Bruiser class champions in League of Legends are melee champions designed after the developers realised their melee DPS champions would get annihilated before they could do significant damage. Between naturally high defense and magic resist that scales with level, high amounts of health (and usually a form of life steal), very fast movement speed, a charge or teleport ability or other gap closer and still decent amounts of damage, they are vastly more powerful than any equivalent ranged DPS in terms of stats. Their main disadvantage is that if the enemy DPS is correctly positioned they have to force their way through the entire enemy team and probably die in the process, but this disadvantage only comes into play at high skill levels where players work together as a team, leaving bruisers free to trample unskilled and moderately skilled players.
Jarvan and Lee Sin are the prime examples. The former has a gap closer that spawns a circular wall to trap enemies, a shield that also slows all nearby enemies, a defense and damage buff that affects his entire team, an armor pierce ability that hits multiple targets and doubles as another gap closer (which goes through walls and stuns enemies in its path), and a passive that deals percentage based damage on auto attacks. The latter has a ranged nuke that can also be used as a gap closer and deals bonus damage against weak enemies, a shield that is also a teleport in the direction of an ally and shields him as well and can be reactivated to grant lifesteal and armor, an area effect nuke and stealth reveal that also slows enemies and reduces their attack speed, a knockback that potentially disables multiple enemies and deals major damage, and free auto attack damage after each of his abilities. Considering each champion nominally has only 4 abilities and a passive, the amount of overloading is impressive.
Honorable mention goes to Hecarim, who, while can be easily killed on his own, is healed by any damage done to enemies by allies in a short vicinity, can run through minions, get two pairs of boots in at least one gamemode, with all spells able to be cast while moving. The effect is a champion that can relentlessly chase you into the nexus, if need be, and come out on top, while staying alive despite turrets.
Raiden is merely a Badass Normal and a bit of a rookie during his first playable appearance in Metal Gear Solid 2: Sons of Liberty. However, his subsequent appearances in Metal Gear Solid 4: Guns of the Patriots and Metal Gear Rising: Revengeance brings him back as a cyborg who is strong enough to throw several tons of steel into the air, fast enough to deflect bullets, and tough enough that nothing short of other equally enhanced cyborgs and one seriously well-equipped and incredible skilled human samurai can put up a challenge against him. This on top of the ability to heal his injuries by ripping out the energy sources of other cyborgs.
The small colossi from Shadow of the Colossus are some of the most frightening and difficult bosses as they are much, much faster than the player and not any less dangerous than the big ones.
Most bosses in The King of Fighters tend to be this. Particularly the "Orochi" forms of Iori and Leona, who become extremely fast over their normal counterparts (aptly, you will fight one of them as the sub-boss of The King of Fighters '97 before going on to duel with the Orochi Unleashed team and Orochi itself). This also extends to the True Final Bosses of Capcom vs. SNK 2, God Rugal (Rugal mixing his Orochi power with Akuma's Satsui no Hadou ki) and an Orochi-enhanced Shin Akuma, who both move at the same rate as Orochi Iori.
Good God, the Shopkeeper in Spelunky. He outperforms the player character in speed and power, and packs a mean shotgun to boot. In many ways, it takes more skill to become a Shopkeeper hunter than to defeat the final boss. However, the player character can also be this, depending on playstyle and accumulated resources towards the end of the game.
Sol of Guilty Gear becomes a frighteningly fast and durable opponent in Gold, and can easily spam his specials, as well as regenerates health constantly.
Berserker in Fate/stay night. Insane strength, surprisingly fast, and has natural armor that can't be penetrated by anything but the most powerful attacks.
Not to mention that he also has twelve lives that all need to be claimed before he's offed. On top of that, he also gains immunity from whatever does manage to kill him the first time.
The Assassin in Guild Wars. Properly built for PvE, it deals attacks more quickly than any other class, deals more damage than any other class, and is extremely hard to kill. It is capable of doing all of PvE with minimum effort and best time and uses most weapons better than the classes designed to use those weapons — though it is also one of the harder classes to play for non-powergamers. In PvP it loses the resilience aspect to a degree but remains potent.
Addendum: the spirit changes have turned the Ritualist into something like this. It has the second highest damage in the game, can gain a frontline quality armor level, and can shift the spirits constantly to the best position on the battlefield.
Assassins in the original Guild Wars would more fall under Glass Cannon territory. They have no problem dealing out damage, but they aren't known for their ability to take it, and in fact this is why many players find them difficult to play as. However, Warriors who use Assassin skills, such as shadow stepping and dagger combos, in combination with their naturally heavy armor, would definitely qualify as a Lightning Bruiser.
Big Daddies in the first to games are really big and tough, but also fast and able to dish it out. Especially the Bouncers.
Brute splicers in BioShock 2 are just as tough, fast and able to dish it out like the Big Daddies.
Handymen in Bioshock Infinite, being similar to Big Daddies, also qualify. They are terrifyingly agile, deal loads of damage, and are ridiculously hard to kill.
Duster in Mother 3. His HP and physical attack power are barely second only to Lucas and his speed is barely second to Boney. He even has a special ability that occasionally allows him to get a hit in before anyone else, even if you don't manage a first strike. Balanced by not having any PSI, though depending on your viewpoint that just makes him even cooler. Not just that, he has another ability where if the enemy catches you from behind, there's a chance he'll flip over them before they can act and attack them from behind instead. What's really strange is that he walks with a limp. Imagine how fast he'd be with two good legs.
Garchomp (especially in Gen IV): Better defenses than Swampert, faster than most of its supposed "counters", sky-high Attack, great typing (Yache Berry in conjunction with Garchomp's bulk prevents one-hit K Os with Ice moves, sorry Mamoswine), crazy movepool which allows a lot of attacks...
Scizor (in Gen IV/V): Bug/Steel typing means that it has plenty of resists (which artificially increase its bulk), it is rather strong, and it can use Bullet Punch to get over its lackluster Speed.
Hydreigon: The pseudo-legendary of Gen V, all of its stats are high and balanced, and it has numerous resistances, two immunities, and a crazy-wide movepool.
Mewtwo: Absurd Special Attack and Speed, but also some sizable bulk. Both of its Mega Evolutions qualify; X has even better bulk and its Attack skyrockets to the highest in the series, while Y has the highest Special Attack in the series, is a bit faster, and has better Special Defense, but leans slightly towards Squishy Wizard due to its lower physical defense.
Both of Charizard's Mega Evolutions, which have high offenses, good Speed, and one "excellent" and one "decent" defensive stat. X fits this trope to a T due to its Fire/Dragon typing which is good both offensively and defensively, while Y leans a bit more towards Glass Cannon due to its retention of vanilla Charizard's poor Fire/Flying defensive typing (although its Sp. Def is very high).
Salamence: Similar to Garchomp, it has sky-high Attack with good defenses and speed. Mega Salamence takes this Up to Eleven; its Attack only increases slightly, but its Defense and Speed skyrocket.
