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.
In several games, Bowser has been seen getting around quite fast when he wants to. In Super Mario Galaxy, not only can he outrun Mario, but he actually backflips around the arena. His kin share his agility, most especially Roy and Morton who can leap WHILE within their shells.
In The Legend of Zelda: Ocarina of Time, the Iron Knuckles become this once their armor has been removed, retaining their old strength but gaining more speed albeit still slower than Link. In Majora's Mask, the Iron Knuckles can become faster than Link sans armor.
Metal Gear Solid's Vulcan Raven is a seven foot tall Inuit/Alaskan Native American who is capable of not only lifting a twenty millimeter Vulcan cannon, a gun normally mounted on fighter jets, and carrying the refrigerator-sized ammunition barrel on his back while in the middle of the permafrost layer without a shirt, he is able to run while doing so. Not only that, but he's smart. Needless to say, he's quite a challenge to defeat.
Berserkers from Gears of War are capable of outrunning you in a mad sprint, and turning you into paste if they actually catch up.
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.
The Mighty Glacier characters from some of Capcom's 90's beat-em-ups (notably Perceval from Knights of the Round and Mess from Cadillacs & Dinosaurs) would have the ability to dash, enabling them to easily keep up with the Jacks of All Stats and Fragile Speedsters of the group without sacrificing any power.
Potemkin, also, especially when you use his dash. Sol also becomes a frighteningly fast and durable opponent in Gold, and can easily spam his specials, as well as regenerates health constantly.
Many raid bosses from World of Warcraft. The most extreme example is Patchwerk, whose Hateful Strike ability will One-Hit Kill all but the most well geared and buffed tanks (and you're cutting it close). He uses Hateful Strike approximately once a second.
Warriors are also this, especially Fury warriors. They have skills that allow them to dash insanely fast to an opponent and then cut them down. Druids, as a result, also have similar skills that mimic Warriors.
Way back in the original Warcraft RTS, the two Elite Mook units, the human Knight and the orcish Raider, both filled this role. They had 5 Armor, the best anyone of their species could have, 90 HP, and moved about the battlefield swiftly on their mount.
With the Mists of Pandaria expansion pack and the addition of the Monk class, Tauren can be this. We're talking 8 feet tall, 400 pounds of muscle, fists the size of sledgehammers, and they're on the upper echelon of dexterity.
Bob from Tekken 6. In his own words: Speed and weight!
Ogre (pre-One-Winged Angel) and Jinpachi, and the boss versions of Heihachi, Kazuya and Jin.
Elvis in God Hand gets ridiculously fast in demon form, and his human form has several fast dash attacks as well.
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.
Rider from Fate/Zero is the most massive Servant and a Boisterous Bruiser. Off his chariot he's fast for his size, not necessarily a match for other Servants, but he can move and fight quite dexterously from his car.
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 armour level, and can shift the spirits constantly to the best position on the battlefield.
Shiro plays this role as a boss in Nightfall. He moves slightly faster than players and can dish out a large amount of damage quickly.
Assassins in the original Guild Wars would more fall under Paper Ram 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 from BioShock. Really big, but also fast and able to dish it out. Especially the Bouncers.
Brute splicers (in the sequel) are just as big, fast and able to dish it out like the Big Daddies.
The Big Sisters in BioShock 2 are much faster and more agile than the Big Daddies, and able to dish out a surprising amount of hurt. They are also probably the most terrifying enemy you face in the game...and this is RAPTURE we're talking about.
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. When you see a Handyman leap across an entire street block in a single bound to get in your face, you know This Is Gonna Suck.
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.
Given the fact that he's a thief (albeit an ineffectual one) and therefore almost expected to be speedy, he might even go in the other category as well.
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 For Massive Damage...
Scizor (in Gen IV/V): Steel/Bug 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.
Mewtwo: Absurd Special Attack and Speed, but also some sizable bulk. Despite getting the mother of all nerfs starting in Gold and Silver, it's still a threat in Ubers to this very day. There's a reason it's usually banned from competitive play.
