On the Smogon University server this team has peaked all the up to #9 at 1282 points... before a losing streak to hax dropped me all the way to the mid-20s >_> (Just in case anyone is wondering, my IGN is WoShiDavid) Anyway here goes.
Crustle (F)
Held Item: Leftovers
Ability: Sturdy
Nature: Impish
EVs: 224 HP, 252 Def, 32 Sp Def
~ Spikes
~ Stealth Rock
~ Rock Blast
~ X-Scissor
Typical deploying of entry hazards here. Rock Blast is a nasty surprise for Accelgor and Aerodactyl when they Taunt me, X-Scissor as an auxillary STAB move for Grass/Dark/Psychic types. Whenever possible I try to use Crustle as a lead to get entry hazards out there ASAP, but depending on the situation I'll sometimes keep it reserved.
Lanturn (F)
Held Item: Leftovers
Ability: Volt Absorb
Nature: Calm
EVs: 40 HP, 252 Def, 216 Sp Def
~ Thunder Wave
~ Confuse Ray
~ Volt Switch
~ Surf
What better way to abuse entry hazards then to force switches? Thunder Wave + Confuse Ray = Only 3/8 chance of moving, and is particularly effective if I switch in to Water, Electric (Without Volt Absorb or Motor Drive) and Fire types who can barely dent me. I am thinking of using Scald over Surf but the burn chance may conflict with my parafusion strategy :/ I am also thinking of using Heal Bell in the last slot as my team is very vulnerable to status, but I'll be stopped my Ground types whom I could otherwise defeat, so I am quite undecided.
Moltres (G)
Held Item: Life Orb
Ability: Pressure
Nature: Timid
EVs: 252 Sp Atk, 4 Def, 252 Spe
~ Fire Blast
~ Air Slash
~ Hidden Power [Grass]
~ Roost
Only one thing to do: Burn everything in sight. It is crucial that I get at least Stealth Rock up otherwise Slowking won't be 2KOed by Hidden Power [Grass]. In the unfortunate situation that this happens, I always have Lanturn to help out and keep the momentum going with Volt Switch. As Moltres isn't the speediest thing around, I try to deploy him later on in the match where Lanturn has paralyzed faster opponents. Stealth Rock also must be removed, but that's why I have a spinner as you'll see later.
Tangrowth (F)
Held Item: Leftovers
Ability: Regenerator
Nature: Relaxed
EVs: 252 HP, 252 Def, 4 Sp Def
~ Sleep Powder
~ Power Whip
~ Hidden Power [Fire]
~ Leech Seed
Here is Tangrowth, who completes a Fire-Water-Grass core. Can handle stuff like Aerodactyl and basically speedy physical attackers which would otherwise be a problem for Moltres and hit the switch-in with Sleep Powder. Rinse and repeat with Regenerator. Power Whip is a powerful attack to retaliate against Water types while Hidden Power [Fire] to hit Steel types and Leech Seed for added recovery, quite self-explanatory.
Sandslash (F)
Held Item: Lum Berry
Ability: Sand Veil
Nature: Adamant
EVs: 252 HP, 252 Atk, 4 Sp Def
~ Swords Dance
~ Earthquake
~ Night Slash
~ Rapid Spin
Of course I need a spinner, otherwise Moltres is totally screwed over by Stealth Rock. When I see a Ghost-type on the opposing team, I just use Swords Dance while they anticipate a Rapid Spin on the switch in. While they try to burn me, I just shrug it off with a Lum Berry and KO with Night Slash. In the case of the ever-so-prominent Cofagrigus, it's slower and is 2KOed by a boosted Earthquake/Night Slash after Stealth Rock, leaving me free to spin away Stealth Rock later on in the match.
Golurk (G)
Held Item: Leftovers
Ability: Iron Fist
Nature: Adamant
EVs: 200 HP, 252 Atk, 12 Def, 44 Spe
~ Substitute
~ Earthquake
~ Shadow Punch
~ Focus Punch
I'll need to use something that can spin-block and at the same time maintain some offensive presence, so yeah I decided to use Golurk. He can pretty much destroy the entire RU metagame with the right move except for a few defensive Pokemon such as Tangrowth, Quagsire and Sandslash, all who are KOed by Moltres with the appropriate move.
So what do you guys think? I think I should replace Tangrowth with Roselia, as my team doesn't really handle special attacking Grass types too well, in particular Sceptile, whom I have to be really careful around, and she can also absorb Toxic Spikes but that would also mean I can't handle Ground types so easily anymore and Roselia doesn't have the longevity of Tangrowth in general so I'm on the fence :/ Should I get a cleric as my team is very vulnerable to status? I would also like to fit in something that knows Roar/Whirlwind so as to abuse entry hazards further, but I can't replace anything here, or can I? What do you all think?