Due to the nature of Pokémon's in-battle stat change system, it's possible for a Pokémon who fits another build trope to become this with the right moveset and/or field condition. Example: Metagross, otherwise a Mighty Glacier, can use Agility to become absurdly fast and fit this trope. More absurd examples include Baton Passing Speed and Attack boosts to Bibarel, whose ability lets it double stat boosts it gets (up to +3, which makes Bibarel technically +6; after that, stat boosts don't count anymore).
"Several" doesn't even begin to describe it, as there is a large number of Pokémon that could qualify. For starters, every "uber" legendary aside from Deoxys has outstanding scores in every stat. Other notable Lightning Bruisers, relative to their respective tiers, include Leafeon, Miltank, Raikou, Zapdos, Celebi, Jirachi, Starmie, Drapion, and Latios/Latias. On top of that, there's still a myriad of other Pokémon that can become faster/stronger/sturdier through certain moves, traits, and items: Tyranitar, Scizor, Metagross, Gyarados, Gliscor, Kingdra, Feraligatr, Hitmontop, Ludicolo, Sigilyph, etc. Considering the sheer amount of other strong Pokémon that can be made faster via Choice Scarf, Trick Room, or Baton Pass, the examples become far too numerous to all be listed here.
And then there's Arceus. Having 120 in EVERY stat (which makes it either faster, stronger or more resistant than every other Pokémon), an insane movepool (only bested by Mew, who can learn every TM/HM, and Smeargle, who can learn all but two moves), and, most importantly, can take on any of the 18 types. In short, you can tweak your Arceus to counter, duplicate or best any of the other 720 Pokémon.
Slaking could count as well with its 160 base Attack and 100 base Speed (out of a base stat total of 670, which is surpassed only by Legendary Pokémon and two Mega Evolutions). The only thing keeping it from being a top-tier fighter is its Truant ability, which only allows it to attack every other turn.
Halo's Spartan-IIs, at least in the fluff. Your average Spartan is proficient with all weapons, ridiculously strong, can shrug off terrible wounds, and has reflexes so fast they enter a Bullet Time-like state when in combat — and that's without wearing their trademark Mjolnir Armor, which increases their strength and speed even more. In-game, however, Game Play And Story Segregation results in Spartan characters being Glass Cannons who move only slightly faster than regular humans and can only take a handful of shots before dying messily.
Elites in general are big (even more so than the 7'0" Spartans), strong, tough, and very dodgy; this is reflected even in Halo: Reach's multiplayer, where they have regenerating health, faster-recharging shields, and special evasion moves.
Hunters started as Mighty Glaciers (or Glass Cannons if you attack their weak point), but got faster and more evasive (and even tougher) as the series progressed, taking this trope to its logical conclusion in Halo: Reach.
Defense of the Ancients: All-Stars: Any agility based hero in a map where you can buy infinite stat-up items. Agility gives attack speed, armor, and if they're agi-based, attack power. So one of these heroes will, when buffed up, high attack power, an absurd attack speed, and high armor. Eventually it reaches the point where the only thing stopping them from instantly killing things is their attack animation, which apparently reaches some sort of attack speed limit.
Syllabear, while being an agility hero, can almost double his HP with his ultimate and attack extremely fast using rabid. The only trade off is his range attack for melee. Medusa also qualifies as an agility hero with mana shield boosting her effective HP.
In Dota 2, most melee carries are relatively fast (or at least mobile), damaging, and tanky (or at least durable). Some, such as Night Stalker or Spirit Breaker, are especially so.
In Warcraft 2, Knights and Ogres filled this role. Good damage, good armor, good hit points, fastest ground units. Then consider Orcs had the Haste and Bloodlust spells. With a good click speed, you could turn your ogres group into a mass of death.
The Tank from Left 4 Dead. At 6000 hp it has the most health of anything and can give a good pummeling, while also being much faster than it looks. The Witch is also an example, in that despite looking as fragile as a standard zombie, it can withstand multiple autoshotgun blasts, is frightfully fast and will one-hit-down any of the survivors.
Some of the super-mutants in Fallout 3, especially Behemoths and Overlords, which are very fast in spite of being the largest (and some of the toughest and most damaging) enemies in the game.
Broken Steel also introduces Feral Ghoul Reavers (the most fearsome enemy in the game hands down) and Albino Radscorpions as part of the quartet of new Demonic Spiders. Both have the same HP as Mutant Overlords but are even faster, have armor-piercing melee attacks on par with Deathclaws, and the former throws explosive gore projectiles.
Investing points in Strength, Agility and Endurance can lead to the Player Character becoming this, especially if you have the top-tier weapons and armor. Strength allows you to hit harder and effectively wield bigger and better weapons, Agility allows you to run faster, jump higher and swing melee weapons faster, and Endurance makes you tougher. This is highly recommended for melee users.
Normal Cazadors are already quite fast, hard-hitting, and durable, but Specimen 73 from Old World Blues puts the "lightning" in this trope, as well as having higher HP than the Legendary Cazador (although less attack damage).
Lanius himself counts as well. He's probably the tallest person in the Mojave, buff enough that he can easily slash you apart with a BFS made from a truck bumper (swords like these are normally wielded by Super Mutants), and fast enough that he'll always outrun you even if you cripple both his legs. Also, he's tough enough to soak up Kill Sat fire, anti-tank rounds and mini-nukes without breaking stride.
A recent addition to the Mass Effect 3 multiplayer is the Krogan Vanguard. Start with their crazy durability and their melee-boosting rage powers inherent to all Krogan classes, then give him the Barrier power and the trademark VanguardCharge, and you have the Murder Train.
Harbinger. He moves faster than ordinary Collectors, has high barriers/shields, and spams a blast of yellow-black energy that deals significant damage.
Commander Shepard him/herself in ME2, depending on your class. Soldiers have Adrenaline Rush, which slows down time around you, and Vanguards have Biotic Charge, which uses mass effect fields (the same things that starships use to travel faster than light) to hurl you across the battlefield through anything in between you and your unlucky target. Both of them can use a shotgun that can shatter a regular human's arms if he/she tried to fire it, and the Soldier can use an anti-tank rifle or a light machine gun. Infiltrators can also use an anti-tank sniper rifle, while receiving significant damage bonuses for stealth and being able to slow time when aiming through the scope, allowing you to empty your magazine into some poor guy's head within seconds. They aren't all that squishy, either.
In Mass Effect 2, the SSV Normandy SR-2 when fully upgraded. By default she's a stealth recon frigate, so she's very fast and agile for a capital ship. Your squadmates can add upgraded kinetic barriers and armor, as well as a main gun reverse-engineered from the weapon Sovereign used to one-shot Citadel capital ships at the climax of Mass Effect 1. Altogether, she's a frigate that hits like a dreadnought or better, with shields and armor to match; War Asset calculations with the Citadel DLC completed put the Normandy at 50pts base, +15 for the Thanix cannon, +25 for the armor plating, +25 for the cyclonic barrier upgrade, +35 for maintenance, +35 for crew morale, putting its War Asset value at 185, or twice the value of the Alliance Sixth Fleet. Admiral Hackett even specifies that the Normandy makes a great "tip of the spear" for engagements; it can move quickly enough to find their strategic vulnerabilities before they react, and it can hit hard enough to exploit those weaknesses.
