This was another pretty fun core to build around, this is what I was able to come up with. I felt the core really embellished Rock's HO Playstyle, so I took that to my advantage by making the team filled with dangerous set up sweepers and wallbreakers to apply constant pressure to the opposing side.
Omastar is the first part of the required core, and I feel it is pretty underrated on rock teams. It's a really nice win con vs Ground teams, which is how I tailored the set to work. Timid Nature allows it to outspeed Excadrill after a Shell Smash and Weak Armor boost, and Air Balloon not only gives an extremely handy Ground Immunity, but also forces Excadrill to go for Iron Head in an attempt to take it out (which in turn activates Weak Armor). From there it is kinda self explanatory. You could run Modest, however, if you feel safe with Sticky Webs, but this is more of a "better to be safe than sorry" type of deal.
Tyrantrum was the second required mon, and I decided to take a different route than normal, and use a Dragon Dance set. Without the extra boosts, it is still insanely strong, boasting the Strongest Recoiless Head Smash in the game! It also has that extremely beneficial part Dragon typing that gives it neutrality to Grass and Water (so comibined with its good natural bulk, its not terribly hard to get it up to +1). It also gives it the leverage to make it non Choice-Locked, and allow it to safely hit pokemon like Mew, Sableye, Rotom, ect, and often land 2KOs. With Sticky Web support, Tyrantrum's a lot more threatening, especially at +1, being able to effortlessly hit most mons it would not be able to outspeed without it.
Shuckle is an incredibly vital part of this team, acting as the Hazard Setter. Sticky Webs especially is the very backbone of this team, allowing most of these dangerous sweepers and wallbreakers to outspeed Pokemon they normall wouldn't. Mental herb allows it to bypass taunt, which would otherwise often shut it down, so you're guaranteed to get at least 1 hazard down. Encore is to lock mons that feel they can safely boost against it, and Knock Off, as the name implies, knocks off items (this is especially helpful vs Normal teams).
Mega Diancie was the Mega I decided on, because of its unmatched ability to severly threaten Fighting. It is an astounding wallbreaker, with very strong mixed STABS, and HP Fire to 2KO Skarmory (who is often used to check it), Ferrothorn, and Mega Scizor (which you'll more than likely hit on switchin more often than not). Cal Mind is used over Protect since with Sticky Webs, it'll very often be fast enough under Sticky Webs to not need it. Earth Power could be used here instead if you desire the extra coverage.
Tyranitar I feel is one of the most innovate parts of the team--I wanted to try something that's seldomly seen in Monotype, but nonetheless a danger in disguise: Pursuit-Trapping. With a Choice Band slapped on it, it's stupidly strong, and makes Pursuit-Trapping especially all the more dangerous. Especially under Sticky Webs, its gonna be hard to have a safe switchin to this monster, with a Combination of its nearly unresisted STABs, and Fire Punch to hit Skarmory and Klefki. The Special Defense EVs allows it to hit a monstrous 400 Special Defense stat in the Sandstorm.
The last slot took me a while to figure out, because I wasn't really sure what I wanted the most to round out the team. I first debated on Cradily, but even equipped with the Curse set I felt it was a bit of a momentum drainer. Then I thought that, under Sticky Webs, this team should not have a lot of trouble vs Water, since most of the team is so stupidly strong there isn't a lot that can switchin to them repeatedly. I noticed as well that Scizor litterally 6-0's me entirely, so it may be nice to have a reliable check. Hence, I decided to use Rhyperior. It fits extremely well with the rest of the team since it is also incredibly powerful, and it grants me some extra coverage I was lacking. Weakness Policy is an amazing asset for this, because of Solid Rock and its gargantuan defense stat, it can tank nearly any Physical Attack, and get a boost (since Rhyperior stacks a lot of weaknesses, this is actually to my advantage). Once boosted, it is absurdly dangerous, and a pain to kill without a strong Special Attack. He adds onto the offensive pressure this team creates, and round it out as a whole.