >.<
Okay, that was a significantly shorter read than Bronzong's! Next...

Tentacruel (F) @ Leftovers
Ability : Clear Body
EVs : 252 HP - 120 Def - 136 SpD
Calm Nature : + SpD, - Atk
- Rapid Spin
- Toxic Spikes
- Sludge Bomb
- Surf
The octopus will act as my Spinner and Team Support.
IVs grant it 341 SpD and 364 HP, coupled with Leftovers let it take a few hits. These "few hits" would allow it to set up two layers of Toxic Spikes, inflicting the badly poisoned state on any pokemon which happily switch in to counter Tentacruel (or my other little friends, for that matter).
Rapin Spin gets rid of entry hazards to allow the weaker members of my team (specifically Stealth Rock for Ninjask) to come in later in preperation for Breloom. This is especially important for me, since Ninjask's health and well-being is vital to its Baton Passing success. A fragile little bug would be easily squished by 25% SR damage... Correction, 50%... T_T
Next, Toxic Spikes. I'm sure we all are aware of how badly the badly poisoned state can screw over sweepers and other pokes. It can either force switches to reset the poison counter, or it can actually help me to take down a few threats to my team, especially those Life Orbers. This is the octopus' form of indirect attack, since its moveslots are mostly used in supporting the sweepers. Well, if Toxic can force switches, my other team members would gain more turns to set up their sweeps.
Sludge Bomb and Surf would let Tentacruel have attacking moves, otherwise it'd be useless once it's set up TSpikes and blown away the floating rocks. It may perhaps chip off a little health with its mediocre 196 SpA, but it would help a little at least. Surf is for Heatran.
Argh, the way my team is so weak to fire types is really getting me all fired up! =="
... that's pretty much all for my octopus. I'm considering replacing Sludge Bomb with Rain Dance, and replacing Celebi with a DDing Kingdra. 2 sweepers is never enough if I screw up along the way... =( Also, a Kingdra in the rain would be a huge asset against something called HEATRAN. argh... Rain Dance also lowers the power of the other Fire-type threats to my fire-weak team.
Now the boring team members are done and over with, let's finally get the party started!

Ninjask (M) @ Leftovers
Ability : Speed Boost
EVs : 252 HP - 252 Atk - 4 SpD
Jolly Nature : + Spe, - SpA
- Protect
- Substitute
- Swords Dance
- Baton Pass
The insect's rather obvious role is to Baton Pass some Speed & Attack boosts to my physical sweeper.
It seriously needs Tentacruel's help, if not it'd be crushed upon entry by floating rocks.
Firstly, I fully invested its EVs in HP and Speed since it doesn't have any attacking moves - its role is solely to pass the boosts. Leftovers lets it create a few more Substitutes. Other than that, its moveset is pretty much self-explanatory...
"3. Have some actual words in your post beyond your six Pokemon and their moves. Not following this makes your post quite boring to read and rate."
*flinches* Okay... I shall write a little bit more. =/
First, Substitute is casted so that Ninjask can take at least one hit from any attacks. Since its speed is the highest in the game, it will definitely be able to get a Sub in before it gets hit. The exception to this would be increased priority moves - Ninjask should be able to take at least one, right? After the Sub is set up, Swords Dance will be clicked. Twice if the Sub hasn't broken on the first turn.
Protect will be used to gain the Speed boosts. Assuming the following has been used, Sub > SD > SD, a final Protect will allow Ninjask to Baton Pass a +4 Spe/Atk boost to my beautiful mushroom sweeper. This brings its Attack to 1,182... something which isn't easily resisted.
Next, the star of the show.

