Let's see. I'd rather know the EVs since they are very important.
Ninjask - immediately your opponent will upon seeing Jask switch to a hazer/pseudohazer, and this is when you immediately catch them offguard. Adamant nature, since you're gonna be going first anyway while they switch, and then one round later you're automatically faster than even Deoxys-E (minus Extremespeed of course). I like HP Rock over HP Ground though for Jask, means you can take down Aero/other fliers easier (but an Intimidate switch in can screw you over, once they realise you're a CBer). Overall, it works as a nice surprise, so be surprising!
EV/Nature: Adamant; max Speed/Attack
Magneton - HP Fire if you please. I'd rather have Metal Sound as well since it scares Blissey away (predict a switch in and watch the fun as they squeal in pain).
Nature: +Def/Sp Att, - Att; EV: Sp Att, Def, minor Sp Def, minor HP
Gengar - McIcegar is the most all-round set, but you can throw a few surprises in. Giga Drain over HP Grass if you use that. Leftovers over Lum.
Nature: + Speed, - Att, EV: Speed, Sp Att, minor HP/Def/Sp Def
Skarmory - aiming to take out Magneton means sacrificing too much of his defensive EVs, it's not really worth it IMO. Also, lose Toxic for HP Flying, and use Steel Wing over HP Ground, much more all round offensive coverage that way.
Nature: + Def, - Sp Att; EV: HP, max Def, Att
Forretress/Cloyster - I'd be tempted to use Cloyster, but he's easily vunerable to special attacks. With Dusclops as a Special Tank, it could work better and not be caught out by Magneton.
Nature/EVs: same as Skarm for Forretress, Sp Att over Att EV for Cloyster.
Dusclops: here we go, one of my favourites:
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EV: 252 HP, 24 Att, minor Def, Sp Def
Nature: + Att, - Speed
Focus Punch
Shadow Ball
Night Shade
Will-O-Wisp
24 Attack EV means a OHKO on Alakazam with Shadow Ball. Focus Punch is all about prediction, and he doesn't need Substitute to pull this one out. Doesn't need huge Defence EV since WoW helps out there, so put a small amount in Def and sink the rest in Sp Def.
Vaporeon/Lapras - tough choice to make. I prefer Lapras, but Vaporeon can pseudopass Wish to your team, making it much more helpful. Roaring Lapras is nothing to mess around with however, can cause all sorts of trouble for a team not expecting it. I also prefer Roar over Haze since that also rids those pesky Substitutes as well. Lapras is a more reliable choice, IMO, giving you greater Suicune protection, but Vaporeon is the best of the two.
Nature: + Sp Def/Def, - Att; EV: HP, Def, Sp Def, Sp Att
As for your sixth member, definately something with Quick Attack is a start, since you lack that. Overall, you have: 2 x Ghost/Dark weakness, 3 x Fire weakness (4 x if you use Venusaur), so maybe Houndoom as a sixth member to cover those weaknesses, as an immediate thought. Still no QA, but if you manage to keep Ninjask around you may not need it.
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EV: Speed, Sp Att, minor Def
Nature: + Sp Att/- Att
Pursuit
HP Grass
Flamethrower/Fire Blast
Snatch/Torment/Sunny Day
Catch those Psychic types on the switch out with Pursuit, lay on the annoyance moves against tanks, and proceed to sweep against lower-speed opponents. Beware of Breloom though since it can also throw Mach Punch at you for a KO/near KO.