Yeah, okay, the team looks really, really strange on paper, but it actually kind of works. Somehow.
I started with Azumarill and Dragalge, since, y'know, I kind of had to. I chose Banded Azu because that's the set I'm most comfortable with, so it seemed like a good place to start. Originally I had a Toxic Spikes Dragalge, but I didn't like it. Between steel types, flying types, levitatiors, and the occasional poison type, I never really had a reason to click T-Spikes instead of going for an attack. So I went for AV Dragalge. It still hits really hard thanks to Adaptability, and it can take on crazy things like Serperior without a problem due to its increased special bulk.
Magneton traps the steel types that trouble the core, obviously. I went with Ton and not Zone because the extra speed helps me beat Talonflame, Weavile, Torn-T, and +1 Gyarados, among other things. I found this to be more valuable than Zone's slight power increase, so I stuck with it.
Aerodactyl was actually just a whim because I wanted a Flying type that could clean up weakened teams. I didn't want to use Talonflame, but I found that its ability to take slightly less rocks damage valuable, since I have no hazard removal. It also has better bulk, a higher speed tier for using non-Flying moves, and Aqua Tail, which is super important because it lets Aero 1v1 Landorus and Gliscor (but mostly Landorus).
Weavile provides Knock Off and priority spam with Azumarill. Between Weavile, Aerodactyl, and Magneton, I nearly always have a way to clean up offensive teams once Dragalge and Azumarill have punched their holes. Low Kick makes me less weak to Heatran, which is great because my steel-trapper loses to it.
I finished the team with a TankChomp because I still needed rocks. Chomp also serves as a way to further weaken offensive teams through Rocky Helmet + Rough Skin in conjunction with Dragon Tail + Rocks. There's not much else to say, it just does what Tank Chomp does best.