Breloom (F) @ Toxic Orb
Ability : Poison Heal
EVs : 160 HP - 252 Atk - 96 Spe
Adamant Nature : + Atk, - SpA
- Swords Dance
- Spore
- Mach Punch
- Seed Bomb
Once Ninjask's +4 Atk/Spe boosts have been passed to the mushroom, it can begin its berserk frenzy.
The EVs are allocated such that Breloom has a maximised Attack (1,182 with +4 boosts, 1,576 with 3 Swords Dances) as well as 600 Spe after the +4. Ideally, I would pass more Speed to be safe if I could, but... ><" With a +6, Breloom will hit 800 Speed, making sure it would always go first (unless someone pulls a Trick Room on me...) So, 1,182 ~ 1,576 Attack with 600 or 800 Speed (depending on what I can pass...) would decimate anything that doesn't resist my attacks.
The Toxic Orb & Poison Heal give Breloom a 12.5% heal each turn, along with preventing paralysis/sleep which would cause the mushroom to flip over on its belly =( Also, the healing *tries* to offset any damage that may be caused to my little dear, through god knows what. Stealth Rock damage, hail/sandstorm, and other oddities.
Swords Dance is there in case Ninjask can't get me enough Swords Dances before it's ground into dust. Also, it helps regain the mushroom's lost power if I need to switch Breloom out for some reason or another which I can't really think of right now.
Spore. Arguably the best move in the game. Puts to sleep any threats, although I don't think it would make a big difference in the face of Breloom's extreme attack stat. Well, just to be safe. I could replace it with Facade, though - the 140 Base Power through Toxic poisoning will definitely help a lot with stuff like Gyradoses, and stuff. Well, stuff. 140 Base Power is higher than Mach Punch's 60 (STAB) and Seed Bomb's 120.
Mach Punch is a priority move. This will be my main attack, since I don't want something like a Mamoswine pulling an Ice Shard on me before I Seed Bomb it. Also, it would beat the soul out of Heatrans who would otherwise burn me to ash. Well, if I'm confident that the opponent doesn't have any increased priority moves (though there's never a 100% chance!) then I'll use the next move -
Seed Bomb. 120 BP with STAB and high attack stats, picture a sledgehammer on a cute furry mouse. I'll be using this to hit Ghost types which would otherwise screw me over if I carried SD/Spore/MPunch/Facade. Sucker Punch shouldn't be too much of a problem here. My speed should still allow me to outrun Rotoms & Gengars after Ninjask's speed boost. ^.^
This little mushroom would be my team's ace. If it gets ground into a pile of dust at the feet of some Mamoswines, Weaviles or Heatrans - then comes the next team player.

Lucario (F) @ Choice Specs
Ability : Inner Focus
EVs : 4 HP - 252 SpA - 252 Spe
Timid Nature : + Spe, - Atk
- Vacuum Wave
- Shadow Ball
- Aura Sphere
- Hidden Power : Rock
Lucario's role in this team is basically to clean up the mess that Breloom may make of itself.
I'm still wondering if I should give her the Specs or the Scarf - speed is definitely something that she'll need as a revenge killer. If I gave her the Scarf, I'll change her nature to Modest (+ SpA, - Atk) to give her the maximum Special Attack needed for her cleanup job.
I've made this her specially-oriented, since Lucario is used mostly as a Physical attacker and my mushroom already fulfills that role. Anyway, she can now make the best use of her Hidden Power this way. And, she's immune to Intimidate - which can really screw up my end-game if I'm running a fully physical set.
First, Vacuum Wave. The only Special priority move in the game (correct me if I'm wrong). This is used if Breloom has managed to sweep the floor with most of the opponent's team. Like say, if the opponent has very little health left - the speed and Specs bonus will ensure the kill. However, I've to be careful when using this if the opponent has >2 pokemon - if one of them is a Ghost-type, I'm done for unless I can switch out.
Shadow Ball is specifically for stuff like a certain Electric/Ghost pokemon, Gengars, Latiases... the list goes on. Stuff that are weak to Ghost and resistant/immune to my fighting moves.
Aura Sphere, the strongest sure-hit move in the game, gains an edge through Lucario's high SpA combined with STAB. I'd use this if my opponent has a lot of health left and isn't called Rotom (and of course, other Ghosts). If I'm in danger of being outsped, I'll use Vacuum Wave.
HP Rock is for Salamences and Gyaradoses. Flying types in general. Since these are the worst counters to Breloom (and probably the ones to stamp it flat), HP Rock clips these birds' wings mid-flight. Choice Specs is a safe choice with this - it's only resisted by Fighting, Ground, and Steel. Pokemon with these types would have been taken down by my berserk mushroom (hopefully, anyway).
Lucario's "immunity" to Intimidate and part Steel-typing allow it to clean up the mess after my Breloom quite effectively.
.........
Finally, I've finished writing the descriptions for each member -.-"
Yes, I know they're supremely weak to Fire. But, once Breloom is set up and ready to go, it should be able to crush Heatrans and stuff fairly quickly... I think.
I've been toying with the idea of a Kingdra replacing Celebi to abuse Rain Dance on Tentacruel. Well, this would definitely solve my Fire problem, assuming Kingdra doesn't get forced out of battle by fainting.
Uh... That's it I guess? xD I hope this hasn't been too long a read, I was just trying to do the movesets justice... ^^"
Well, I tried to type it in such a way that it'd be entertaining, but... perhaps I wasn't successful? ><
Any suggestions will be greatly appreciated ^.^
Thanks in advance! =D