it's not a weather team, trick room team, or anything of the like. its just a team that works well on it's own. fairly straightforward.
changes in bold
Steelix
@ leftovers
relaxed nature
ability: sturdy
252 HP / 252 Def / 4 SpD
-earthquake
-dragon tail
-protect
-stealth rocks
EQ & SR goes without saying. dragon tail for phasing what EQ cant hit but i might replace EQ with stone edge and dragon tail with roar to hit subs, it hasnt been a problem yet but i dont want it to be, as of now im keeping it as is. protect goes along with his overall build. instead of patching his pitiful special defense i've reinforced his godly physical defense. however a mixed set can catch him off-guard. so protect is there to scout potential mixed attackers. and thanks to his resistances i only really need to worry about special fire,water,ground,and fighting. grass and ice to lesser extent. overall, steelix is a beast capable of taking nearly any unboosted physical attack.
arcanine
@ life orb
adamant nature
ability: flash fire
4 HP / 252 Atk / 252 Spe
-flare blitz
-wild charge
-extreme speed
-morning sun
arcanine's got the power, he's my only sweeper but he does his job well enough that he's the only one i need. switching in on a fire-type attack, and returning with a stab FF flare blitz and proceeding to destroy everything else from there is what he does best. he comes in late in the game when my walls have worn my opponent down and all the pokes that can outspeed arcanine have either been killed or knocked down to extreme speed range. and arcanine usually does over half to most fast pokes if not more. wild charge to hit bulky water types. and morning sun to heal his MASSIVE recoil. this set is IMO rock solid. i have had absolutely zero problems with it.
articuno
@ leftovers
calm nature
ability: pressure
252 HP / 252 Def / 4 SpD
-ice beam
-toxic
-roar
-roost
a rock solid mixed wall that gets destroyed by rocks. ice beam may be articuno's only good stab move but it gives the coverage it needs. toxic handles what ice beam cant except for steel obviously, roar handles the steel types and keeps fresh targets for toxic in the cross-hairs. roost is there as articuno's recovery. also gets rid of some it's weaknesses. IMO articuno is an excellent poke that's held back by it's sub-par typing. i dont want to use zapdos for two reasons, i like articuno's stats better, and i'm an articuno fanboy. besides. so long as my team has rapid spin support i wont have to worry about SR.
togekiss
@ leftovers
calm nature
ability: serene grace
252 HP / 252 Def / 4 SpD
-air slash
-thunder wave
-heal bell
-roost
this togekiss operates with para-flinch, t-wave for para, air slash for flinch. it works pretty well as this togekiss is bulky enough to take many unboosted hits from sweepers in stride, giving a chance to paralyze. from there it's a piece of cake. heal bell because i dont really need anything else for this set but a team of walls can defiantly make use of such a move. my original idea was to use defog to clear entry hazards, but im an idiot and didnt realize that it only helps my opponent, when i found that out i facepalmed pretty hard. but aside from that little blunder this set seems solid. i think it's UU.
hitmontop
@ leftovers
calm nature
ability: intimidate
252 HP / 126 Def / 130 SpD
-mach punch
-fake out
-rapid spin
-bulk up
easy to switch in on a physical wall, get the intimidate off, fake out, bulk-up on the switch if they switch, if not they will after seeing bulk-up. i then go for rapid spin if there's any hazards. despite it's low HP it's surprisingly bulky and it's intimidate has proven very useful thus far. decided to stay with priority for an attack just in case i get enough bulk ups to sweep. so far im liking it much more than i thought i would
milotic
@ leftovers
calm nature
ability: marvel scale
252 HP / 252 SpD / 4 Def
-scald
-ice beam
-sleep talk
-rest
although my need for a restalker has been diminished due to togekiss's heal bell, it is nice to avoid using heal bell. regardless restalk lets me use milotic as a dedicated special wall that becomes a strong physical wall as well once asleep. for this reason i usually just rest the first chance i get and go from there. milotic makes for a great partner with steelix. and as long as i keep the hazards out i have 2 pokes that can switch in on EQ. making milotic an excellent addition to the team.
like it, hate it, i dont mind, just tell me how to improve it.
changes in bold

