At the moment I'm doing damage calculations for your team to give you adaptations for your team. Also just a few things
- on braviary run return > Crush claw if you have max happiness on braviary. (keep giving it massages and other things described here)
- no ingrain on maractus, It prevents you from switching and you would generally be better off using subseed also please don't use sunny day as none of the other team members benefit, perhaps use toxic? on top of all of that you would be better off with storm drain or preferably water absorb as an ability as maractus would be played as a staller.
- Zap cannon is not worth having on probopass as it will rarely hit and while I appreciate that block, lock-on and zap cannon may work probopass will more than likely be at least 3hko'd by most things, give it stealth rock (egg-move) instead of block, thunderbolt instead of zap cannon and perhaps use a chestorest strategy > leftovers & lock-on.
- I notice you replaced shadow ball < t-wave on blissey and you might consider replacing flamethrower with seismic toss as it provides a reliable 100 damage.
-on scizor replace one of substitute, agility or swords dance with an attacking move like bullet punch because you have no attacking moves you are taunt bait and with prankster whimsicott and thundurus with taunt running around you cant afford to not have an attacking move. Also you will need to replace quick claw with something else as the item is not allowed. (in standard play)
- replace amnesia on golduck with psyshock to hit blissey and other special walls/sponges or calm mind to which boosts special defense anyway while also giving your special attack some helpful boosts.
Hope this helps and once I've done my calculations if I have any other suggestions ill tell you ^^ oh yeah, and look
here for what is acceptable in standard play (only 1 item of a kind in a team)