Hows about a double or triple team suggestion. Keep in mind it's ability Flower Gift. Let's combine with either fast physical fire type such as Infernape to use Sunny Day or a Hidden Ability Ninetails (for Drought, or even Groudon if ya wanna play legendaries). Pokemon get a +1 boost (50%) to Attack and Special Defence when Cherrim is in play and it is sunny, this can be lethal in a double or triple battle.
So let's go with a Triple Battle set, Cherrim, Infernape and Ninetails (HA).
Ninetails is a brilliant special wall. Drought makes it sunny which boosts Fire-Type moves and activates Flower Gift to further boost Ninetails' amazing Sp. Def. combine with brilliant speed and access to Calm Mind to set up, Flamethrower for Sunny-boosted STAB and Energy Ball to cover his Ground and Rock weaknesses, he will be a very fearful opponent. Give him a Heat Rock to keep Drought in play for longer.
Infernape is a super fast physical sweeper with access to powerful moves such as Close Combat, Flare Blitz and STAB priority in the form of Mach Punch. His attack is boosted due to Flower Gift and his Sp. Def boost will let him take a special hit or two, maybe even survive a Psychic if you EV him right. Close Combat covers Rock and Ice-types and maybe provide him with Stone Edge or Earthquake to deal with Fire-Type threats (I'd recommend Stone Edge or Rock Slide over Earthquake due to Charizard and Talonflame). Maybe instead of Mach Punch give him Sunny Day (to restore the weather if the opponent switches in a Tyranitar or something). Drop him a Life Orb to boost power to astronomical levels.
Lastly we have the support, Cherrim. I would recommend Protect (to survive), Heal Pulse (for healing the Ninetails wall and Infernape's recoil), Solarbeam/Petal Blizzard/Dazzling Gleam (Petal Blizzard is boosted by Flower Gift and hits all adjacent opponents, Solarbeam is self-explanatory, Dazzling Gleam is because Ninetails already has Energy Ball and an Earthquake from a non-flying Dragon-type would ruin Infernape and Ninetails) and Helping Hand/Sweet Scent/Aromatherapy/Tickle (for stat support, Helping Hand would allow Infernape to pretty much 1-shot anything with Flare Blitz and almost anything with Close Combat, Sweet Scent makes targets more vulnerable to Stone Edge, Aromatherapy to stop Paralysis on Infernape, and Tickle to destroy Physical walls and opponents who try to set up a Physical Sweeper). Item I would suggest would be either a Quick Claw (always handy for slow Pokemon) or Leftovers (due to this Cherrims lack of self healing) .
If the Pokemon are laid out like this, Cherrim can get an initial Sweet Scent in. Also makes Pokemon more likely to target Cherrim. Ninetails can switch with Cherrim should you anticipate a Special Move is going to be used, but you can't use protect that round. Cherrim should always return to the middle though, to heal it's team-mates. With Protect, try to play mind games, the opponent will probably anticipate you to use Protect every other turn, so dont. Be erratic with it. If needed, shift Infernape to the center to hit a faraway target, but make sure to heal it with Cherrim on that turn too as it is more likely to be targeted for attacks which would be dangerous when using a recoil move.
So there ya go, try that triple battle plan out, or try messing around with the Pokemon, such as changing Infernape for Medicham (Pure Power with make the Flower Gift boost 100% on Medicham as opposed to 50%) with a sun-boosted Fire Punch.