Steelix
@ leftovers
relaxed nature
ability: sturdy
252 HP / 252 Def / 4 SpD
-earthquake
-dragon tail
-protect
-stealth rocks
EQ & SR goes without saying. dragon tail for phasing what EQ cant hit but i might replace EQ with stone edge and dragon tail with roar to hit subs, it hasnt been a problem yet but i dont want it to be, as of now im keeping it as is. protect goes along with his overall build. instead of patching his pitiful special defense i've reinforced his godly physical defense. however a mixed set can catch him off-guard. so protect is there to scout potential mixed attackers. and thanks to his resistances i only really need to worry about special fire,water,ground,and fighting. grass and ice to lesser extent. overall, steelix is a beast capable of taking nearly any unboosted physical attack.

arcanine
@ life orb
adamant nature
ability: flash fire
4 HP / 252 Atk / 252 Spe
-flare blitz
-wild charge
-extreme speed
-morning sun
arcanine's got the power, he's my only sweeper but he does his job well enough that he's the only one i need. switching in on a fire-type attack, and returning with a stab FF flare blitz and proceeding to destroy everything else from there is what he does best. he comes in late in the game when my walls have worn my opponent down and all the pokes that can outspeed arcanine have either been killed or knocked down to extreme speed range. and arcanine usually does over half to most fast pokes if not more. wild charge to hit bulky water types. and morning sun to heal his MASSIVE recoil. this set is IMO rock solid. i have had absolutely zero problems with it.

articuno
@ leftovers
calm nature
ability: pressure
252 HP / 252 Def / 4 SpD
-ice beam
-toxic
-roar
-roost
a rock solid mixed wall that gets destroyed by rocks. ice beam may be articuno's only good stab move but it gives the coverage it needs. toxic handles what ice beam cant except for steel obviously, roar handles the steel types and keeps fresh targets for toxic in the cross-hairs. roost is there as articuno's recovery. also gets rid of some it's weaknesses. IMO articuno is an excellent poke that's held back by it's sub-par typing. i dont want to use zapdos for two reasons, i like articuno's stats better, and i'm an articuno fanboy. besides. so long as my team has rapid spin support i wont have to worry about SR.

togekiss
@ leftovers
calm nature
ability: serene grace
252 HP / 252 Def / 4 SpD
-air slash
-thunder wave
-heal bell
-roost
this togekiss operates with para-flinch, t-wave for para, air slash for flinch. it works pretty well as this togekiss is bulky enough to take many unboosted hits from sweepers in stride, giving a chance to paralyze. from there it's a piece of cake. heal bell because i dont really need anything else for this set but a team of walls can defiantly make use of such a move. my original idea was to use defog to clear entry hazards, but im an idiot and didnt realize that it only helps my opponent, when i found that out i facepalmed pretty hard. but aside from that little blunder this set seems solid. i think it's UU.

hitmontop
@ leftovers
calm nature
ability: intimidate
252 HP / 126 Def / 130 SpD
-mach punch
-fake out
-rapid spin
-bulk up
easy to switch in on a physical wall, get the intimidate off, fake out, bulk-up on the switch if they switch, if not they will after seeing bulk-up. i then go for rapid spin if there's any hazards. despite it's low HP it's surprisingly bulky and it's intimidate has proven very useful thus far. decided to stay with priority for an attack just in case i get enough bulk ups to sweep. so far im liking it much more than i thought i would

milotic
@ leftovers
calm nature
ability: marvel scale
252 HP / 252 SpD / 4 Def
-scald
-ice beam
-sleep talk
-rest
although my need for a restalker has been diminished due to togekiss's heal bell, it is nice to avoid using heal bell. regardless restalk lets me use milotic as a dedicated special wall that becomes a strong physical wall as well once asleep. for this reason i usually just rest the first chance i get and go from there. milotic makes for a great partner with steelix. and as long as i keep the hazards out i have 2 pokes that can switch in on EQ. making milotic an excellent addition to the team.
like it, hate it, i dont mind, just tell me how to improve it.