By Mass Effect 3, Ashley Williams fits best out of Shepard's squadmates. She has the second highest weapon damage, so whether it's through her unique Marksman power, or by creating her own Tech Bursts and Fire Explosions by chaining together Disruptor Ammo, Inferno Grenades, and Concussive Shot together in that order, she can cause large amounts of damage very quickly with no help from Shepard or the third squadmate. She also has the best defenses of any character that doesn't have a damage reduction power.
The Goliath of Evolve. Its leap lets it quickly cover distance or move past obstacles and two of its combat abilities let it move quickly, while its rock throw and heavy melee attacks let it quickly decimate opponents.
In Team Fortress 2, the Demoman's Eyelander. It takes off a chunk of your health at the outset, but you get more health and better speed after you behead someone. After two, you're up to above-normal HP and a goodly running speed, and at the maximum of 4, you've got more health than a Soldier and a little less speed than a Scout. Normally, the Eyelander is paired with a shield that reduces certain damage and allows guaranteed crits (which is handy because the Eyelander never gets random crits), but if you take the default Sticky-Bomb launcher and still manage to get 4 heads, you're unstoppable.
The Soldier originally starts out as a Jack-of-All-Stats, with slightly lower mobility and slightly higher health and firepower. When a player masters Rocket Jumping, he becomes a Difficult but Awesome hailstorm of explosive death from above that can cross some maps in half a minute, though his rocket jumps do damage him and he does take fall damage for landing from extreme heights, allowing him to be Hoist by His Own Petard if he doesn't manage his health wisely.
The Tomislav originally let a Heavy slow down his firing rate by just 1/5 to cut 70% of its startup time (and making no noise), making him rather excessively good at ambushing, before the spin-up time was nerf to a somewhat more reasonable amount.
With the release of Mann vs Machine mode its upgrade station system, with the right upgrades and weaponry, Scout can deal a lot of damage and yet still exceed the health of an over-healed Heavy while remaining the fastest class in the game. This is because the Scout gains health for any money he picks up. When you have a robotic hoard all dropping wads of cash, some Scouts have been known to get to 700 health, in comparison to their usual 125. The hard part is getting enough health to keep getting health.
Upgrades also include up to a 30% speed bonus and as much as 75% resistance to most damage types. These can end up turning any offensive class into a Lightning Bruiser, besides the Heavy, as there are no upgrades to increase his minigun spinup time or walking speed while using it (besides the general speed upgrade, but the difference is quite small when you're already that slow). Demoman in particular can take this to a crazy degree as said upgrades stack with the speed and health boost from the Eyelander, which is much easier to get kills with due to the large number of robots and being able to shield charge more often with upgrades (which also lets him get around faster).
Lock's Quest: have Clockwork Brutes, being the second most durable clockwork in the game, having the highest attack, and able to move slightly faster than just about every other clockwork.
Luckily, Lock can be like this too, able to punch out the clockwork army, take the brunt of their assaults, and run back just in time to repair defenses before the clockworks can break through them.
The Brute archetype in City of Heroes has high Hit Points, self-sufficient defenses, and very strong attack sets. The archetype's special attribute is doing more damage the more it attacks or is attacked, making both quick frequent attacks and slow powerful ones beneficial (the former to power up the character so the latter hit extra-hard). It's essentially a class of playable Incredible Hulks. This is boosted even more by taking powers that boost recharge (Hasten, Lightning Reflexes...) or using powersets that recharge quickly like Claws or Dual Blades. The Brute Playstyle amounts to Attack! Attack! Attack! while popping the occasional insp or clicky power. Oh, and sometimes holding aggro is involved.
In Disciples 2: Dark Prophecy, the Defender of Faith, one of the Empire's most powerful fighter units, is a Dual Wielding heavily armored knight mounted on a heavily armored horse. Despite this, thanks to its high Initiative stat, it usually strikes first in each round of battle. He also hits hard. High HP, decent armor, strikes hard, strikes fast, and only takes up one space in the party? The only reason he's not a Game Breaker is that it takes a ridiculous amount of exp and gold to get them in most scenarios.
Another example would be Overlord, from Legions Of The Damned's support tree after his buff in Rise of the Elves. Despite taking two places in a party and an absurd amount of exp and gold, he's durable, hits like a truck, deals additional fire damage and moves at speed of a warrior (50 Initiative).
The Legion's Gargoyle units are just as big as their support units, but they are also just as fast as the other factions' archer units (initiative 60), hit hard, and have heavy armor ratings (Onyx Gargoyle has 65 armor), poison immunity, and mind wards. A party with an Overlord and an Onyx Gargoyle is bad news for any enemy.
There's also Son of Ymir, even more broken than Defender of Faith and Overlord combined. First of all, he's level four as opposed to previous two level five which means he will level up faster. While he takes two places, he has an excellent hp, absurd damage with additional frostbite (sort of poison, but with ice) and, worst of all, the highest initiative in Clans, 50. Only summons and supportive mages tree have higher IN.
Though all of the superdragons could count, Heroes of Might and Magic's Crystal Dragon is probably the best example. It's fast enough to out-speed almost everything in the game, is insanely difficult to kill and packs an obscene amount of damage. The only saving grace is that - unlike most dragons - those aren't immune to magic, which allows you to cripple them down and make fight noticeably easier.
Gabranth's gimmick in Dissidia: Final Fantasy is to charge his EX Gauge so he can enter EX Mode quickly. "Lightning Bruiser" doesn't describe Gabranth's EX Mode accurately enough though, a better term would be primal force of destruction. He moves and attacks quickly and his combos are incredibly powerful, and in addition to brute strength a lot of his attacks can crush guards, combo without hitting, or deflect projectiles. This is all on top of the normal EX Mode bonuses of regenerating HP, increased chance to land critical hits, and the ability to use an EX Burst.
Whereas Ragna the Bloodedge is normally a Glass Cannon, Unlimited Ragna not only deals more damage and is faster than his normal self, but has the health to out-tank Tager even before taking into account his life-draining Drive attacks. His health was nerfed to more tolerable levels in Continuum Shift, but that's all the downgrading he got.
The Rex Wheelie from Kirby Air Ride Star is a Bulk Star with more speed and acceleration, doesn't have the need to refuel, has a lot of HP, Defense and attack and is HUGE. Also, being a wheel based Machine and therefore always on the ground, it jumps high off ramps and automatically activates the special buttons and panels (i.e. Boost Panels) on the floor. Balanced by being quite hard to steer.
Samus Aran counts. She's a power-armored badass who can soak up damage like a sponge, is death at both short and long range, and is capable of reaching Mach 1. The exception to this is the Prime series, where she's as strong as ever but not nearly as agile.
Ridley is a super-intelligent killing machine that breathes fire and eats corpses, as well as Samus Aran's most hated enemy. He's also about fifteen feet tall, utterly towering over Samus. You'd think he'd be slow and easy to avoid so you can pick him off with your Arm Cannon, right? Wrong. There is a reason he usually is That One Boss.
Hunters from Half-Life 2 Episode 2. Large tripod-ish killing things with impressive speed (they can outrun you, period), an array of deadly weapons, and a lot of hit points - it can take multiple rockets to kill one, depending on difficultly, although the Pulse Rifle altfire is a nice one-hit-kill solution.
