Here is what I would have:
Spiritomb:
Dark Pulse (STAB, High Power, High Accuracy, 20% chance of flinching)
Shadow Ball (STAB, Ghost Type of Dark Pulse exept instead of flinching it's 20% chance of the opponents Special Defence to decrease)
Calm Mind (Raises Power for Dark Pulse and Shadow Ball)
Will-o-Wisp/Toxic (For dealing with Damage each turn)
Altaria
Rest (Natural Cure should heal it on switching out)
Solarbeam (Use this with a Power herb to deal with Rock and Ice weaknesses)
Dragon Pulse (STAB, High Power, High Accuracy)
Swift (Infinity Accuracy)
Metagross
Zen Headbutt (STAB, 20% chance of flinching)
Sandstorm (If opponent isn't Rock, Ground or Steel, this can be pretty good)
Meteor Mash (STAB, High Power, 20% chaance of increasing Attack)
Choice of Move