Half of the reason to use Breloom lies in the sweet, sweet, never-missing Spore. Not running it, even on a Scarf set, is practically a waste of a teamslot. Furthermore, PuP only outdamages Force Palm after three hits, something no decent player would allow Breloom to have. The Parahax is also a nice addition. If you really want to set up with Breloom, you might as well just use Swords DanceBreloom @ choice scarf
Ability: Technician
Adamant/Jolly, 252 atk 252 speed, 4hp
-Power up punch
-Fling
-bullet seed/Mach punch
-Rock tomb/Mach punch
With aegislash gone this breloom increases in viability. The idea of this set is to outspeed what you need to with scarf and revenge them, then fling it when the need to be sanic fast is gone OR sweep with scarf power up punch.
This set makes a great lead and also as a revenge killer. PuP has around the same BP of force palm, trading the small paralysis chance for attack boosts, thereby making it stronger than force palm on the second attack. Since it is strategically the same to scarf moxie salamence, It's important to take care of hard counters(i.e. ghosts) before you click x to win. Before your sweep, if you anticipate a ghost switch in, fling your scarf at em and if they aren't outright OHKO'd, finish with rock tomb/ bullet seed. Then alternate between PuP bullet seed/mach punch to sweep what's left. Bullet seed for consistent STAB, maiming water types; chiefly rotom-w and quagsire. Rock tomb is for hitting opposing fire types like the Charizards, and Breloom's biggest counter, talonflame. Tbird resists both of Breloom's STABs as well as both of its own being SE against him. Thus rock tomb is very important to catch him on the switch-in as Breloom has no chance of winning 1v1. Mach punch can be substituted for either one, being very useful once the scarf is flung. However, you do lose out on the important aforesaid coverage. If you insist on adding it to the set, I reccomend getting rid of bullet seed, as rock tomb proves more useful by lowering speed and catching talonflame. It's basically up to what your team can, and cannot deal with. No rotom-w counters? Bullet seed. Getting rekt by charizard y, and getting outsped by everybody and their mamma's rhyorn? Rock tomb's your man.
This set greatly appreciates sticky web and stealth rock support, especially if forgoing rock tomb or going adamant. Even with a scarf, base 70 speed is abyssmal. This makes either galvantula or smeargle valued partners. Sticky web is more important, so if you don't want smeargle as dead weight, slap memento on him or just go with galvantula. Heatran is an excellent partner to Breloom; being resistant to all his weaknesses and elimanating grass type counters lacking earthquake. In addition, he mutilates fairy types being x4 resistant to their bullshit and takes care of breloom's biggest counter, Talonflame. A breloom/heatran/gengar core would be an excellent addition to a HO team, taking care of each other's checks and counters. Switching Gengar with Rotom-W would change it to a bulky offensive core. In addition, Rotom-w would give you two talonflame hard counters, and since they are EVERYWHERE these days that is by no means overkill.
While it's unfortunate that Breloom doesn't have access to a particularly great Dark-type move, that is no reason to sacrifice a moveslot for a one-use move with a base power of 10 and no side effect. Fling is one of those moves that maybe has gimmicky use on one or two Pokemon (like Acrobatics PH Gliscor), but should never be used outside of that. IMO, the best ScarfLoom set is Spore/Mach Punch/Rock Tomb/Bullet Seed. At least that's the one that gives my semistall team the most issues.
EDIT: Greninja'd by quite a few minutes; evidently I got severely distracted mid-post