The Tyrants; with Nemesis, a modified Tyrant, as their undisputed king. Generally, they start off slow, hard hitting, and resilient. Then, when you piss them off enough, they get a speed boost. And they are faster than you.
Mendez, The Brute in Resident Evil 4 can also flash step, bend metal, kick the crap out of Leon like a ragdoll, and is resistant to bullets. The Mercenaries minigame has Super Salvador, who is as fast as the player, can leap rooftops in a single bound, and will instantly decapitate you with his flailing double chainsaw the moment you get in punching range. Verdugo, the illegitemate love child of Tyrant and the Predator, is even faster and deadlier than the Tyrants, and is Nigh Invulnerable unless frozen with liquid nitrogen.
Series Big Bad Wesker can move faster than the eye can see, punch straight through a man and regenerates fast enough to be almost immortal. Best shown in his boss fight where he will block an RPG coming from his blindspot to a standstill and the thing exploding in his face only disorients him for a few seconds.
Raid Mode of Resident Evil: Revelations has the enemies with the purple crown symbol, who combine the traits of the fast, defensive and strong enemy types, with none of the weaknesses.
Scagdeads, who run fast, hit like a ton of bricks and have a high HP. Even the defensive types that usually are slow Mighty Glaciers move fast.
In Resident Evil 6 we have mutated Derek Simmons. His first and relatively small form can effortlessly keep up with speeding trains while tearing them apart and eventually derailing them in a single swipe. His second form is much larger and stronger, but only slightly less agile. And he comes back for more seven times, each time shrugging off the punishment you inflicted on him last time, to the point only repeated lightning strikes do any lasting damage to him. Subverted with his final form which is humongous but barely mobile.
Doom has many units that fit different parts on the scale of Competitive Balance but also has Hell Knights, Barons of Hell and Cyberdemons. Hard hitting on ranged and melee, good health and also surprisingly fast.
Guardians in Uncharted 2: Among Thieves are one of the most unfair examples of this trope. Not only are they big, strong, fast, and capable of leaping absurd distances, they're also Immune to Bullets when you first meet them. Even when you do get the opportunity to actually kill them, they still absorb enough rounds to turn a small army into salsa and ask for seconds. Oh, and they also fire some of the most accurate and damaging weapons in the game. Good thing you never have to face more than three of them at a time.
Kain from Legacy of Kain. A vampire with superhuman strength sufficient to move boulders weighing several tons, superior speed, agility, and reflexes to mortals, and skin tougher than a suit of armor.
Bacchus from Star Ocean: The Last Hope, His strafing attack moves him quickly along the ground and hits twice. If you add More Dakka through Item creation, it actually becomes more powerful than his special attacks (which are already some of the best). He also has high Defense and HP. As well a skill that lets him heal 50% of his hp instantly.
Warriors Orochi gives us Orochi himself, who is a Game Breaker on so many levels that they deliberately deny unlocking him (and his upgrade, Orochi X) until the very end of the game. He's large, powerful, moves fast, hits hard, and unlike almost every other character in the game, has automatic immunity frames in some of his moves where he can pummel the opposition without worry or cost.
While all of the AC protagonists are capable of hitting hard and running fast, Connor from Assassin's Creed III stands head and shoulder above the rest, being tremendously strong, as well as faster and more agile than his predecessors.
Assassins Creed IV: After some upgrades, it can be easy to forget that the Jackdaw started life as a humble brig (i.e. the lowest tier of medium ships in-game). By the endgame, it can match the firepower of a Man o'War while sailing circles around it and practically shrug off return fire. Frankly, the in-game "legendary" ships don't hold a candle to that monster.
Laharl for Disgaea: Hour of Darkness, Adell for Disgaea 2, and Champloo for Disgaea 3; all 3 of these characters sport exceptional close combat strength, a good set of specials, and exceptional power, defense, movement range, and, for the really exotic on their specials, decent intelligence and resistance to magic. If played right, all one would ever need to complete Disgaea 1 is Laharl, a sword, and a few decent playthroughs of the item world, and he could take on the entire game himself save for a few team oriented stages. Adell can match Laharl (mainly due to his ability that gives him added attack power for units stronger than him) and while Champloo falls a tad short of both, he is almost still guaranteed kills when just within a few levels of his opponent let alone even or higher.
In Dragon Quest VI, Carver very much fits the fast+hard hitting+can take damage description.
Oda Nobunaga in Sengoku Basara is another example; he has the second-highest HP, attack and defence in the game (after Tadakatsu), almost as good movement speed, and attacks much faster than Tadakatsu with non-telegraphed attacks that don't move him. He also uses the powerful Shadow element, and his special arts are much more powerful than Tadakatsu's, including a super art that renders him invulnerable. Nobunaga is only unlocked as a Bragging Rights Reward and is Purposely Overpowered.
Sasquatch from Capcom's Darkstalkers series. Though he possesses the second-highest health in the game, deals heavy damage, and has a large hurtbox, the Canadian yeti also boasts some excellent mobility in the form of "shorthops," canceling his dash (a hop) short of finishing. This grants him some frightening mixup games that lead to devastating, yet simple, combos, and is a large reason why he is arguably the best character in Vampire Savior (the most commonly played title in the series) and Night Warriors.
Doku from Ninja Gaiden. A towering Animated Armor with a fair bit of health, his slashes come out fast and hurt a lot, and while his Deadly Lunge is telegraphed, if you don't immediately evade he'll eat the distance like a glutton at a buffet and make you pay. His spirit form is even worse.
Glenn from Chrono Cross, once he gets his hands on the Dual Einlanzers, will outdamage everyone else while still having good defenses and speed.
Fire Emblem: Ike's recurring enemy the Black Knight is repeatedly described as abnormally fast for a guy in heavy armor, and has the strength to match.
Trueblades, the class that Swordmasters turn into after level 20 in Radiant Dawn, could also count, especially Mia. They have a ridiculous evasion rate, hit their target most of the time, and between all of their offensive stats you'd be hard-pressed to find anything short of a mini-boss or boss that can survive more than a single round with one; usually they'll end up getting killed by critical hits or their Astra ability. One of the best examples is Stefan in both games. He has high base stats and retains the class line's advantage in speed and skill, but for story reasons, he also has unusually high growths in HP, strength, defense, and resistance. In Path of Radiance he was held back by his abysmal luck score. In Radiant Dawn he's all but guaranteed to max HP, strength, skill, and speed, has a very high chance of maxing out defense and resistance, and unlike other characters with this potential, he does not need to depend on Save Scumming or manipulating bonus experience. As an added bonus, his Heaven affinity ensures that supporting him with anyone allows him to reliably use the otherwise very inaccurate ranged swords. The only things preventing him from breaking the game is his late joining time, and the stat caps of the Trueblade class.
In Fire Emblem Awakening Chrom certainly fits this as he starts leveling up, dealing insane damage, usually attacking twice and being able to take hits. Upon promotion he gets Aether, like Ike, which he can use to soak up even more damage as the first hit drains health, and also dish out damage as it turns what would normally be a single attack into 2, with the second hit ignoring half of defenses. Play your cards right, and all of the second generation characters can become this. Special mention goes to Galeforce, which, provided you can kill an enemy in round, lets you move twice in one turn, making it possible to get twice the action done.
