I think.. you need a lot of help refining your team.
First you should reference
this thread for the basics, as four out of six of your pokemon break rule #3: Don't have two attacks of the same type on one pokemon. There are a few exceptions to this, but none of your pokemon fit the bill.
Second, several of your pokemon are using attacks that serve little or no purpose to them:
Ninjask, while best as a baton passer can still make for a pretty good scout and finisher. Ninjask is, however, a terrible special attacker and should never be using special attacks to deal damage, unless you're going for some very specialized targets with 4x weaknesses, and even then they will bounce off without KOing. False swipe is also a terrible competitive choice as it not only has a low base power, but prevents you from KOing your target.
Exploud as I recently learned, makes for a decent special attacker given STAB on Boomburst, as well as scrappy to surprise ghost types. As far as exploud sets go, it's mostly solid and pairs well with Charizard-Y [even if it mimics the coverage Charizard should have itself] Solarbeam is risky as Exploud may not always have sunlight to bolster it, but what stands out as a bad decision to me is Smellingsalts. Not only is this a physical move, but there's nothing on your team to paralyze for it.
Charizard... WHY HAVE THREE PHYSICAL ATTACKS. Every Charizard-Y should carry Solarbeam + Fire attack and then any choice of coverage/utilty among the last two slots. It -may- be worthwhile to have one physical attack [such as Earthquake for heatran, or some fighting move for Tyranitar] but to have more than one is an utter waste of your stats.
Grumpig's most valuable move currently is magic coat and I don't know why you'd consider removing it. It is also the worst case scenario as far as a lack of coverage goes. I don't know what's available to Grumpig, although I know it's best role is being specially defensive. Magic Coat is not a bad choice, but it's only STAB should be Psychic or Psyshock. Coincidentally, a king's rock on something so slow will likely never serve it's purpose.
Greninja suffers from the exact opposite problem as Grumpig - It's already fast enough and has no need for a quick claw. If you intend to keep a mostly offensive grumpig and don't want it to carry leftovers, it can make much better use of a quick claw. Greninja has the stats to pull a mixed sweeper off fairly well, and I would personally choose some different coverage options for the attacks - You don't need both Water Shuriken AND Shadow Sneak, one or the other will suffice. Greninja can also make great use of U-turn, Spikes, Ice Beam, and Taunt as possible options. If you decide to run it without a held item, Acrobatics is also available.
Articuno makes the third pokemon on this team to have a 4x weakness to rock, and thus would lose half of its HP to stealth rock just by switching in. That aside, it's set is also terrible and Sheer Cold will almost always be banned under normal circumstances. IF you're battling in a metagame that Sheer Cold is -not- banned, I'd advise teaching Articuno Mind Reader as it will guarantee Sheer Cold will hit. Next to that, you'd want roost and I don't even know what else because that's really all that this Articuno needs - Substitute perhaps. If you're playing somewhere that Sheer Cold -IS- banned, then you'll more than likely want to build Articuno to work like a specially defensive attacker or team support... with several weaknesses and no notable resistances. Reflect, Roost, Ice Beam and Toxic could make for a useable support set.