Okay Guys and Girls ... back to the topic
Tier 1:
Tier 2:
Tier 3:
Some Teamexamples: Balanced, Bulky Offensive, Offensive, Hyper Offensive, Rain, Hail, Sun, Sand, Trick Room, Baton Pass, Stall
Where are our specialists? Sort them! GO!
I feel like this was forgotten.
Based on a tier scale of 1-3, where 1 is the most dominating and 3 is the least, I've listed my opinions below:
Tier 1: Hyper Offensive, Balanced, Offensive
Tier 2: Sun, Rain, Baton Pass, Bulky Offensive, Stall, Trick Room
Tier 3: Hail, Sand
I based those rankings on effectiveness.
Tier One Explanation:
Hyper Offensive is great at wearing the opponent down quickly and with great damage being dealt. The drawback to this is that you also (generally) take large amounts of damage as well, and there is less margin for error in switches. More precaution is needed on switches as well.
A balanced team is never a bad option. If you know what you're doing, you can effectively wear the opponent down with less damage taken than a Hyper Offensive team. Battles are typically longer and allow for correction of earlier mistakes, should it not be grave enough to cost a game. You can afford to set up hazards and deal damage with balance.
An offensive team, I would assume from your option to separate Hyper Offensive and Offensive, is one that has a primary role to attack, but doesn't make sacrifices to bulk when needed. Hazards would be typically avoided (with the possible exception of first-turn rocks). Moves like toxic and will-o-wisp are more common. This offers advantages, as you can dish out damage and count on the status to either take more damage away, lower their attack, or possibly prevent them from moving on a turn. This usually puts you in a unique spot where you can operate on their terms and still win.
Tier Two Explanation:
A sun team, in my opinion, is better to have than a rain team, but no less effective. They both work well in their own right. A sun team offers Solar Beam to be a one-turn attack, pokemon like Eggsecutor and Venusaur to move faster with Chlorophyll, and moves like Flamethrower (or any other fire attack) to do even more damage with the lingering threat of being possibly burned still present. Water attacks do less, as is obvious. A fire team is good, but should still have a core that functions well should the sun-setter or Drought pokemon faint. Charizard Y and Ninetales prove that sun teams mean business.
A rain team is no less a threat. With powerful moves like Hurricane and Thunder never missing in the rain, Hydro Pump wrecking even more with rain boost, and the Flamethrower equivalent, Scald, again with more power and the added benefit of a chance to burn. 100% accuracy on Hurricane in the rain means grass threats can be taken less seriously. Pokemon with Swift Swim can proceed to sweep should they have enough power, and pokemon with Dry Skin or Rain Dish can stall out a pokemon or use it for added recovery.
Baton Pass can be a tricky team to master. A simple mistake can turn a game into a catastrophe, but a carefully considered switch can become the game changer. Whatever the stats being transferred, the merest of pokemon can suddenly become top threats.
Bulky Offensive I take as pokemon like Conkeldurr, strong, but slow. If bullet punching or mach punching works in the situation, then the team can destroy. If a switch is predicted, a well-thought attack can switch the momentum of a battle. The problem is that the typical slowness and relatively poor Special Defense of most bulky attackers isn't the greatest option.
Trick Room teams are great to throw your opponent off guard. The problem arises when the trick room setter faints and the rest of your team, no matter how strong, falls to the faster pokemon, able to dish out more damage first. Often has it been said that the name of the game is to outspeed. Trick Room teams have high expectations to keep the trick room up, or all else could fail. This team does work well and complements the bulky offensive team, but should not be combined without thought. All teams should be balanced in their own regard.
Stall teams work, and often they work well. Sometimes you win by outlasting the opponent, sometimes you win by the opponent rage quitting. Pokemon with Prankster, or pokemon with heavy defensive capabilities with restoring moves are oft chosen because of their propensity to last. Common themes are poisoning or burning the target and then recovering or setting up. With some heavily defensive pokemon, should you have set up enough, it is possible to gain more HP during a turn than you took, just from leftovers.
Tier Three Explanation:
I have actually never heard of a Hail team, so I put it on tier 3, but also because the Ice type really isn't the greatest. Although if one takes a look at OU, many threats can be handled with ice types, but not often will the ice type live or outspeed to counter.
Sand teams aren't bad, but with Steel, Rock, and Ground types being immune to the sandstorm, a pokemon like Metagross could come in and Meteor Mash a Tyranitar before the team gets anywhere. Pokemon like Garchomp and Excadril, though having the possibilities of sand-boosted abilities, are often chosen to have something else, due to the general poor capabilites a sand team has.
Hey, I even edited this like I said I would! Might be a first.
These are just my opinions, you can feel free to disagree, agree, or modify what I said.