In Sonic Unleashed, Sonic is able to move fast, destroy tough enemies, and lose only 20 rings per hit.
Oswald the Shadow Knight, from Odin Sphere. Strongest, toughest character in the game, with good speed and jumping power. Also hits even harder and moves faster when he uses his Shadow Form. Other characters in the game are capable of blocking for highly increased damage resistance or have ranged normal attacks, and some special double-jump power, like flight. Oswald's just meant to rush in and rip things to pieces.
Citan from Xenogears. He starts off as a Bare-Fisted Monk, with the highest speed and HP of all the characters (plus, enough attack power to compete with a weapon user). But then, as if he wasn't broken already, he eventually gets a sword, making him the strongest character BY FAR.
Dante from Devil May Cry looks like a built human but can take a beating from giant demons, strike fast and hard and his Super Mode increases his speed and strength and gives him a Healing Factor. Many of his bosses follow his hit hard, fast and take a beating skills, particularly the Mirror Boss of the game.
Final Fantasy VII: Not so much in the original game due to game mechanics, but the other entries in the Compilation (and associated works) show that many, if not all, of the bioaugmentedsuper soldiers or test subjects in the series (e.g., Sephiroth, Zack, Cloud, Weiss, Vincent, etc.) tend to fall into this category, displaying superhuman levels of speed/reflexes, toughness, and strength.
Sephiroth is THE platinum standard of power, speed, and durability for the series. Even pre-insanity, he had: the strength and speed to one-shot large dragons and huge flaming Summons, usually with a single sword stroke before they can even react; jumps multiple stories with no effort; was capable of slicing up the barrel of the massive Junon cannon with his sword as easy as a master chef chops a carrot; had the durability to take a barrage of flaming magic missiles to the face without a scratch. Post-insanity, that strength, speed, and durability increases to nightmarish levels. A character practically has to be a serious Lightning Bruiser to have any chance of surviving even the briefest encounter with Sephiroth.
Final Fantasy VII prequel Crisis Core shows that experimental prototypes Sephiroth, Genesis, and Angeal, and 'regular' SOLDIERs like Zack are not only brutally hard-hitting and insanely durable, but in some cases, bullet-dodgingly fast. Zack, in particular, had the strength and speed to temporarily hold his own against Sephiroth (even though Zack eventually lost), and the durability to fight and defeat an entire battalion of the Shinra Army, until they were reduced to only three troopers.
Vincent shows similar levels of strength, speed, and durabiltiy (at least in the cutscenes) in Dirge of Cerberus. Examples include the speed to fight the flashstepping Weiss, the strength to fight the hulking Azul, and the ability to survive getting a magic orb being ripped out of his chest by Rosso.
The Berserkers in Gears of War are easily among the strongest in terms of physical strength. In addition to having extremely tough skin that can really take a lot of bullets unless if on fire and being insanely powerful, they can move very fast when startled, making them utter terrors in close range.
Their lambent variations are even bigger examples. They can No Sell any attack that doesn't hit them in their chest cavity, have more health than their normal variants, and have a greater number of attacks as well.
Roxas from Kingdom Hearts is a prime example. He can dash at the speed of light, has two keyblades of infinite sharpness and as the icing on the cake, has formidable vitality.
Sephiroth's appearances in the Kingdom Hearts games count: he's got multiple health bars, beyond insane reach with that sword of his, is as fast if not faster than you, and swipes significant chunks of your health every time he hits you - and he will hit you.
The Demon Knight in Dragon Quest I dishes out massive damage, has high defense, is magic-proof, and has the highest agility of any enemy.
Wild ARMs 2 has the protagonist Ashley Winchester who fits this trope like a glove. Even though his build is average, he's got pretty good HP, can be insanely fast even without his Accelerator Force Action, can deal good damage, and yet wields a bayonet that looks like a BFS. And that's not even getting into his Superpowered Evil Side.
Arch-Viles in the Doom series are fast, can take tons of damage, are resistant to flinching, attack with a deadly line-of-sight fire spell, and can revive or summon enemies.
It should be noted that, apart from Captain Falcon, most Lightning Bruisers in the series aren't as dominating as one would expect of the archetype; other factors (such as recovery, combo potential and frame data) are required for success, usually resulting in Glass CannonFragile SpeedsterGradual Grinders being the best characters.
Captain Falcon in all Super Smash Bros. games except Brawl has a very fast running speed coupled with extremely fast, powerful attacks that lend themselves naturally to combos. He also has an average weight and good endurance. He technically fit this build in Brawl itself, but the change in hitstun mechanics pretty much removed combos, nerfing his offense and making him more Jack-of-All-Stats. Smash 4 brought him back to grace, though.
Roy in Super Smash Bros. Melee applies, as he is a character with great power, speed, and durability, but is actually lacking in other areas specific to the series, such as low range, bad recovery, and high falling speed. Fortunately for Roy, he was heavily buffed in Smash 4, turning him into a true Lightning Bruiser whose only real weakness is that he needs to be very close to reach his full damage potential.
Little Mac in the 4th installment is also a Lightning Bruiser... technically. While he can run incredibly fast, possesses both quick and hard-hitting attacks with hyper armor in some of them, an exclusive power meter that lets him land a One-Hit KO, and decent durability, almost none of these apply while he's in the air. His aerial attacks are very weak and he has the absolute worst recovery out of any character in the game. Therefore, he's a true Lightning Bruiser in stages with no pits and more of a Glass Cannon in any stage with pits due to how easy it is to deny his recovery.
Charizard has attacks that hit very hard with some coming out quickly, has a very good dash speed, and is a very heavy and durable character. However, similar to Brawl Captain Falcon, he isn't as successful as many other characters of this type due to heavy lag and low priority on many of his moves. This is mitigated in later versions of Smash 4, letting him reach his true potential as a character who is able to kill early and take a beating, especially with super armor on several moves making it much safer to throw them out. His running speed is the 8th highest out of 52 characters, making it costly to underestimate him.
Bowser, a resident heavyweight in the series, is even stronger in the fourth game than in previous installments, with almost all of his attacks being able to KO at mid percentages, and he is still the heaviest character in the game, but his speed has been drastically increased, with all of his attacks coming out very fast, as well as managing to dash as fast as Diddy Kong.
Lancer, also from Fate/stay night. He's the fastest hero and also the best defender, thinking nothing of fighting over several other heroes at once (though Assassin unnerves him somewhat). Also has a cheap instant kill attack, powerful magic and a primary limitation of being unable to win the Grail War because not only is he not a protagonist, his Master won't let him win either.
Heroes of Might and Magic: In the third game, Crusader. Is able to sprint through half of the battlefield in one sweep (or even the whole thing with the right enhancements), packs high ATK/DEF stats, decent 35 points of hp and attacks twice. You can also usually get them as fast as on Day 2. On the other hand, they're pretty expensive.
From the same game and castle, Halberdiers. Though they're only Tier 1, they pack an obscene amount of damage, they are resistant to damage, immune to Cavalier's charge bonus and pretty fast. Since AI prefers to attack other units(namely, everything else), you can easily accumulate a vast amount of those guys and proceed to beat things into a bloody pulp.
