My first try at an OU team Revamp. Help wanted.
Edit 1: YAY! Thanks to the tip in the RMT rules, I finally got to update my team! ^_^ Updates in Bold.
So...umm...I'm Cute_Lucario both here and on Shoddy and this here is my first real try at a Competitive Battling Team. That being said, my team needs a little help, but I'll talk about that later, for now here is my team.
The Team
Bruno the Bronzong @ Lum Berry
Ability: Levitate
EVs: 252HP 152Atk 8Def 92SpD
Nature: Relaxed
~ Trick Room
~ Gyro Ball
~ Stealth Rock
~ Earthquake
My lead. Bruno here can set up Trick Room with little trouble, barring Taunt of course. If my opponent does Taunt, they may be surprised by the damage that Gyro Ball. A 120 BP attack backed by STAB is nothing to sneeze at. Hypnosis helps to deal with Pokémon that resist Gyro Ball or to deal with defensive Pokes that think they can wall him. I was suprised when Bruno took down three different Metagross leads. Bruno's Earthquake out damaged anything they used on him. After his Trick Room, he can throw up Stealth Rock with, once again, almost no trouble. I chose the Lum Berry as his item so that his Trick Room wouldn't be stopped by Pokémon with Hypnosis or Thunder Wave.
Titania the Rhyperior (f) @ Leftovers
Ability: Solid Rock
EVs: 252Atk 252HP 4Def
Nature: Brave
~ Earthquake
~ Stone Edge
~ Megahorn
~ Swords Dance
My main post Trick Room attacker. Titania's job is to come in after a Trick Room and wreck some havoc. Two great STAB attacks backed up by a 416 Attack stat is not something to be taken lightly, especial this combination. Earthquake rocks anything on the ground while Stone Edge deals with my airborne foes. Megahorn offers some much needed Psychic coverage. If I predect a switch, or if she aint taking much damage, Swords Dance can be used for a great attack boost, letting her OHKO many things, especially during Trick Room.
Elincia the Togekiss (f) @ Leftovers
Ability: Serene Grace
EVs: 252SA 252HP 4Def
Nature: Calm
~ Air Slash
~ Aura Sphere
~ Roost
~ Wish
My main special attacker. Elincia's job is to come in on a Special Wall and KO or scare it off while being able to function without Trick Room. Air Slash and Aura Sphere offers type coverage resisted only by Zapdos and Rotom. Air Slash not only gives her a STAB, but also has such great synergy with Serene Grace. After Trick Room messes with who moves first or Thunder Wave halves her opponents speed that 60% Flinch chance can be killer. Roost is there to increase her bulkiness and give her a chance at stalling out Life Orbed foes. Wish lets her cushion the blows my poke will take switching in, or give Flare or Tiatania another chance to sweep.
Digi the Porygon2 @ Leftovers
Ability: Trace
EVs: 252HP 120SpD 136SpA
Nature: Quiet
~ Trick Room
~ Thunderbolt
~ Ice Beam
~ Recover
My second Trick Roomer. Digi's job is to set up Trick Room when Bronzong can't. Recover gives Digi a nice chance of using Trick Room multiple times and helps to stall out Life Orbs holders. The usual Bolt-Beam combo proves great at dealing with enemy Pokes, and let's him be an immediate threat to any Pokémon it might get a super effective hit on. I switched out for the Leftovers to give Digi a better chance at living.
Flare the Heatran (f) @ Life Orb
Ability: Flash Fire
EVs: 252HP 4Def 252SpA
Nature: Quiet
IVs: 23Atk 30SpA 3Spe
~ Fire Blast
~ Earth Power
~ HP Electric
~ Taunt
My Special Attacker. Flare's job is to take out Steel types. Fire Blast is ment to be her main attack, but I find that I only use it when I have to, it's iffy acuracy is a bit of a turn off to me, I may switch it out for Flamethrower... Earth Power deals with the non Fire weak Steel types and opposing Fire types. HP Electric can, under Trick Room, let him deal with Water types rather well, or if I predict a switch. Taunt helps should my opponent try to set up on her.
Slowsis the Slowbro (f) @ Leftovers
Ability: Own Tempo
EVs: 252HP 252Def 4SpA
Nature: Relaxed
~ Trick Room
~ Slack Off
~ Surf
~ Ice Beam
My Physically Defencive Trick Roomer. Slowsis's job is to come in on Physical foes or Water types and set up Trick Room. Slowsis does Physically what Digi does Specially, set up Trick Room while taking little damage. Slack Off can let her heal up after taking damage, allowing for multipul Trick Rooms. Surf and Ice Beam are standard on most Water types for a reason, Surf supplies the STAB while Ice Beam deals with Dragons.
All this being said, I know this team aint perfect. Entry Hazards give me worlds of hurt. I got my but handed to me by a team of Blissey and Skarmory, and I don’t have much in the way of dealing with Swampert.While Swampert is some what taking care of by Slowsis, if Titania is lost then Blissey gets to have her way with my team. I would like to try to keep the Trick Room theme if I can, but all suggestions are welcome.
Credit for all pictures goes to http://www.arkeis.com/pokemonfactory.htm
The Team