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, 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, 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 717 Pokémon.
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.
Play the game on Legendary difficulty. Everything that ever appears on screen is going to end up dead, with the exception of the Chief. Those bits where you get human allies? Generally, they'll be dead in under 60 seconds. The Chief is Bad Ass.
Ingame Brutes would probably count. They can move really fast and jump really high when they berserk despite being over 8 feet tall.
The new multiplayer Elite in Halo Reach. Not only are they bigger and have more health and shields than the Spartans, but they also are faster which is supplemented by their new evasion moves.
Hunters started as Mighty Glaciers (or Glass Cannons if you attack their weak point), but got faster and more evasive as the series progressed, taking this trope to its logical conclusion in Halo: Reach.
Although in theory the right mix of items from the (in)famous Warcraft III map Defense of the Ancients: All-Stars allows any of its player characters to become one of these, only a few really fit conceptually. Amongst these are the Chaos Knight, who has the highest base movespeed and can summon unusually powerful illusions via his ultimate spell as tanking and DPS; the Lycanthrope, whose Super Mode maxes his movespeed and lets him make better use of attackspeed bonuses as well as giving a damage multiplier; finally the Slithereen Guard, whose Sprint move nearly maxes movespeed and whose armor-reducing ultimate spell lets him gain a large edge over his targets. These three happen to have Strength as their dominant attribute, giving higher un-enhanced health maximum and regeneration compared to most.
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.
Bloodlust. Orcs. Just make sure your army has a mass buff dispel ability.
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 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.
Some of the Swampfolk in Point Lookout, notably the Trackers and Bruisers.
Investing points in Strength, Agility and Endurance can lead to the Player Character becoming this, especially if you have the top-tier weapons and armour. 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/fist centred characters.
See also X-com and Jagged Alliance, both of which use a similar AP system. Focusing on training speed alone whenever mercs have some downtime will make even revolver-packing mercs as deadly as machine gunners, with better accuracy when "spraying and praying".
Grandma Lily Bowen in Fallout: New Vegas, like the rest of the Nightkin, is made and trained for speed and stealth. She towers over other characters, wields a BFS made out of the vertibird rotor blade, and is the only character with maximum agility, giving her all the AP.
Veronica goes from Glass Cannon to this if you give her Power Armor (which due to being from the Brotherhood of Steel, she's more likely to wear) and the BallisticFist. She becomes powerful enough to even take on LegateLanius (who himself is this trope) by herself and win.
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).
Saren (in his final form at the end) in Mass Effect certainly fits this trope.
Krogan are also like this. Especially Wrex.
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.
Mass Effect 3's codex notes, however, that there are tradeoffs made for Reaper capital ships to pull off such maneuvers. Such tight turns require use of the ship's eezo core to reduce the ship's mass to a level that is unsafe in combat conditions. This gives Citadel dreadnoughts a brief moment of advantange if it can get the drop on the Reaper.
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.
The bosses in Punch-Out!! and its sequels. Particularly the Sandman from the Wii game, who stands at 285 lbs, ~6 feet 5 inches, and can punch in the blink of an eye, especially in the second playthrough.
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 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 most people a Soldier is a Jack of All Stats erring on the side of Mighty Glacier, with the Rocket Jump letting him become temporarily become a Fragile Speedster. For the people who can Rocket Jump with extreme efficiency—mastering both attacking while in midflight and using a mobility increasing technique called "airstrafing"—one Rocket Jump lets him successfully cut off or flee from any other class in almost any direction while attacking at the same time and still maintaining above average health. To add to this, the mobility also makes him very good at reaching medical packs and the team's Medic. If he is too low on health to Rocket Jump, the Escape Plan's speed boost give him a good chance of escaping to recover more health anyway.
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).
