Swagplay is unreliable? I'm pretty sure it got banned from competitive play...
Metagross
252 Att, 252 HP, 4 SpDef
Meteor Mash
Hammer Arm
Zen Headbutt
Earthquake
This set is fairly good coverage wise for Metagross, however I'd swap Hammer Arm for Bullet Punch, as priority is kinda key for Metagross. Also if you can make it Mega, as the bulk boost is insane. Otherwise stick a lefties or life orb on and have the following:
Metagross @ Leftovers/Life Orb
Ability: Clear Body
252 Att / 252 HP / 4 SpD
Adamant Nature
- Meteor Mash
- Bullet Punch
- Zen Headbutt
- Earthquake
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Klefki
252HP, 128 Def, 128Sp Def
Swagger
Foul Play
Spikes
Toxic
As you're not playing Super Smogon Competitive, definitely use a SwagPlay set. It was banned from OverUsed for a reason and that's because it broke the tier. I however recommend Screens + Light Clay + SwagPlay to set up screens so your other mons can tank even harder. I recommend:
Klefki @ Light Clay
Ability: Prankster
252HP / 128 Def / 128 SpD [Or 252HP / 252 SpD / 4 Def --> See below]
Careful Nature
- Swagger
- Foul Play
- Light Screen
- Reflect
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Aegislash
252Att, 128 Sp Def, 128 Def
Swords Dance
Kings Shield
Iron Head
Shadow Sneak (for the quick kills)
Again, fairly standard Aegi set however if anything burns you you're gone. I recommend a mixed set to avoid being crippled by burns alone:
Aegislash
Ability: Stance Change
EVs: 252 HP / 100 Atk / 156 SpA
Brave Nature
- Flash Cannon
- Shadow Sneak
- Sacred Sword
- Shadow Ball
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Magnezone
252Sp Att, 252HP, 4Def
Magnet Rise (bye bye ground weakness)
Thunderbolt
Flash Cannon
Discharge/Explosion/ Thunder Wave???
There is no point to really running Magnet Rise on Magnezone; the turn used to use that move could instead be used on either a switch or doing damage. I recommend a Scarfed Magnezone as it can hit pretty hard and with Volt Switch it makes a great pivot:
Magnezone @ Choice Scarf
Ability: Sturdy
4HP / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Ice]
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Empoleon
252Sp Att, 252HP, 4Sp Def
Surf
Ice Beam
Flash Cannon
Hidden Power
We already have a good physical attacker and a good special attacker, currently Empoleon has a useless role in your team. I would suggest ditching the penguin and instead using something to set up hazards and soak up some damage as the typical Steel Mono walls you are missing. Therefore I recommend Heatran. Heatran is a huge Special tank, as well as being able to burn (Lava Plume), Phaze (Roar) AND set up hazards (Stealth Rock), as well as removing the ever-present Fire weakness thanks to Flash Fire. IF that is something hard to obtain then instead use Skarmory and switch the Klefki to a Specially Defensive set. Skarmory can do the same as Heatran (Minus the Fire-Type immunity) but on a defensive spectrum. Here are two sets I'd recommend:
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 30 Atk / 30 SpA
- Lava Plume
- Roar
- Earth Power
- Stealth Rock
Skarmory @ Leftovers
Ability: Sturdy
EVs: 232 HP / 252 Def / 24 Spe
Bold Nature
- Defog/Stealth Rock
- Roost
- Whirlwind/Defog
- Brave Bird
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As for the final 6th member, you have a fair few options. I will throw out a few options and let you decide from there. You could use both of the Skarmory and Heatran sets above or add one of the following:
Aggron @ Aggronite
Ability: Sturdy
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Iron Head
- Earthquake
- Avalanche
- Curse
Mega-Aggron is an absolute monster of a physical tank and with Filter as an ability it can also soak up a few special hits if needed. I use this set to set up on a physical sweeper and get some free Curses before they switch or die. Sometimes I will swap the Attack and SpDef EVs around too.
Scizor @ Leftovers
Ability: Technician
EVs: 56 HP / 200 Atk / 252 SpD
Careful Nature
- Bullet Punch
- Aerial Ace/Bug Bite
- Swords Dance
- Knock Off
Specially Defensive Scizor is again something that can set up and eat whole teams up; the 4 x Fire weakness is covered by Heatran and after one SD a lot of mons will be beat. Aerial Ace is to cover your fighting weakness if you're worried and Bug Bite for STAB.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 100 HP / 252 Def / 156 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Leech Seed
- Thunder Wave
TWave to cripple, Leech Seed to sustain, mad defences to tank, Gyro Ball for faster mons and Power Whip for STAB + Damage.
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Poison Jab
Fast, hard-hitting Excadrill to help with a few faster issues in the tier.
You're missing the point of Magnet Rise + Air Balloon Magnezone; it's supposed to check Excadrill. It switches in to a predicted Excadrill's Earhtquake, then as Excadrill breaks the Balloon, Magnezone uses Magnet Rise to maintain its Ground immunity until it switches out. While HP Ice has its uses on Magnezone, HP Fire is still preferred so that Magnezone can eliminate Ferrothorn and Scizor more reliably.
Aerial Ace doesn't let Scizor accomplish much. Breloom is still hit hard by Bullet Punch anyways.
Thunder Wave and Gyro Ball shouldn't be used together on Ferrothorn. The latter move works better the slower Ferrothorn is compared to the opponent, while Thunder Wave slows down the opponent up to the point that it's around as slow as Ferrothorn itself. Use an entry hazard over either Gyro Ball or Thunder Wave.
There's no reason to use Poison Jab on Excadrill either, as Iron Head still chunks Grass and Fairy Pokemon hard. The slot is mainly spent on Rapid Spin to clear away opposing hazards in a pinch.
What does your suggested spread on Aegislash accomplish, really? Aegislash mainly uses special moves, so Quiet > Brave. The EV spread is 244 HP/12 Def/252 SAtk; this lets Shield forme Aegislash avoid the OHKO from Therian Landorus' Earthquake.
The OP specifically requested no Mega Evolutions as part of the help, so count Aggron out. Even if she allowed Mega Evolutions, Aggron has better things to do than set up Curse.