I have a couple of sets, one is trick room, the other is just a bulky aggron.
I play doubles.
Trick room set is about hitting fucking hard and surviving the turns. Its defence is exceptional without investment and gains a further buff from filter so I run +attack; it only really struggles to survive special attacks and this is far less relevant on mega evolving. I maximised HP, invested a little in Special defence (there was a special defence benchmark, which I think was surviving a magma storm or lava plume from heatran after a successful earthquake in sunny trick room or something convoluted) and chucked the rest (most of everything bar HP) in attack.
Rock Head Aggron @ Aggronite
Brave nature (+Att, -Speed); 0 Speed IV
- Head Smash (use prior to mega evolving if possible; STAB and avoids recoil)
- Facade (solid option if burned/paralysed which otherwise cripples aggron).
- Earthquake (coverage, heatran)
- Iron Head (STAB, good neutral damage).
The other is a bit more tuned for longevity outside trick room but doesn't do as much damage and really needs a burn for facade spam or a couple of rounds of power up punch to be effective; I use it far less
Rock Head Aggron @ Aggronite using rock head aggron
Impish nature (+def, -special attack)
- Iron Head
- Facade
- Power Up Punch
- Rest
EVs are spread mainly in HP and special defence with some in attack.
I've previously experimented with fire punch, rock slide, heavy slam and smelling salts (was running it alongside gardevoir carrying thunder wave) and all are fairly decent although the latter I probably wouldn't use on small attack investment aggron again.