In the first Dungeon Keeper game, the Horned Reaper is almost universally assumed to be the strongest monster available, and it only takes a few levels of training before it gains the Speed Monster ability as well. Their drawback is that they're extremely hard to get your hands on, and they require a lot of monitoring to stop them flipping out and attacking your own creatures.
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 armoured knight mounted on a heavily armoured horse (poor 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(Legions run on big units though) 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.
Summons from higher levels for all races also lean toward this.
Though they're vastly inferior comparing to afromentioned examples, both Bears deserve a mention. They have quite an hp(260 for normal and 300 for Polar variety respectively), attack hard enough to make you take notice and act fast enough to seriously weaken your front line. On the other hand, Hordes and their paralyzing Ghosts just love them.
Though all of the superdragons could count, Crystal Dragon is probably the best example, mostly because it's unable to fly. Don't worry though, it's still 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.
From Tier 6, we have Cavaliers(who are like this from III onwards) and Black Knights belonging to Castle and Necropolis respectively. The former gains bonus damage for each hex crossed, up to 50% extra, which allows him to simply blow enemy unit's socks off before the real fight even starts. The latter, on the other hand, is much more durable, can Curse his opponent(which minimalizes damage done) and is able to randomly Death Strike an enemy For Massive Damage(namely, the double). V incarnations of these two are even worse(Cavalier gains bonus from each square crossed for the whole fight, while Death Knight is capable of wiping down half of unit's stack in one slash).
Venom from the Ultimate Spider-Man game is at least twice as bulky as Spider-Man, attacks with brutal claw and tentacle strikes and throws and can pick up and toss cars with ease. He's also nearly as agile as Spider-Man and possesses a "locomotion jump" that lets him leap HUGE distances in a single bound.
Jecht in Dissidia: Final Fantasy is a heavy-hitting brawler with some of the longest, strongest combo attacks in the game. In contrast to Mighty Glaciers like Cloud and Garland though, Jecht moves pretty quickly and his attacks come out very fast as well.
Gabranth's gimmick 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.
Golbez is not to be forgotten, while his movement speed is amongst the slower in the game, he's the only one who gets a teleport for his dodge, and his attacks come out rather fast, are hard to block due to coming from multiple directions, and leave him with frighteningly little lag. Once he does hit you, usually with a critical hit, he'll hit just as hard as Jecht and will chain it into a HP attack instantly. Really, the only thing that separates him from Jecht, is a more varied moveset, the lack of Jeckt Block, the increased range on attacks, and the fact that you don't have to rely on careful button inputs. Though he does lack Jecht's guard crushing and charged attack capabilities.
This is Akira Yuki's niche in Virtua Fighter. Most of his attacks come out incredibly fast with high power. However, many have a very short optimum range, and many of his attacks and combos have strict timings. One of the most extreme examples would be his knee attack, which is pulled off by pressing Guard+ Kick, then letting go of Guard exactly one frame (1/60th of a second) later. The faster ones also have a long lag at the end of them, leaving an opening if they miss or are blocked. Since most of his attacks do their best damage at close range, the opponent will likely be close enough to return with a damaging throw. However, his movement and basic attacks don't match the speed of Pai, Kagemaru, Sarah, or Lion.
Iron Tager was a Mighty Glacier in Calamity Trigger, but speed buffs in Continuum Shift are shifting him in this direction. Similarly for Hakumen. Then the trailer for the PSP version came out with Unlimited Tager...
"I told you I can get him across the screen in thirty frames."
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 Mighty Glacier/Stone Wall 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.
From the Metroid series, Ridley is a super-intelligent killing machine that breaths 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.
Samus herself counts. She's a power armored badass that can soak up damage like a sponge, is death at both melee and range, and is capable of reaching mach 1.
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.
Antlion Guards from HL2 and its Episodes, though unable to jump like lesser Antlions, are the size of APCs - and just as fast.
Dog. He can charge at incredible speed, and hurl freaking cars through the air. Fortunately, he's on your side.
The Tyrants from the Resident Evil series; with the Nemesis 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.
