Here's what id suggest:
-1 Victini-EX
-1 Ulta Ball
-2 Bicycle
-3 Bianca
-1 Super Rod
-1 Lightning
+2 Emolga (Call for Family)
+1 Eelectrik
+2 Colress
+2 Skyla
+1 Switch
+1 Level Ball
Ok here goes a run down of
why I made the changes I did in your deck:
Victini EX: Upside - energy acceleration and a decent attack against opposing EX's. Downside - Gives up two prizes very easily in this format currently. The metagame has been shifting to OHKO's with Hypnotoxic Laser and at least 80-110 damage every turn. Especially Darkrai decks. They run Dark Claw, and Hypnotoxic Laser making the damage output
at least 130 coming back into your turn. So Victini-EX is a Auto 2 prizes for them. Against Mirror, all I have to do is put my fire on Ray Ray and Dynamotor 2 L instead of 3 L (for most EX's) to get the two prizes.
Emolga: Is essential to the decks success. Others will say its not, but many will agree with my assessment. Early game it's searchable with your Level/Ultra Balls, and the upped switches and skyarow make it possible to get him active. He allows you to get your Tyn's and Ray's early. In most of my games I have been fully setup Turn 2 with 3 eel's and 2 Ray Ray's and
at least 120 damage. Though without him, I struggle to even get one-two out and a ray doing 0-60...
Eel: Having 4 Eel, makes the consistency of the deck go up tremendously. I had a issue at SC states where I had 3 Eel's prized. So had I only been running 3, I would have been doomed. Having 4 against Big Basic's also keeps you from running out of the Eels, seeing as how they are the target when facing this deck.
Skyla: This card is amazing two fold. Say your only supporter is a skyla, and it is early game. Then use this card to get a beloved Juniper for the following turn. It keeps your from getting "draw stuck." Also mid to late game, this card becomes valuable, allowing you to search for your Items (Catcher, Switch, Etc) for which you need, when you need them. I can't count how many times this card has saved me or won me games allowing me to grab the catcher or switch to win the game, to where as I would have been stuck or lost those games.
Switch: 4 is a must have. It allows you to pull off 2 Pokemon switches (one retreat with Skyarrow, Dynamotor, then switch). This is key. Not only that, but it gets you out of Hypnotoxic Laser (Sleep especially). Allowing you to continue the aggressiveness, and attacking.
Level Ball: Having 3 of these I have found, makes the deck more consistent. You dont have to focus on Ultra Ball to set you up, plus its another card to thin the deck, which makes drawing the cards you need, when you need them key.
Ultra Ball: 4 becomes really bulky, so only 3 is needed. Especially with Juniper. Those 2 (Ultra Ball/Juniper) right there is a ton of discarding, so too much of a good thing can be bad. Especially mid-late game. Unless your sure you have the cards you need in your deck for the immediate win, i'd hold off late game using these.
Bicycle: Is a great card in all, but you want to focus on Cards that help you, and this is achieved with drawing as many cards as possible and mid-late game when your board is full Colress does a much better job netting you anywhere from 5-10 cards, better than bicycle which can get you anywhere from 1-4. Even if the Colress is a supporter.
Bianca: Same as Bicycle.