Crustle (F)
Held Item: Leftovers
Ability: Sturdy
Nature: Impish
EVs: 224 HP, 252 Def, 32 Sp Def
~ Spikes
~ Stealth Rock
~ Rock Blast
~ X-Scissor
Typical deploying of entry hazards here. Rock Blast is a nasty surprise for Accelgor and Aerodactyl when they Taunt me, X-Scissor as an auxillary STAB move for Grass/Dark/Psychic types. Whenever possible I try to use Crustle as a lead to get entry hazards out there ASAP, but depending on the situation I'll sometimes keep it reserved.

Lanturn (F)
Held Item: Leftovers
Ability: Volt Absorb
Nature: Calm
EVs: 40 HP, 252 Def, 216 Sp Def
~ Thunder Wave
~ Confuse Ray
~ Volt Switch
~ Surf
What better way to abuse entry hazards then to force switches? Thunder Wave + Confuse Ray = Only 3/8 chance of moving, and is particularly effective if I switch in to Water, Electric (Without Volt Absorb or Motor Drive) and Fire types who can barely dent me. I am thinking of using Scald over Surf but the burn chance may conflict with my parafusion strategy :/ I am also thinking of using Heal Bell in the last slot as my team is very vulnerable to status, but I'll be stopped my Ground types whom I could otherwise defeat, so I am quite undecided.

Moltres (G)
Held Item: Life Orb
Ability: Pressure
Nature: Timid
EVs: 252 Sp Atk, 4 Def, 252 Spe
~ Fire Blast
~ Air Slash
~ Hidden Power [Grass]
~ Roost
Only one thing to do: Burn everything in sight. It is crucial that I get at least Stealth Rock up otherwise Slowking won't be 2KOed by Hidden Power [Grass]. In the unfortunate situation that this happens, I always have Lanturn to help out and keep the momentum going with Volt Switch. As Moltres isn't the speediest thing around, I try to deploy him later on in the match where Lanturn has paralyzed faster opponents. Stealth Rock also must be removed, but that's why I have a spinner as you'll see later.

Tangrowth (F)
Held Item: Leftovers
Ability: Regenerator
Nature: Relaxed
EVs: 252 HP, 252 Def, 4 Sp Def
~ Sleep Powder
~ Power Whip
~ Hidden Power [Fire]
~ Leech Seed
Here is Tangrowth, who completes a Fire-Water-Grass core. Can handle stuff like Aerodactyl and basically speedy physical attackers which would otherwise be a problem for Moltres and hit the switch-in with Sleep Powder. Rinse and repeat with Regenerator. Power Whip is a powerful attack to retaliate against Water types while Hidden Power [Fire] to hit Steel types and Leech Seed for added recovery, quite self-explanatory.

Sandslash (F)
Held Item: Lum Berry
Ability: Sand Veil
Nature: Adamant
EVs: 252 HP, 252 Atk, 4 Sp Def
~ Swords Dance
~ Earthquake
~ Night Slash
~ Rapid Spin
Of course I need a spinner, otherwise Moltres is totally screwed over by Stealth Rock. When I see a Ghost-type on the opposing team, I just use Swords Dance while they anticipate a Rapid Spin on the switch in. While they try to burn me, I just shrug it off with a Lum Berry and KO with Night Slash. In the case of the ever-so-prominent Cofagrigus, it's slower and is 2KOed by a boosted Earthquake/Night Slash after Stealth Rock, leaving me free to spin away Stealth Rock later on in the match.

Golurk (G)
Held Item: Leftovers
Ability: Iron Fist
Nature: Adamant
EVs: 200 HP, 252 Atk, 12 Def, 44 Spe
~ Substitute
~ Earthquake
~ Shadow Punch
~ Focus Punch
I'll need to use something that can spin-block and at the same time maintain some offensive presence, so yeah I decided to use Golurk. He can pretty much destroy the entire RU metagame with the right move except for a few defensive Pokemon such as Tangrowth, Quagsire and Sandslash, all who are KOed by Moltres with the appropriate move.
So what do you guys think? I think I should replace Tangrowth with Roselia, as my team doesn't really handle special attacking Grass types too well, in particular Sceptile, whom I have to be really careful around, and she can also absorb Toxic Spikes but that would also mean I can't handle Ground types so easily anymore and Roselia doesn't have the longevity of Tangrowth in general so I'm on the fence :/ Should I get a cleric as my team is very vulnerable to status? I would also like to fit in something that knows Roar/Whirlwind so as to abuse entry hazards further, but I can't replace anything here, or can I? What do you all think?