Bruno the Bronzong @ Lum Berry
Ability: Levitate
EVs: 252HP 152Atk 8Def 92SpD
Nature: Relaxed
~ Trick Room
~ Gyro Ball
~ Stealth Rock
~ Earthquake
My lead. Bruno here can set up Trick Room with little trouble, barring Taunt of course. If my opponent does Taunt, they may be surprised by the damage that Gyro Ball. A 120 BP attack backed by STAB is nothing to sneeze at. Hypnosis helps to deal with Pokémon that resist Gyro Ball or to deal with defensive Pokes that think they can wall him. I was suprised when Bruno took down three different Metagross leads. Bruno's Earthquake out damaged anything they used on him. After his Trick Room, he can throw up Stealth Rock with, once again, almost no trouble. I chose the Lum Berry as his item so that his Trick Room wouldn't be stopped by Pokémon with Hypnosis or Thunder Wave.

Titania the Rhyperior (f) @ Leftovers
Ability: Solid Rock
EVs: 252Atk 252HP 4Def
Nature: Brave
~ Earthquake
~ Stone Edge
~ Megahorn
~ Swords Dance
My main post Trick Room attacker. Titania's job is to come in after a Trick Room and wreck some havoc. Two great STAB attacks backed up by a 416 Attack stat is not something to be taken lightly, especial this combination. Earthquake rocks anything on the ground while Stone Edge deals with my airborne foes. Megahorn offers some much needed Psychic coverage. If I predect a switch, or if she aint taking much damage, Swords Dance can be used for a great attack boost, letting her OHKO many things, especially during Trick Room.

Elincia the Togekiss (f) @ Leftovers
Ability: Serene Grace
EVs: 252SA 252HP 4Def
Nature: Calm
~ Air Slash
~ Aura Sphere
~ Roost
~ Wish
My main special attacker. Elincia's job is to come in on a Special Wall and KO or scare it off while being able to function without Trick Room. Air Slash and Aura Sphere offers type coverage resisted only by Zapdos and Rotom. Air Slash not only gives her a STAB, but also has such great synergy with Serene Grace. After Trick Room messes with who moves first or Thunder Wave halves her opponents speed that 60% Flinch chance can be killer. Roost is there to increase her bulkiness and give her a chance at stalling out Life Orbed foes. Wish lets her cushion the blows my poke will take switching in, or give Flare or Tiatania another chance to sweep.

Digi the Porygon2 @ Leftovers
Ability: Trace
EVs: 252HP 120SpD 136SpA
Nature: Quiet
~ Trick Room
~ Thunderbolt
~ Ice Beam
~ Recover
My second Trick Roomer. Digi's job is to set up Trick Room when Bronzong can't. Recover gives Digi a nice chance of using Trick Room multiple times and helps to stall out Life Orbs holders. The usual Bolt-Beam combo proves great at dealing with enemy Pokes, and let's him be an immediate threat to any Pokémon it might get a super effective hit on. I switched out for the Leftovers to give Digi a better chance at living.

Flare the Heatran (f) @ Life Orb
Ability: Flash Fire
EVs: 252HP 4Def 252SpA
Nature: Quiet
IVs: 23Atk 30SpA 3Spe
~ Fire Blast
~ Earth Power
~ HP Electric
~ Taunt
My Special Attacker. Flare's job is to take out Steel types. Fire Blast is ment to be her main attack, but I find that I only use it when I have to, it's iffy acuracy is a bit of a turn off to me, I may switch it out for Flamethrower... Earth Power deals with the non Fire weak Steel types and opposing Fire types. HP Electric can, under Trick Room, let him deal with Water types rather well, or if I predict a switch. Taunt helps should my opponent try to set up on her.

Slowsis the Slowbro (f) @ Leftovers
Ability: Own Tempo
EVs: 252HP 252Def 4SpA
Nature: Relaxed
~ Trick Room
~ Slack Off
~ Surf
~ Ice Beam
My Physically Defencive Trick Roomer. Slowsis's job is to come in on Physical foes or Water types and set up Trick Room. Slowsis does Physically what Digi does Specially, set up Trick Room while taking little damage. Slack Off can let her heal up after taking damage, allowing for multipul Trick Rooms. Surf and Ice Beam are standard on most Water types for a reason, Surf supplies the STAB while Ice Beam deals with Dragons.
All this being said, I know this team aint perfect. Entry Hazards give me worlds of hurt. I got my but handed to me by a team of Blissey and Skarmory, and I don’t have much in the way of dealing with Swampert.While Swampert is some what taking care of by Slowsis, if Titania is lost then Blissey gets to have her way with my team. I would like to try to keep the Trick Room theme if I can, but all suggestions are welcome.
Credit for all pictures goes to http://www.arkeis.com/pokemonfactory.htm
Edit 1: YAY! Thanks to the tip in the RMT rules, I finally got to update my team! ^_^ Updates in Bold.