>>33763592Over simplified:
On offense, your assets are your pokemon. Each serves a purpose, many of these purposes overlap, and there is a certain expectation that some of them will die at some point. Indeed, their deaths can not be setbacks, but tactical decisions to advantageous positioning. Offense is the most likely to have a situationally completely useless pokemon that can be foddered without great concern. Offensive teams "win" by incapacitating the enemy team by removing key elements, then run over the rest.
On Stall, your asset is your team. The team serves a unified goal, each playing a part in it. There may well be an expendable part or two (Trappers and Leads are common), but as a whole, the team needs all of its walls to stand, unless all threats of a particular sort are gone.
Stall doesn't "win" games, Stall makes the opposing team run out of mojo.
On Balance, there is a bit of a hybrid. Balance teams tend to stress the "Core" harder than the others, with the remainder of the team serving to either support it, or eliminate its weaknesses. You can have either an offensive, defensive, or even balanced core, but the central focus is on these parts, with expendable auxiliaries that serve the core.
Balance teams win usually in a means similar to offense or stall, but usually after the auxiliaries have done their job, making the core difficult to disrupt.
There's a fourth type I'm working out defining, but it is not as exact as some of the others. It's something like a more dramatic Balance, but at the same time a tad different. I call it the VIP style, or Surgeon General.
These styles revolve around one win condition, with the rest of the team dedicated to surgically removing things that might stop it, or creating the opening. It can occasionally win by a means similar to a combination of offence and stall, by removing the actual threats to the point that spare auxiliaries can finish the job, but this is the exception.