I can't think of anything to start off with, other than that I have only slight experience in competitive battling. This team has been doing fairly decent, winning about 2/3 of my games. Although there is definitely a few things that could be altered. Constructive criticism is greatly appreciated. Well, let's get to business, here's the team:
Changes in bold italics.
Latios @ Choice Specs
Nature: Timid
Ability: Levitate
4 HP/252 Special Attack/252 Speed
- Draco Meteor
- Surf
- HP Fire
- Trick
Latios came in over the Galvantula that I had before due to a suggestion from LK. He is used in Galv's place and definitely has surpassed him in the usefulness department. Draco Meteor for excessively powerful STAB. Surf takes care of the random fires, rocks, and grounds that tended to get quite annoying at times, and is a good move to use if planning to stay in for more than one turn. HP Fire is nice at taking care of things like Scizor, Forretress, Ferrothorn, and Skarmory, plus gets perfect neutral coverage with Draco Meteor. Trick is for crippling walls and setup pokemon, I'm looking at you Blissey.
Garchomp @ Choice Scarf
Nature: Jolly
Ability: Sand Veil
4 HP/252 Attack/252 Speed
-Outrage
-Earthquake
-Stone Edge
-Fire Blast
After getting a special sweeper, I figured that I needed a physical counterpart. Garchomp resisted both of Galvantula’s weaknesses and he has amazing attack and speed, so I figured he fit the part well. There are a few things that I wanted to outspeed, namely Starmies, Salamences, the Lati@ses, Gengar, etc., so I went with a choice scarf. Outrage seemed better in my opinion than Dragon Claw, since he would only be in for a few turns anyways with a scarf on him. Earthquake is for STAB and coverage. Stone Edge is for coverage in combination with Earthquake. Fire Blast is for Scizors, Ferrothorns, and Forretresses.
Skarmory @ Leftovers
Nature: Careful
Ability: Sturdy
252 HP/200 Def /56 Special Defense
-Spikes
-Stealth Rock
-Roost
-Whirlwind
Skarmory took over for Ferrothorn due to another suggestion from LK. Skarmory definitely does a better job at the same role in my experience, plus isn't setup fodder for things like Conkeldurr and Gyarados. Spikes and Stealth Rock are for entry hazard setup, Roost is to maintain his stay as a wall, and Whirlwind gets rid of enemy entry hazards, phazes, and makes good use of those entry hazards.
Blaziken @ Life Orb
Nature: Adamant
Ability: Speed Boost
4 HP/252 Attack/252 Speed
-Protect
-Blaze Kick
-Hi Jump Kick
-Stone Edge
After a suggestion by evan1o1, I tested out Blaziken and he definitely worked out better than Conkeldurr. He keeps up a faster pace on the team, and doesn't need any essential evs split off into special defense. Protect is to take advantage of Speed Boost and to avoid attacks like an Excadrill's Earthquake then getting an extra +1 speed and kicking it the next turn. Blaze Kick and Hi Jump Kick are for STAB and coverage, and Stone Edge is to round off the coverage.
Starmie @ Life Orb
Nature: Timid
Ability: Natural Cure
4 HP/252 Special Attack/252 Speed
-Hydro Pump
-Thunderbolt
-Ice Beam
-PsyShock
I still needed another special attacker considering I only had one special sweeper. Starmie’s 115 base speed was nice, yet still had good power to back it up, so it stood out quite nicely. Hydro Pump and PsyShock are for STAB and coverage, and Thunderbolt & Ice Beam are for perfect coverage and I’ve found them both to be quite useful in different scenarios.
Terrakion @ Life Orb
Nature: Naïve
Ability: Justified
252 Attack/4 Special Attack/252 Speed
-Close Combat
-Stone Edge
-HP Ice
-Rock Polish
I saw a couple of these guys hovering around in a few of the teams I saw in some forum lurking. He has his uses; however, they don’t seem to come around often enough to justify him. I couldn’t really figure out a replacement. Anyways, Close Combat and Stone Edge have STAB and nice coverage, HP Ice guarantees a 2HKO on Gliscor, and Rock Polish is a nice move to use to take advantage of switches.
I have noticed that I seem to have an issue mainly with Reuniclus and Volcarona. Any suggestions on how I can go about dealing with them?
Changes in bold italics.