Hyperdimension Neptunia mk2 has the protagonist Nepgear herself. She's pretty fast, deals a lot of damage, and can hold on her own ground because she can take a lot of punishment. The one thing that makes her a Game Breaker? She has to be placed in support role because the only way you can get rid of the Damage Cap throughout the entire game (unless you defeat and acquire the rare item from the highest leveled Bonus Boss of the game) is by placing her as support.
In Hyperdimension Neptunia V, Neptune became this, graduating from her status as a Glass Cannon in the first two games especially in HDD. Good tank, deals quite a bit of damage, is fast enough, and has a lot of attacks to choose from, already breaks the damage limitwithout having Nepgear as support, and that's no including her multiple combo attacks with her partners. Her problem however is that Noire still outdamages her thanks to Noire ignoring enemy traits, she can't heal (which in a Nintendo Hard game, is pretty bad), and almost has no debuffs to choose from.
Ace Combat late or endgame planes and the superfighters embody this trope. Fast, agile, able to take at least two missile hits (on Normal), armed with plenty of regular missiles and loaded to the gills with special weapons galore.
In Ace Combat 6: Fires of Liberation, the early game A-10A can surprisingly also fulfill this trope for some time, thanks to the highest Stability and Defense rating in the game, the FAEB being probably the best air-to-ground special weapon in the game (certainly the best unguided free-fall bomb) and a surprising ability in a(n early game) dogfight... at least within infinite ammo tankbuster cannon range.
The ADFX-01 Morgan from Ace Combat Zero: The Belkan War is blazingly fast, highly maneuverable, has excellent defense, and can mount as weapons a tactical laser system that can destroy even the most hardened targets in the game with as little as 2 seconds of sustained fire, an EMP jammer that when active will temporarily deflect ALL attacks, and a small-scale version of the Burst Missile from Ace Combat 5: The Unsung War, which has a slow reload time and limited ammo but creates a wide-range explosion capable of killing entire squadrons in a single shot. "Game Breaker" doesn't even begin to cover it.
And both games' Spiritual Successor, Vector Thrust, boasts an entire family of Lightning Bruisers in the form of the F-15 Eagle family. Eagles are extremely fast with impressive agility only outperformed by 5th generation aircraft and the Su-27 family, as well as above-average defensive abilities when compared to their smaller F-16 friends. They also boast formidable arsenals ranging anywhere from multi-targeting, long-range missiles, cluster bombs, and all-aspect munitions.
Ialdabaoth in Super Robot Wars. It's a Super Robot, which grants it a good dose of defense, yet it's fast and hits almost as hard as other big guns like the Dygenguard. The pilot can up the ante of damage 2.5 times.
Valzacard. Size LL means it takes less damage and hits damn hard, but because its main pilot spent a lot of the game in the Real Robot Valhawk, there's a good chance it dodges at least as well as some of the tiny Gundams on the team. And half its pilots have the dodging and damage-dealing Spirit Commands of a Real Robot while the other half have the support and defensive Spirit Commands of a Cool Ship.
Either Angelg or Vysaga fits this, in the same vein of Ialdabaoth. They hit really hard, are quite tough, considered Super Robot and have mirror image that lets them dodge, and activates often. Angelg is even noted to be one of the fastest mechas amongst the good guys.
So is GaoGaiGar. Protect Shade/Wall (and later Genesic Armor) let him handle armies of mooks, no trouble. Genesic Aura, Guy's stats, and the base power of Hell and Heaven/Goldion Hammer/Goldion Crusher let him deal tens of thousands of damage unaided. Brave and GaoFighGar/Genesic GaoGaiGar's stats let him dodge at percents that are poor for a Real, but ridiculous for a Super. Truly he is the Destruction God.
Again, The O. It's sometimes unlockable as well and it has very good armor, speed, and power for an MS.
Demonbane has one of the highest HP pools and armor value in Super Robot Wars UX, hits like a truck, and possesses the "Mirror of Nitocris" ability note Grants a 30% chance to dodge all attacks.
Basic tanks in the early Command & Conquer series. In addition to being able to dish out and take far more damage than infantry, they are also much faster than them, which often leads to the games being all about massed tank rushes.
In the MechWarrior series, first-generation Clan OmniMechs were heads and shoulders above their Inner Sphere peers at the time where they show up, much like the original boardgame. The Mad Cat/Timber Wolf is the most iconic example of a Clan-built Lightning Bruiser Omni. It's fast—though it weighs 75 tons, it can outrun many 45 to 50 ton Inner Sphere 'Mechs, clocking in at a lively 86 kph in a weight class where 64 kph is considered the acceptable average. It's also very tough, boasting more armor than many Inner Sphere 'Mechs up to 10 tons heavier, meaning that its armor is thick enough to withstand repeated PPC or autocannon hits in any location save the head. Finally, it's frighteningly well armed, packing an array of lasers, missiles, and machine guns that gives it a throw weight equivalent to two or more comparable Inner Sphere 'Mechs—a Marauder, for instance, has a maximum damage value of 35, where the Timber Wolf boasts a maximum damage value of 85.
MechWarrior Living Legends has many lightning bruisers among its Heavy Battlemech class, but by far the most terrifying mech in the game is the Fafnir "Foxtrot" variant, which is simultaneously the heaviest (100 tons, Assault class) mech, most armored, most dangerous, and the fastest Assault mech in the game. Other Fafnirs are stuck plodding along at 53kph - but not this one, as it carries MASC which can ramp up its top speed to 75kph, enough to catch anything besides a Light mech. It carries a pair of Ultra Autocannon/20s, rapid-fire murder cannons that can rip armor to pieces in seconds, and to top it off, it carries tenflamethrowers, enough to roast enemies to the point where their reactor goes critical. Luckily for the enemy team, the Fafnir Foxtrot is just as dangerous to itself as it is to its enemies, courtesy of its weapons and MASC putting out some truly astonishing amounts of heat which it has few heatsinks to deal with, leading to many of the mechs melting to death in the middle of combat.
Star Trek Online has finally introduced the Excelsior class cruiser from the Star Trek movies and TV shows. Whereas all other cruisers have a slow turn rate, are nigh-unbreakable and have moderate offensive abilities, the Excelsior can tank only slightly less effectively while it has access to much higher level offensive powers. It can also turn much faster than all other cruisers in its tier, making nearly as agile as an escort class (think Defiant) with almost as much firepower. This is after Cryptic planned to give it equal defensive abilities to other cruisers and higher level science abilities too which would have boosted its tank even more or given it crowd control abilities on par with science ships. Even fans of the ship complained that this would make it an utter Game Breaker, forcing Cryptic to tone it down to the moderately overpowered level that it is now.
Temjin and the Viper series in Virtual-ON, with Temjin having better armor and the Vipers greater speed and weaponry. The Apharmd model also has great agility on par with the Temjin, slightly better defense, and good hitting power, with its main limitations being the small clip size for its shotgun and the need to get close to properly employ its extremely powerful laser tonfa.
