Here is mine:
Sigilyph (F) @ Leftovers
Trait: Magic Guard
EVs: 252 HP/4 SpA/252 Spe
Nature: Timid
IVs: 0 Atk
-Psychic
-Roost
-Magic Coat
-Heat Wave
Behold: the new and better Natu! Natu is an inferior bouncer because it is weak to Stealth Rock, can't use Leftovers, and is too frail in most cases. Sigilyph has much more power running this, and is essentially immune to burn, poison, and entry hazards. Against Ferroseed/Qwilfish, Sigilyph can bounce back Taunt, Thunder Wave, Stealth Rock, and Spikes, which is great if the opponent doesn't have a spinner. Roost lets Sigilyph keep switching in when it needs to, and also removes weaknesses against Thunderbolt, Stone Edge, and Ice Beam for a turn if it is necessary for Sigilyph to tank one of these attacks. Psychic and Heat Wave provide the best two-move coverage, getting STAB and hitting all Steel-types in the tier for significant damage.
Sigilyph (F) @ Leftovers
Trait: Magic Guard
EVs: 252 HP/4 SpA/252 Spe
Nature: Timid
IVs: 0 Atk
-Psychic
-Roost
-Magic Coat
-Heat Wave
Behold: the new and better Natu! Natu is an inferior bouncer because it is weak to Stealth Rock, can't use Leftovers, and is too frail in most cases. Sigilyph has much more power running this, and is essentially immune to burn, poison, and entry hazards. Against Ferroseed/Qwilfish, Sigilyph can bounce back Taunt, Thunder Wave, Stealth Rock, and Spikes, which is great if the opponent doesn't have a spinner. Roost lets Sigilyph keep switching in when it needs to, and also removes weaknesses against Thunderbolt, Stone Edge, and Ice Beam for a turn if it is necessary for Sigilyph to tank one of these attacks. Psychic and Heat Wave provide the best two-move coverage, getting STAB and hitting all Steel-types in the tier for significant damage.