My team:
Togekiss lv.47 (Timid nature) @ Life Orb
Roost
Nasty Plot
Aura Sphere
Air Slash
Togekiss is such a versatile Pokémon that I didn't really know what to do with it, so I gave it this. This moveset turns Togekiss into a lethal special sweeper, without forgetting Roost for recovery. This moveset also abuses its amazing ability, Serene Grace because it boosts Air Slash's flinch rate up to 60%. Use a Timid Nature for a Spe boost with no drawbacks.
Arceus lv.100 (Naive nature) item: Dread plate
Judgment
Ice Beam
Calm Mind / Thunderbolt
Recover
Ok, I appreciate that you cannot change the nature here so be glad that it isn't terrible... But Modest would be better (since there isn't much that this beast won't be outspeeding...) Anyway, leave Judgement is as it is an amazing move. After factoring in STAB and Items, it reaches an incredible 180 base power. Throw in Ice Beam for coverage, and Recover for, well... Recovery. In-Game, this thing probably won't need Calm Mind because it is so strong already, so you could consider using Thunderbolt instead. BoltBeam + Judgement [DARK] provides incredible coverage.
Rapidash lv.58 (Jolly nature) @ Leftovers
Flare Blitz
Will-O-Wisp
Return
Megahorn
A more Physical-based set here... Not much to say, really. Flare Blitz is in there for powerful STAB. Will-O-Wisp is to burn tougher opponents. Return for another powerful attack that hits other Fire-Types for neutral damage. Finally, Megahorn is for coverage. Jolly is to outspeed more threats.
Milotic lv.100 (Calm nature) @ Leftovers
Surf
Dragon Pulse
recover
Hypnosis
Right. Firstly, Adamant is a horrible ability on Milotic, so that needs changing. Use Surf > Hydro Pump for better accuracy, and Dragon Pulse > Ice Beam so that you don't get walled by Bulky Waters. Recover is fine, and Hypnosis goes in the last spot to let Milotic sleep the opponents, then pummel them with its two attacks.
Torterra lv.84 (Adamant nature) @ Life Orb
Stone Edge
Wood Hammer
Rock Polish
earthquake
IMO, This is the best you can do with Torterra. Rock Polish to let it outspeed most things, then obliterate everything with LO-boosted powerful attacks. Wood Hammer and EQ are for Dual Stab, and Stone Edge is for Ice and Flying-Types.
Snorlax lv.81 (Calm nature) @ Leftovers
Return
Curse
Earthquake
Crunch
Ok, firstly, Snorlax with Special moves is a no-no, and Hyper Beam is always a no-no. Have Return > Body Slam for added power, Earthquake for steels and Rocks, and Crunch is for ghosts, notably Gengar, which would otherwise wall Snorlax for once. Curse is to add to Snorlax's durability, while letting it hit really hard, and Leftovers with Calm add to this durability futher. The result is a Tank that can take hits from both sides of the Attacking Spectrum and hit back much harder.