The higher stages of the tech tree in Galactic Civilizations II allow you to build massive battleships, fitted with maxed-out hyperwarp drives, carrying enough missile launchers to take on a fleet solo and covered in armor plates. The main drawbacks: it'll either take years to build or cost a fortune, and getting your research up to that stage takes absolutely ages, and due to the Tactical Rock-Paper-Scissors nature of weapons, ships with the right equipment can eat it alive. On the other hand, it is just so cool to lay waste to entire Drengin fleets with a single missile-encrusted cruiser.
In the Twisted Metal franchise, several competitors may count, but the best example is probably Minion, a demon who drives a Cool Tank. The tank is as nearly as fast as the game's Fragile Speedsters and has top-tier armor and a devastating special move as well; it's one real weak point is its size; since it is so large it is easier to hit than some other vehicles. In most games where he's playable, Minion needs to be unlocked.
Despite what his stats might imply, Dave's '70 Van in the original Vigilante 8 qualifies as this. He's got good stats with a heavy slant to armor and his top speed while going in reverse is actually faster than going forward. What really makes him powerful though is having one of the most powerful specials in the game - it does tons of damage from anywhere and it's highly accurate, so you can stock up on specials and destroy enemies without having to get anywhere near them. In the second game, Dave's cultists no longer qualify as they're quite a bit slower and this special attack's been toned down heavily by making it more inaccurate the farther you are from the target when you use it.
The TIE Defender from the Star Wars game TIE Fighter can withstand more punishment than a bomber, can easily overtake a dedicated dogfighter, and still manages to pack four lasers, two ion cannons and two high capacity missile launchers. It is then taken Up to Eleven with the Missile Boat, which is even faster with four higher capacity missile launchers, with the only drawback being one laser cannon.
The Loa introduced in the sequel's expansion have durability of the Hivers, guns of the Zuul and acceleration and speed no organic race can match.
Meracle from Star Ocean: The Last Hope is at first glance a Fragile Speedster, but with No Guard equipped, she turns into this. She's fast, she hits hard, and since she has high HP, she can more than take a hit.
The Walker Bulldog and AMX 13 90 are tier 7 and tier 8 light tanks, so are small and have the speed of a light tank, but health points in the 4 digit range like the other tier 7 or 8 medium tanks. Both have autoloaders which can dish out a lot of damage in very short amount of time, something other lights can't really do so well as they are generally balanced as scouts.
The T49 is another light tank that satisfies this, as it has, instead of the low caliber guns typical on light tanks, a very large caliber howitzer, capable of dealing significant damage to the most heavilly armored tanks in the game, even from the front. If it gets a penetrating hit in the rear of an enemy tank or other weakspot, it hits harder than all but the most powerful tank destroyers in the game.
The tier 9 T-54 is particularly notable, having a solid hitpoint pool, thick armor (especially on the turret), high top speed, fast traverse on both turret and hull, and an optional top gun that has a very high damage output.
The Japanese-built O-I Experimental is this for its tier. It's a true-blue heavy tank, weighing 100 tons, and yet it has a top speed of 40 kph, and unlike some tanks, it can reach it. It also has a respectable 75mm of armor and 700 hit points, some of the best defenses in its tier. Finally, it can carry a Japanese-built 10cm cannon, which has good penetration, extremely high alpha damage, and a decent rate of fire. If the armor were better angled or the tank weren't the size of a barn and thus very easy to spot and hit, it would dominate its tier.
Polaris ships in EV Nova. All of them. Special mention goes to their Manta fighter, a fighter which A) is the fastest ship in the entire game, B) has just under twice the shielding and armor of any of its counterparts from the other governments, and C) mounts a main gun worthy of a light capital ship.
The Big Bad of Mortal Kombat, Shao Kahn can hit fast and hard and takes far less damage than you do. Couple with Perfect-Play A.I. he attacks relentlessly, blocks most counters and shrugs off what makes it through. Thankfully he doesn't see the problem with taunting in a fight.
The upgraded Edelweiss in Valkyria Chronicles can move farther than most enemy tanks, has a powerful main cannon that can oneshot them if it hits a weak point and possesses enough armor to shrug off a lot of return fire.
The namesake Valkyria such as Selvaria and Alicia can traverse half the map and absorb alot of enemy return fire while doing so. With their signature lance and shield they can ignore any fire thrown at them and oneshot tanks.
If it's an air-combat simulator set during World War II, the late-war American fighters tend to be this. Especially simulators set in the Pacific, where American fighters were almost as a rule faster, tougher and better-armed than their Japanese opponents.
Arc the Lad has Choko, who can move about twice as far as other units, deals at level 1 about as much melee damage as Tosh at level 60, and, although the maximum HP is not as high as expected, her defense is also the best from the playable characters in the game. However, she has no magic, and thus is unable to make use of the game's broken Romancing Stone accessories. Plus, she cannot be used in battles that advance the story.
Star Wars: The Old Republic has a pair of options for this in each faction. The Operative and Scoundrel specializations for the Imperial Agent and Smuggler class (Imperial/Republic respectively) can both wear medium armor and have high mobility coupled with hard-hitting damage output at close range.
Naval Ops: Warship Gunner players often build Lightning Bruiser battleships, because at the later missions and on the New Game+, a well-balanced battleship with heavy firepower, good protection and good speed is crucial.
Civilization V: In the Brave New World expansion, the Zulu Impi, when given all special promotions, has 3 move, a giant reduction to incoming ranged damage, increased strength, and does a "spear throw" before its melee attack (which, in addition to dealing more damage without being hurt, also boosts XP gain). It also gets a bonus to flanking attacks (ie attacking when you have other units next to the enemy). When upgraded to riflemen, it keeps all of this except for the spear throw.
Tzar The Burden Of The Crown has a few examples, the most prominent one being all mounted units (except Horse Archers who prefer Hit-and-Run Tactics and Chariots who are mobile Stone Walls instead). All of them boast above average values of health, attack and defense as well as moving faster than infantry units. Their weakness is their crippling inability to deal with Pikemen/Spearmen/Samurais who deal bonus damage against them and the fact that almost all of them are end-game units that require specific steps to be accessible(European Knight and Arabian Heavy Horseman are exceptions from this rule).
Some of the most Game Breaking builds in Dark Souls are all about becoming a (sometimes literal) Lightning Bruiser. Have the bare minimum amount of Str/Dex to use your preferred weapon, ascend it down one of the elemental paths (which gives it much higher base damage but removes Str/Dex damage bonuses), then dump the rest of your level-ups into Vitality and Endurance so that you have tons of heath and high enough max equip load to be able to use Mighty Glacier armor without becoming too slow (Havel's Ring might also be needed). The most memetic of these would be the infamous "Giant Dad" build, which uses the Mask of the Father and the Ring of Favor and Protection to boost max equip load so high that even with his enormously heavy armour and BFS, he's just as fast and nimble as a character who is completely naked. Just don't tell anyone you leveled up Dex.
Several of the bosses in Dark Souls II are big, strong, hit like a freight train, and are almost as fast:
The Pursuer floats over the battlefield and will charge you like a battering ram. A battering ram wielding a huge sword.
