As far as I know, Kojondo gets Wide Guard by level up. I don't see Trickery anywhere in its moveset so I'm going to trust Smogon and assume it doesn't have it.
Also, I didn't realise this before, but since Baton Pass and Low Kick are Egg moves, they're probably illegal with Reckless. You should mention that in the OP.
Here's the sets I was going to edit in to my thread.
Set Name: Sub Pass
Item: Life Orb
EVs: 252 SpAtk/4 Def/252 Spe (good thing to note: if you put the last 4 EVs in HP, Kojondo takes an extra point of SR and Sandstorm damage)
Nature: Jolly
Ability: Regenerate
~Substitute
~Hi Jump Kick/Drain Punch
~Stone Edge/Payback
~Baton Pass
Normally, Kojondo is suceptible to being revenge killed by priority users and Ghost types, particularly Scizor and Shanderaa. Substitute allow it to scout for these threats and attack them while protected from their attacks and status. Regenerate allows Kojondo to make a free Substitute every time it switches in and once behind that Substitute, can act appropriately for whatever comes in.
Scizor and Shanderaa will take massive damage from Hi Jump Kick and Stone Edge or Payback, respectively, and will most likely be forced out. Substitute allows you to get Payback up to full power against faster Ghosts, since Kojondo won't immediately faint to their attacks. If you run into something you can't take down, you can Baton Pass your Substitute to a counter. This works extremely well against Scizor and Shanderaa, since you can simply go to Magnezone or a Pursuit user, respectively, and trap them. Even if the switch out, you'll know exactly what they switched in and have a Pokemon that can counter them behind a Substitute.
Set Name: Multi-Battle Support
Item: Focus Sash
EVs: 252 Atk/4 Def/252 Spe
Nature: Jolly
Ability: Inner Focus
~Fake Out
~Taunt
~Hi Jump Kick/Low Kick
~Protect/Wide Guard/Fast Guard/Feint/Acrobat/Reflect
Kojondo has a niche in Double and Triple Battles since it has access to Fake Out, Inner Focus, and Taunt. The former two are common in Doubles because you can choose one of your opponent's Pokemon to stop for one turn and as a way to prevent it. The latter is often used because many Pokemon try to set up things such as Trick Room on the first turn. Hi Jump Kick and Low Kick are for STAB and the last slot is for one of the many moves Kojondo can use that is useful in Multi Battles.