Latios @ Choice Specs
Nature: Timid
Ability: Levitate
4 HP/252 Special Attack/252 Speed
- Draco Meteor
- Surf
- HP Fire
- Trick
Latios came in over the Galvantula that I had before due to a suggestion from LK. He is used in Galv's place and definitely has surpassed him in the usefulness department. Draco Meteor for excessively powerful STAB. Surf takes care of the random fires, rocks, and grounds that tended to get quite annoying at times, and is a good move to use if planning to stay in for more than one turn. HP Fire is nice at taking care of things like Scizor, Forretress, Ferrothorn, and Skarmory, plus gets perfect neutral coverage with Draco Meteor. Trick is for crippling walls and setup pokemon, I'm looking at you Blissey.

Garchomp @ Choice Scarf
Nature: Jolly
Ability: Sand Veil
4 HP/252 Attack/252 Speed
-Outrage
-Earthquake
-Stone Edge
-Fire Blast
After getting a special sweeper, I figured that I needed a physical counterpart. Garchomp resisted both of Galvantula’s weaknesses and he has amazing attack and speed, so I figured he fit the part well. There are a few things that I wanted to outspeed, namely Starmies, Salamences, the Lati@ses, Gengar, etc., so I went with a choice scarf. Outrage seemed better in my opinion than Dragon Claw, since he would only be in for a few turns anyways with a scarf on him. Earthquake is for STAB and coverage. Stone Edge is for coverage in combination with Earthquake. Fire Blast is for Scizors, Ferrothorns, and Forretresses.

Skarmory @ Leftovers
Nature: Careful
Ability: Sturdy
252 HP/200 Def /56 Special Defense
-Spikes
-Stealth Rock
-Roost
-Whirlwind
Skarmory took over for Ferrothorn due to another suggestion from LK. Skarmory definitely does a better job at the same role in my experience, plus isn't setup fodder for things like Conkeldurr and Gyarados. Spikes and Stealth Rock are for entry hazard setup, Roost is to maintain his stay as a wall, and Whirlwind gets rid of enemy entry hazards, phazes, and makes good use of those entry hazards.

Blaziken @ Life Orb
Nature: Adamant
Ability: Speed Boost
4 HP/252 Attack/252 Speed
-Protect
-Blaze Kick
-Hi Jump Kick
-Stone Edge
After a suggestion by evan1o1, I tested out Blaziken and he definitely worked out better than Conkeldurr. He keeps up a faster pace on the team, and doesn't need any essential evs split off into special defense. Protect is to take advantage of Speed Boost and to avoid attacks like an Excadrill's Earthquake then getting an extra +1 speed and kicking it the next turn. Blaze Kick and Hi Jump Kick are for STAB and coverage, and Stone Edge is to round off the coverage.

Starmie @ Life Orb
Nature: Timid
Ability: Natural Cure
4 HP/252 Special Attack/252 Speed
-Hydro Pump
-Thunderbolt
-Ice Beam
-PsyShock
I still needed another special attacker considering I only had one special sweeper. Starmie’s 115 base speed was nice, yet still had good power to back it up, so it stood out quite nicely. Hydro Pump and PsyShock are for STAB and coverage, and Thunderbolt & Ice Beam are for perfect coverage and I’ve found them both to be quite useful in different scenarios.

Terrakion @ Life Orb
Nature: Naïve
Ability: Justified
252 Attack/4 Special Attack/252 Speed
-Close Combat
-Stone Edge
-HP Ice
-Rock Polish
I saw a couple of these guys hovering around in a few of the teams I saw in some forum lurking. He has his uses; however, they don’t seem to come around often enough to justify him. I couldn’t really figure out a replacement. Anyways, Close Combat and Stone Edge have STAB and nice coverage, HP Ice guarantees a 2HKO on Gliscor, and Rock Polish is a nice move to use to take advantage of switches.
I have noticed that I seem to have an issue mainly with Reuniclus and Volcarona. Any suggestions on how I can go about dealing with them?