I kind of like the power that dark types have. Very few weaknesses(Bug and fighting are all) I very rarely see Bug types that are extraordinary, and fighting types have two specific counters in this team.
Overview:
Sharpedo
Weavile
Houndoom
Spiritomb
Dusknoir
Raikou
Lead:
Sharpedo
Nature
Adamant
Item
Choice Scarf or Band(Not sure yet)
Moves
Aqua Jet
Crunch
Ice Fang
Zen Headbutt
EVS----252 speed, 252 attack, 4 HP
Easily my most expendable player, he's there to let me know what I'm up against, and if lucky, get a KO in. if not, he can always give some damage with Aqua Jet
With the speed boost from the Scarf, I could get in a hit of Zen Headbutt on a fighting type, and since most bugs are frail he can KO them with Aqua Jet or Ice Fang.
Weavile
Nature
Jolly
Item
Choice Band
Moves
Ice Punch
Night Slash
Ice Shard
Aerial Ace
EVS---252 attackm 252 speed, 4 HP
With his incredible speed, he can outrun most opponents, and the Choice Band allows his powerful STAB attacks to hit for 50% more. On top of that, he has Ice Shard for hitting something I'm not sure he can outrun, and Aerial Ace to take out either an evasive foe, or a Fighting type.
Houndoom
Nature
Modest
Item
Choice Specs
Moves
Flamethrower
Dark Pulse
Shadow Ball
Roar
EVS---252 Special Attack, 252 speed, 4 HP
Yes. Roar on a choice. If I need to clear someone out in order to keep the battle going, it can come in handy. As for the reason behind yet another choice character, is that these 3 are not the most hardy guys around, and I need them to hit hard. Thats the end of me choosing one move specifically though.
Spiritomb
Nature
Careful
Item
Leftovers
Moves
Toxic
Confuse Ray
Sucker Punch
Shadow Sneak
EVS---252 defense, 152 special defense, 104 HP
I like first priority moves when they have STAB, so Shadow Sneak was a definite for Spiritomb, my first counter to fighting types. Toxic and Confuse Ray are there to weaken enemy special attackers and cripple anyone with Confusion, while Spiritomb's lack of weaknesses allows him to sit in for a few hits.
Dusknoir
Nature
Impish
Item
Chest Berry
Moves
Shadow Sneak
Earthquake
Will-o-wisp
Gravity
EVS---252 Defense, 252 Special Defense
I find the Chesto Berry to be useful, since he can then take a shot at some sleep causers and cripple any physical damage with Will-o-wisp, as well as potentially forcing a switch by some.
Raikou
Nature
Timid
Item
Focus Sash
Moves
Thunder Bolt
Shadow Ball
Signal Beam
Calm Mind
EVS---252 Special Attack, 252 Speed
The Focus Sash allows for a chance to boost with Calm Mind before a potential 1HKO. Signal Beam is there to knock out other Dark types, which I failed to have a counter for prior to Raikou. Thunderbolt is there for a STAB attack, and Shadow Ball to help with type matchup
If you have any suggestions for additions, feel free to let me know. I know this team isn't 100% optimal(as I do have some other move options I decided against based on my play style)
Overview:
Sharpedo
Weavile
Houndoom
Spiritomb
Dusknoir
Raikou
Lead:
Sharpedo

Nature
Adamant
Item
Choice Scarf or Band(Not sure yet)
Moves
Aqua Jet
Crunch
Ice Fang
Zen Headbutt
EVS----252 speed, 252 attack, 4 HP
Easily my most expendable player, he's there to let me know what I'm up against, and if lucky, get a KO in. if not, he can always give some damage with Aqua Jet
With the speed boost from the Scarf, I could get in a hit of Zen Headbutt on a fighting type, and since most bugs are frail he can KO them with Aqua Jet or Ice Fang.
Weavile

Nature
Jolly
Item
Choice Band
Moves
Ice Punch
Night Slash
Ice Shard
Aerial Ace
EVS---252 attackm 252 speed, 4 HP
With his incredible speed, he can outrun most opponents, and the Choice Band allows his powerful STAB attacks to hit for 50% more. On top of that, he has Ice Shard for hitting something I'm not sure he can outrun, and Aerial Ace to take out either an evasive foe, or a Fighting type.
Houndoom

Nature
Modest
Item
Choice Specs
Moves
Flamethrower
Dark Pulse
Shadow Ball
Roar
EVS---252 Special Attack, 252 speed, 4 HP
Yes. Roar on a choice. If I need to clear someone out in order to keep the battle going, it can come in handy. As for the reason behind yet another choice character, is that these 3 are not the most hardy guys around, and I need them to hit hard. Thats the end of me choosing one move specifically though.
Spiritomb

Nature
Careful
Item
Leftovers
Moves
Toxic
Confuse Ray
Sucker Punch
Shadow Sneak
EVS---252 defense, 152 special defense, 104 HP
I like first priority moves when they have STAB, so Shadow Sneak was a definite for Spiritomb, my first counter to fighting types. Toxic and Confuse Ray are there to weaken enemy special attackers and cripple anyone with Confusion, while Spiritomb's lack of weaknesses allows him to sit in for a few hits.
Dusknoir

Nature
Impish
Item
Chest Berry
Moves
Shadow Sneak
Earthquake
Will-o-wisp
Gravity
EVS---252 Defense, 252 Special Defense
I find the Chesto Berry to be useful, since he can then take a shot at some sleep causers and cripple any physical damage with Will-o-wisp, as well as potentially forcing a switch by some.
Raikou

Nature
Timid
Item
Focus Sash
Moves
Thunder Bolt
Shadow Ball
Signal Beam
Calm Mind
EVS---252 Special Attack, 252 Speed
The Focus Sash allows for a chance to boost with Calm Mind before a potential 1HKO. Signal Beam is there to knock out other Dark types, which I failed to have a counter for prior to Raikou. Thunderbolt is there for a STAB attack, and Shadow Ball to help with type matchup
If you have any suggestions for additions, feel free to let me know. I know this team isn't 100% optimal(as I do have some other move options I decided against based on my play style)