The Lost Sinner is a huge crazy old woman who nontheless is incredibly dangerous since she spends the entire battle leaping at you and swinging her sword like the madwoman she is.
Ornstein returns as the Old Dragonslayer and he's even more aggressive than he was in the first game. Thankfully he's alone this time.
Crown of the Iron King pits you against Vendrick's fallen former knight Raime, now called the Fume Knight. He is extremely aggressive and quick with his sword combos, to the point that you must become proficient at dodging since tanking his attacks will drain your stamina fast. He becomes even faster after he ditches his smaller sword and charges his Ultra Greatsword with fire and dark magic (which makes tanking his attacks even less feasible since no shield can block 100% of fire, dark, and physical damage).
Crown of the Iron King also features a fight against the legendary Sir Alonne. He's even more aggressive than the Lost Sinner. He also has an unblockable attack, attacks that can break your guard, and he can launch a Sword Beam. He can even parry you.
Crown of the Ivory King features the King's Pets: Aava, Lud, and Zallen. These massive ice tigers leap and charge around the battlefield and are strong enough to take you out in one or two good hits with their claw swipes. The tigers also use magic in the form of ice-like sorceries. To make things worse, Aava is invisible unless you are holding certain item, while Lud and Zallen are fought together (with one gaining a powerful buff when the other dies).
Cadillacs and Dinosaurs: The boss Slice moves quicker then the characters running, his boomerang attack outranges any player attack and cuts of a third of player's healthbar, and he takes ages to defeat. And if one is not enough, don't worry - you'll fight two of them later in the game (palette-swapped and renamed to Slisaurs).
Dungeons and Dragons: On the player's side, both the Fighter and Dwarf deal a lot damage, have more health than any other character and are pretty mobile (most notably the Dwarf in the second game). On the enemies' side, almost all bosses tend to be this type of enemy. The cake, though, is taken by the Beholder, who dashes around like mad, beating him takes several minutes and (among other effective means to put truckloads of hurt on the players) has a petrifying ray attack, which instakills the player if it connects.
Lufia: The Legend Returns has Aima and Deckard, who are two of your hardest-hitting and fastest party members, with solid durability to boot. Neither can use magic, but both have a variety of IP abilities to back up their hefty offense.
Golden Axe: The skeletons. Fairly tough for a common enemy, walk faster then any other enemy, and God help you if they can score a full combo or their running dropdown connects.
Tales of Graces: Sophie has some of the best physical defence and offence stats in the game, fairly high HP, and is insanely fast. She can run circles round enemies and then knock them flat with a variety of attacks. Said attacks vary from pummeling enemies to death, to leaping into the air and shooting light lasers down. Her variety of aerial attacks also help make her harder to hit, she has healing spells, and can learn artes from other party members, meaning she gets some stat-altering artes and ranged artes.
Higher-level defenses in Mutant League Football, especially the Deathskin Razors, War Slammers, Misfit Demons, and Darkstar Dragons. Their secondaries have the speed to cover receivers, the agility to intercept the ball, and the strength to take down the ball-carrier. Their defensive linemen can walk over most OLs and sack the QB in the blink of an eye.
Most of the best players in Mutant League Hockey have high (often maximum) stats in at least three of the following fields: skating, speed, checking, and/or fighting. Especially notable are the game's best enforcers, Mo and Spew Puke of the Terminator Trolz. As far as teams are concerned, the Black Hearts and Darkstar Dragons have elite speed and combat ability in addition to high scoring power.
Monster Hunter has many examples that fit this tropes, but none more literal than Zinogre. An absolutely huge wolf with great speed, strength, health and absurdly great agility for its size. Possessing electrical powers and two Rage modes on top of its already impressive stats makes Zinogre one of the tricker and more dangerous beasts in the game.
Dragon Age II has elven warrior companion Fenris. He has high attack thanks to wielding two-handed weapons, and he can increase his speed and regain health whenever he kills an enemy thanks to his unique specialization. His only weakness, low survivability, is mitigated by his Lyrium Ghost sustained mode.
A properly-built dual weapon rogue can also be this. While not exceptionally durable, rogues cap out at an 80% chance to dodge all attacks except spells and talents, a massive amount of damage with rapid critical hits, and a surprising amount of mobility on top of it.
Terraria has the optional boss Duke Fishron, who not only deals incredible damage note most of his attacks deal 100 if you have no armor, in a game where you have 500 and even more if he Turns Red, flies around very quickly in any direction, necessitating the use for speed-increasing equips if the player doesn't want to be shredded by Collision Damage or his attacks, and has the second-highest HP of all bosses while being a single target note The Destroyer has more but multiple segments can be attacked to deal multiplied damage.
Bloodborne has the Military Veteran origin. The Stats focus on Strength and Skill, but sacrifices Bloodtinge, Arcane and a part of the Vitality Stat.
In Lords Of The Realm 2, knights, and especially macemen are these. Though the latter has lower defense, they move almost as fast as knights who are mounted on horses, and hit even harder than the former does.
In the Nasuverse doujin game Battle Moon Wars, Arcuied — when she finally stops playing around as a Magical Girl — turns into this. With her innate True Ancestor ability and her ridiculous stats, she can laugh off enemy damage, dish out insane damage with criticals, and still dodge, despite being a nominal Super-type character.
StarWarsTheOldRepublic: Depending on your build and rotation, a Jedi Shadow or Sith Assassin can end up as this. Speccing into the tank discipline, they're marginally squishier than Guardian-Juggernaut or Vanguard-Powertech tanks, but they deal as much damage as a slightly undergeared DPS and their Force Speed (useable in or out of combat) can be used to steer bosses around the map, evade area attacks, or race across hazards. This is addition to out of combat stealth abilities and stuns that can be used to break larger groups of mooks into more easily handled numbers.
Warriors are normally really slow, but if you give them Shadow equipment, you get a class that moves fast, hits hard, and can tank most hits with ease.
Although the Semi Demon has low magic defense, he still fits this archetype due to his high physical strength, great physical defense, and decent speed.
The Flesh Fiend has high physical strength, good physical and magic defense, and is the second fastest enemy found in the Monster Portal.
The Shadow Reaper is very powerful, has the highest defenses out of any enemy in the game, and is the second fastest enemy in the game, second only to the Anti Ninja in terms of speed. His only weakness is his low health, but his defenses make up for it.
Sturm, SNK Boss of Advance Wars 2 - in the first game, he was a Stone Wall, with his units trading 80% Attack for 130% Defense, but in the second, his units have 120% in both stats - that's the "bruiser" part. For the "lightning" part, he ignores terrain speed reductions, meaning that his units can casually speed their way across entire mountain ranges before slamming into the opponent's base. All this is at no increase in costs or downsides to the units themselves, as opposed to, say, Kanbei, whose units slightly eclipse Sturm's in brute power but cost considerably more. His weaknesses are a slow-charging (but very potent) CO power and being so hard to unlock that he's pretty much a Bragging Rights Reward.
Battleships and battlecruisers in Ogame. Both ships share being quite resilient and having both high speed and firepower. Besides differences on building costs and Tech Tree requirements, the main difference is that the former is rather a Jack-of-All-Trades and the latter specialized on fighting enemy ships.