Hi, all. I've been browsing back and forth over 8 tabs, digging through strategies, and turning over any stone that might make taping this team together easy (or practical the very least) for the last 3 days (6 hours of planning). I think I finally figured out a way to fulfill my objective: Using confusion to make low accuracy moves, setting up sweepers, and inducing more status easier.
The team as a whole is very risky, and lives and dies in the hands of how well the confusion works. I figure that I'll pull out more than I lose with this set, but it still doesn't feel right. I would like some help inserting more practical pokes, or revising the movesets of the pokes I have up.
Thanks much!
The Lead:
Aerodactyl @ Focus Sash
Nature: Jolly
EVs: 252 Speed, 252 Attack, 6 HP
Moveset:
Taunt
Swagger
Stealth Rock
Stone Edge
The Idea is get Aerodactyl out there, and hopefully outpace the more common bulky leads in today's OU metagame with a Swagger. Odds are, the opposing lead will follow suit with a setup move like spikes or stealth rocks, and hopefully those fail. If this is the case, then I drop a taunt. If the opposing trainer is smart, they will switch out of their bulky lead at this point, bringing in a counter to Aerodactyl. This gives me a free turn to set up Stealth rock, and, assuming my HP remains full, gives me a free shot with Stone edge before dying. My attempt at a suicide lead.
If, on the other hand, a rarer offensive lead jumps out, I hit a swagger followed by a stealth rock, focus sash garunteeing the set up, assuming I'm faster. If this isn't the case, and I predict Aerodactyl will be outpaced, I'll simply set up stealth rock and set up an amnesia, dropping Stone Edges until Aerodactyl is hit, and switching into a counter on the faint.
Starmie @ Leftovers
Nature: Timid
EVs: 252 Speed, 252 SpA, 6 HP
Moveset:
Confuse Ray
Hydro Pump
Thunder
Rapid Spin
Timid Starmie is a gambler in this set. His primary objective depends on the stealth rocks/spikes on the feild. If they are there, Rapid Spin followed by a confuse ray allows starmie to set up his primary task: ripping early holes in the opposing team. I'm not so afraid of the low accuracy on Pump and Thunder, as Confuse Ray likely will give me a free miss, and the STAB Hydro Pump combined with the EV spread does some pretty serious damage to anything that doesn't resist it. Thunder provides good coverage, and packs more punch than Bolt.
Gengar @ Leftovers
Nature: Timid
EVs: 252 Speed, 252 SpA, 6 HP
Moveset:
Confuse Ray
Hypnosis
Dream Eater
Focus Blast
I love Dream Eater, but it's practicality has never been there.. Hopefully I can use the Hydro Pump/Thunder accuracy logic with Hypnosis, too. Getting in there and slapping a confuse ray for starters hopefully allows me 2 shots at setting up Hypnosis without getting 2HKO'd. Once Hypnosis is locked in, Dream Eater replenishes what I suspect will be pretty low health. Coverage is provided by Focus Blast, a favorite on Gengar. It becomes even more practical, as it's low accuracy is somewhat compensated for by confuse ray.
Machamp @ Leftovers
Nature: Adamant
EVs: 252 Attack, 252 HP, 6 Speed
Moveset:
Dynamic Punch
Payback
Rest
Sleep Talk
A classic Machamp actually fits pretty well in this team. Dynamic Punch sets up the confusion, and if the Foe is lucky enough to score a few hits, Rest/Sleep talk allow Machamp a chance to recover and restore confusion if lost. Payback provides coverage, and takes care of Machamps counters that think they can switch in on him while he's sleeping.
Salamence @ Life Orb
Nature: Naïve
EVs: 232 Attack, 252 Speed, 24 SpA
Moveset:
Dragon Dance
Outrage
Earthquake
Fire Blast
I know I'm getting really creative here =P. But Salamence Gets even more opportunities to get in and set up with all the confusion that's geting thrown around. Salamance switching in on just about anything neutral and confused forces a switch, allowing Salamence to score a free Dragon Dance. Hopefully with the coverage provided by the 3 attacks, Salamence will be able to get a OHKO on whichever counter switches in, and set up his sweep.
Dusknoir @ leftovers
Nature: Impish
EVs: 252 HP, 252 Defense, 6 Attack
Moveset:
Confuse Ray
Will-O-Whisp
Earthquake
Ice Punch
Confuse Ray, plus a burn, plus a physical wall is a good thing. My hope is that Dusknoir can force a switch after his initial setup, and get either a confuse ray or a burn on his counter followed by a switch out. Ice Punch and Earthquake supply him with good coverage. The burns will come in handy on my defensively-weak team, and, again, will allow his offensive teammates a better opportunity to set up.
Thanks again for the read.. I hope you see eye to eye with me on some of these goals. I just love confusion... It throws such a wrench in sooo many teams and strategies. I'm hoping this turned out somewhat original, too. I hate copying the same old Skarmory, Scizor, Breloom strategies and sets... so I hope I at least get some points for Originality, haha
Cheers!
The team as a whole is very risky, and lives and dies in the hands of how well the confusion works. I figure that I'll pull out more than I lose with this set, but it still doesn't feel right. I would like some help inserting more practical pokes, or revising the movesets of the pokes I have up.
Thanks much!
The Lead:

Aerodactyl @ Focus Sash
Nature: Jolly
EVs: 252 Speed, 252 Attack, 6 HP
Moveset:
Taunt
Swagger
Stealth Rock
Stone Edge
The Idea is get Aerodactyl out there, and hopefully outpace the more common bulky leads in today's OU metagame with a Swagger. Odds are, the opposing lead will follow suit with a setup move like spikes or stealth rocks, and hopefully those fail. If this is the case, then I drop a taunt. If the opposing trainer is smart, they will switch out of their bulky lead at this point, bringing in a counter to Aerodactyl. This gives me a free turn to set up Stealth rock, and, assuming my HP remains full, gives me a free shot with Stone edge before dying. My attempt at a suicide lead.
If, on the other hand, a rarer offensive lead jumps out, I hit a swagger followed by a stealth rock, focus sash garunteeing the set up, assuming I'm faster. If this isn't the case, and I predict Aerodactyl will be outpaced, I'll simply set up stealth rock and set up an amnesia, dropping Stone Edges until Aerodactyl is hit, and switching into a counter on the faint.

Starmie @ Leftovers
Nature: Timid
EVs: 252 Speed, 252 SpA, 6 HP
Moveset:
Confuse Ray
Hydro Pump
Thunder
Rapid Spin
Timid Starmie is a gambler in this set. His primary objective depends on the stealth rocks/spikes on the feild. If they are there, Rapid Spin followed by a confuse ray allows starmie to set up his primary task: ripping early holes in the opposing team. I'm not so afraid of the low accuracy on Pump and Thunder, as Confuse Ray likely will give me a free miss, and the STAB Hydro Pump combined with the EV spread does some pretty serious damage to anything that doesn't resist it. Thunder provides good coverage, and packs more punch than Bolt.

Gengar @ Leftovers
Nature: Timid
EVs: 252 Speed, 252 SpA, 6 HP
Moveset:
Confuse Ray
Hypnosis
Dream Eater
Focus Blast
I love Dream Eater, but it's practicality has never been there.. Hopefully I can use the Hydro Pump/Thunder accuracy logic with Hypnosis, too. Getting in there and slapping a confuse ray for starters hopefully allows me 2 shots at setting up Hypnosis without getting 2HKO'd. Once Hypnosis is locked in, Dream Eater replenishes what I suspect will be pretty low health. Coverage is provided by Focus Blast, a favorite on Gengar. It becomes even more practical, as it's low accuracy is somewhat compensated for by confuse ray.

Machamp @ Leftovers
Nature: Adamant
EVs: 252 Attack, 252 HP, 6 Speed
Moveset:
Dynamic Punch
Payback
Rest
Sleep Talk
A classic Machamp actually fits pretty well in this team. Dynamic Punch sets up the confusion, and if the Foe is lucky enough to score a few hits, Rest/Sleep talk allow Machamp a chance to recover and restore confusion if lost. Payback provides coverage, and takes care of Machamps counters that think they can switch in on him while he's sleeping.

Salamence @ Life Orb
Nature: Naïve
EVs: 232 Attack, 252 Speed, 24 SpA
Moveset:
Dragon Dance
Outrage
Earthquake
Fire Blast
I know I'm getting really creative here =P. But Salamence Gets even more opportunities to get in and set up with all the confusion that's geting thrown around. Salamance switching in on just about anything neutral and confused forces a switch, allowing Salamence to score a free Dragon Dance. Hopefully with the coverage provided by the 3 attacks, Salamence will be able to get a OHKO on whichever counter switches in, and set up his sweep.

Dusknoir @ leftovers
Nature: Impish
EVs: 252 HP, 252 Defense, 6 Attack
Moveset:
Confuse Ray
Will-O-Whisp
Earthquake
Ice Punch
Confuse Ray, plus a burn, plus a physical wall is a good thing. My hope is that Dusknoir can force a switch after his initial setup, and get either a confuse ray or a burn on his counter followed by a switch out. Ice Punch and Earthquake supply him with good coverage. The burns will come in handy on my defensively-weak team, and, again, will allow his offensive teammates a better opportunity to set up.
Thanks again for the read.. I hope you see eye to eye with me on some of these goals. I just love confusion... It throws such a wrench in sooo many teams and strategies. I'm hoping this turned out somewhat original, too. I hate copying the same old Skarmory, Scizor, Breloom strategies and sets... so I hope I at least get some points for Originality, haha
Cheers!