since we're on the topic, here's my personal definitions of different team archetypes, in order from most to least offensive:
in-game teams
teams that run 4 attacks on everything and spam starters, box legendaries, and whatever gift mons the plot hands them. built on the philosophy of "lmao what even is a status move". very easy to beat in competitive but work perfectly well in-game.
hyper offense
teams heavily focused on weakening teams with breakers and hazards, then sending in a setup mon or super-fast cleaner to finish things off. currently the most effective playstyle and has been since day 1. usually features 6 offensive mons.
offense
teams with a general focus on aggressive tactics, such as wallbreaking, setup, and hazard stacking. similar to hyper offense, but places more emphasis on stallbreakers to deal with defensive threats than simply trying to punch holes through them. usually features 5-6 offensive mons.
bulky offense
teams with offensive focus, but filled with slower and tankier pokemon than are generally seen on the faster-paced hyper offense teams. runs ting-lu for spikes instead of hamurott. trick room offense is a subset of this, by necessity. usually features 4-6 offensive mons.
balance
teams combining a mix of offensive and defensive roles. typically lean very heavily on momentum, positioning, reactive tera, and just generally being able to get the right mons in front of the right threats at the right time. usually features 2-4 offensive mons.
semi-stall
teams that are built more like a stall team than a balance team but still feature a couple of offensive mons, usually of the setup variety, but occasionally a breaker to quickly eliminate the strongest offensive threats on the opposing team. you might also see a "fake stallmon" or two—mons normally used for stall but that can also serve as bulky setup mons, like calm mind blissey, curse dondozo, and stored power clef. this was the thing casuals were whining about being "stall" last gen. usually features 1-2 offensive mons.
stall
teams that focus on walling the opponent and forcing progress mainly through residual damage, occasional hazard usage, and defensive setup options such as ironpress and curse. always features 0 offensive mons; anything with an offensive mon is semi-stall or above.
pp stall
teams made with spite (both the move and the emotion). they don't even bother trying to wear the opponent down, just throw the fattest pressure mons available at them until they struggle. this never works unless the opponent's team is extremely passive, poorly constructed, or poorly piloted.
blatant endless battle clause violation
teams made by people who get legitimately upset when their opponent enjoys themselves. never actually work because the rules get in the way. if someone tells you they play this kind of team, it is not only your constitutional right but your moral duty to slap them.
feel free to disagree with these definitions, but know that when i post about playstyles or team archetypes this is what i mean when i use these terms