Wonder Guard
@ Balloon w/ Wonder Guard
4HP/252SpA/252Spe, Timid (+Spe, -Atk)
-Volt Switch
-Thunder Wave/Discharge
-Body Slam
-Secret Power/Toxic
The ultimate annoyer. Since it’s not weak to any type, Elekid must only watch out for residual damage (poison/Toxic, burn, sand, hail, confusion, Stealth Rock, Leech Seed) and Mold Breakers. In the meantime it can paralyze foes with Thunder Wave, Discharge or Body Slam, Toxic those it can’t, and be a general nuisance. It can even use Secret Power to lower the target’s accuracy, further aggravating them. Volt Switch helps it get out of tricky situations like Mold Breaker Conkeldurr and Exeggutor and Shadow Tag Terrakion and Kyurem-B (the first two wanting to attack while the latter two wanting to status.) Rest is also an option since it won’t be able to heal itself besides allied clerics and Wish-passing.
4HP/252Atk/252Spe, Jolly (+Spe, -SpA)
-Meditate
-Thunder Punch
-Ice Punch
-Focus Punch/Brick Break
Given the chance Elekid can start to set up with Meditate. Though it slowly boosts its Attack by only one stage at a time, it has plenty of opportunity to do it when it’s not taking any direct damage due to Wonder Guard and the balloon. Thunder and Ice Punch are good STAB and coverage moves respectively. Focus Punch is worth considering since Elekid can’t be knocked off focus while it charges unless a Mold Breaker hits it. This set also isn’t walled by Golurk unlike the previous one but still must watch out for Aftermath.
@ Life Orb w/ Wonder Guard
4HP/252SpA/252Spe, Timid (+Spe, -Atk)
-Quiver Dance
-Bug Buzz
-Fire Blast/Fiery Dance
-HP Ground/Giga Drain/Roost/Morning Sun/U-turn
Volcarona must only be wary of Rock, Flying, and Water. Until your opponent comes up with such a move, Volcarona is free to Quiver Dance to begin its assault. Bug Buzz and Fire Blast or Fiery Dance are probably its best STAB options, hitting a lot of things for good amounts of damage, especially under Sun support (which halves Water damage, hint hint…) HP Ground or Giga Drain hits things that would try and wall or counter it like Heatran, Flash Fire Sawk, Keldeo and Terrakion with Sand support, but it’s still hopelessly vulnerable to Flash Fire Staraptor. Roost alleviates Life Orb recoil but Morning Sun is superior if you can maintain your Sun support. U-turn should be included if you’re worried about getting trapped by an incoming Scarf Terrakion. The Speed is set so you can speed tie Scarfed Staraptor.
It should be noted that Volcarona, while the strongest of the Wonder Guarders, is the weakest to entry hazards, losing half its health to Stealth Rock, plus it takes damage from Spikes and can be poisoned by Toxic Spikes.
Possible checks/counters: Thick Fat Entei, Flash Fire Staraptor, Thick Fat Jellicent, Rattled Giratina, Flower Gift Blissey, Ho-oh, Moltres, Charizard, Trace Crobat, Emboar, Infernape, Flash Fire Sawk, Heatran, Keldeo, Shadow Tag Terrakion, Archeops, Chandelure, Reshiram, Drizzle Dragonite, Salamence, Rayquaza, Chlorophyll Swampert, Chlorophyll Mantine, Eviolite Liquid Ooze Chansey, Poliwrath
@ Balloon w/ Wonder Guard
4Atk/252SpA/252Spe, Hasty (+Spe, -Def)
-Rock Polish
-Fire Blast/Eruption
-Earthquake
-HP Ice
With maximized Speed, Camerupt outspeeds Moxie Meloetta after a Rock Polish, otherwise dump Speed for Attack until you outspeed the benchmark you’re aiming for.
While on a balloon, Camerupt is only vulnerable to Water and thus enjoys a healthy dose of Sun support to halve that quadruple weakness. And unlike its Wonder Guard brethren Elekid, Volcarona, and Dodrio, it has an immunity to passive Sand damage and like Volcarona can’t be burned, meaning unless you pack a Water attack you’ll have to wear it down with Hail, Leech Seed or poison. Fire Blast is a strong, fairly reliable STAB attack. Eruption is worth considering since you’ll probably either be at or close to full health thanks to Wonder Guard or dead. So while you’re alive it will be hitting with maximum power. You’ll need HP Ice for Flash Fire Staraptor, who would otherwise wall you, and Golurk.
@ Life Orb w/ Wonder Guard
4HP/252Atk/252Spe, Jolly (+Spe, -SpA)
-Brave Bird
-Return
-Roost
-Work Up/Agility
Dodrio is the least effective of the four Wonder Guarders listed here namely because it really only has its dual STAB to attack with and thus is walled by any sturdy Rock, Steel, or better yet Rock/Steel type. The types it must watch out for are Rock, Ice and Electric. Its strategy is pretty straightforward. Hit things. Roost off damage. Boost when you can. Like Volcarona it’s weak to Stealth Rock, although it only takes 25% damage from it. And like the Balloon-holders it floats over Spikes and Toxic Spikes, but it’s still vulnerable to all the other passive damage. It does beat Mold Breakers Conkeldurr and Exeggutor without much sweat, however.
@ Leftovers/Expert Belt w/ Aftermath
252HP/4Atk/252SpD, Careful (+SpD, -SpA)
-Gravity
-Earthquake
-Stone Edge
-Toxic/Rock Polish
Golurk has one goal in mind: Defeat all teh Wonder Guardz! Gravity is essential at beating Balloon Elekid and Camerupt, who then become vulnerable to STAB Earthquake. Plus it boosts the accuracy of Stone Edge, which it needs to hit Dodrio and Volcarona. Rock Polish can be used on the switch after Gravity or Toxic an incoming check. You’re still open to Castform and Gabite, who can be Toxicked, or if you really want you can throw Drain Punch or Ice Punch in there (but I doubt they will be as popular Wonder Guarders as the other four.)
The stat spread almost guarantees you’ll live a Timid Life Orb Volcarona Fire Blast in the Sun (85.1-100.5%.)