Staraptor
Staraptor opens with Intimidate to soften your physical attackers, then clicks a Reckless-boosted Brave Bird or Double-Edge that dents almost anything neutral. At 100 base Speed it moves before most bulky attackers, and Close Combat covers the Steel and Rock that would wall the birds.
Don't lead your Intimidate-weak physical attacker into it expecting to trade — the -1 from Intimidate plus a Band Brave Bird usually means you take the hit and hand it free momentum. And don't assume it's Choice-locked into a Flying move: a Banded Close Combat is what actually removes your Steel/Rock answer.
Worry Seed overwrites Intimidate with Insomnia, so the -1 Attack drop never lands and your physical attackers hit back at full power. Whimsicott delivers it with Prankster priority.
Rhyperior resists Flying and Normal, shrugs off Brave Bird, and threatens a Rock STAB back. Close Combat hurts, but a Banded bird trading itself into your Rock wall is a fine deal for you.
Corviknight resists both of Staraptor's STABs and takes little from Brave Bird. It has to respect Close Combat, but Body Press off its own high Defense punishes the switch and it pivots away with U-turn/roost pressure.
Steel/Dragon resists Flying and Normal; every physical hit it survives raises its Defense via Stamina, so a Banded Brave Bird actively makes Archaludon harder to break next turn.
Staraptor's real trick is the Banded Close Combat that deletes your Steel/Rock answer. Bring a secondary check that resists Fighting (a Psychic or Fairy) so removing your Corviknight/Rhyperior doesn't open the board.
Every answer on this card was checked against the live learnset and roster data shown above — a citation that no longer holds is dropped, not shown. Type-based answers are computed from base stats and STAB. Speed is the real level-50 maximum. This is deterministic and sourced — no guesses.