dodrio would be 100 times better if it just had ONE move that it had access to in G/S/C: Low Kick.
in the event that PCNY (D/P) would distribute Doduo with Low Kick again (highly unlikely =/), i made the following moveset:
Dodrio @ Power Herb
Jolly Nature
252 SPD/252 ATK/4 DEF
-Drill Peck
-Low Kick
-Sky Attack
-Haze/Agility
even with low kick, it's still left at a major disadvantage =/
even choice band is a bad idea on it without low kick.
but all it can do now is the following:
Dodrio @ Leftovers/Lum Berry
Jolly Nature
172 HP/108 ATK/228 SPD
Ability: Early Bird
-Drill Peck
-Substitute
-Taunt/Haze
-Baton Pass
scares grass/fighting types away, sets a sub, and depending on what switches in, taunt it or pass the sub. haze is if you just want to use dodrio for hazing (so you don't get swept by a cm suicune). taunt works just as well as haze, but it takes more practicality to know when to use taunt.
it can also do the job of Endeavor Rattatta:
Dodrio @ Focus sash
Jolly Nature
252 ATK/252 SPD/4 HP
-Drill Peck
-Endeavor
-Quick Attack
-Protect/Taunt/Endure
yep. protect is to make sure that the move the person using is an attack move, taunt is to ensure that what switches in attacks you and endure is if you fear stealth rock destroying sash.
finally, it can do something across the lines you've somewhat covered, just not entirely:
Dodrio @ Life Orb/Sharp Beak/Focus Sash
Adamant Nature
252 ATK/172 HP/84 SPD
-Drill Peck
-Pursuit/Return
-Agility
-Baton Pass
basically, you bring it in against a threat, immediately use agility, and depending on what they bring in, either you attack or pass the speed. oh btw, baton pass is from XD.
yannow, it's quite silly they gave it 110 atk, but 100 base speed, and yet it's known FOR speed.