The Executioner Majini from Resident Evil 5 is incredibly fast, despite lugging around a humongous axe. Even better, the Mercenaries minigame and the Desperate Escape DLC have a Red version with a flaming axe who rivals Super Salvador in lightning-bruisery.
We can now add the Ustanak from Resident Evil 6. Fast, nigh invulnerable and a Determinator to get his target, Jake. It takes being thrown into lava just to so much as expose its heart, then one last shot with the Magnum to finally kill it!
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.
In Resident Evil 6. Although not to the same extent as his father Wesker, Jake Muller is incredibly strong and agile. He is the only playable character who has hand-to-hand melee instead of a knife. His melee is also faster, stronger than the others, has powerful counters, and is the only one that can combo. He is also strong and fast enough to dodge and trade blows with fellow Lightning Bruiser Ustanak.
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 StarCraft, the Zerg Ultralisk is one of the most powerful melee units in the game, and by far the toughest, even without the armor upgrade. It's balanced out mostly by being insanely expensive to build. StarCraft II Ultralisks, however, are more like Mighty Glaciers.
Only when off-creep. On-creep, Ultralisks are faster than stimmed marines. Their appeal comes from the fact that they are the only Zerg unit that can cost-effectively assault an enemy strongpoint head-on, can crush Protoss Forcefields, are immune to pretty much all of the Infestor's abilities, and are large enough that siegetank fire doesn't do any AOE damage. You pretty much need significant air-to-ground or a very narrow choke point to deal with a large group. That said, if you let your enemy get a large group of them, you're most likely extremely behind economically.
Many end game creatures in Heroes of Might and Magic. Perhaps the best example is the dragon units, which are always the strongest units and among the fastest.
The Dragon Golem deserves a special mention. It's the fastest walking unit in the game, and the strongest Academy unit, slightly stronger than the Titan. To top this, it has both the First Strike and Negate First Strike special abilities, making it able to strike any opponent before it has an opportunity to react. Also, if you attack the Dragon Golem, the chances are fairly high that you'll be killed by the retaliation from the attack you never were able to make.
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.
And then there's the player character, Doomguy himself; he's blisteringly fast (so much so that he can outrun everything including rockets), and if health and armour are maxed out he's also easily durable enough to survive any single attack that any enemy can perform.
Hell Knights in Doom 3, according to at least one expedition team member into Hell. You can hear his terrified ramblings on them in an audio log.
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.
Rise Of The Kasai features Rau and Baumusu; two huge guys who fight with a variety of weapons at a blur of speeds, but can also move with amazing silence and stealth.
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.
The Retribution Paladin in World of Warcraft is shaping up to be like this (sort of) in the next expansion, seeing as though a talent allows them to decrease the cooldown of their main instant-attack the more haste they stack and they do their damage as light-infused berserkers.
The Advance Wars series past the second installment has the dreaded Neotank, an arachnidian monstrosity that hits harder than a Md. Tank, yet has the mobility of a regular tank. Makes you wonder why they even bothered with the Megatank in Dual Strike.
Dynasty Warriors gives us the most obvious example in Lu Bu. Where to start with Lu Bu? He's large, powerful, a lot faster than someone who can dwarf 80% of the cast has any right to be. His attack power is through the roof (quite often he's one of a very small number of characters who can flatly max out that stat at the maximum levels), his moveset is usually full of powerful, long-ranged sweeping blows, and just to make things worse you can bet good money that he's got an unblockable attack somewhere in his move pool. There's a reason a lot of Dynasty Warriors games make him the boss battle from hell, but also offer sweet rewards to those who can beat him when he's in his 'rage mode.'
Fortunately, this mainly applies in each game's Hu Lao Gate ("Coalition vs. Dong Zhuo") stage, as Lu Bu may be bypassed, where a somewhat weaker version is the end boss of the Xia Pi stage in some of the game... that is, somewhat weaker if you don't take out his love interest Diao Chan first.
Samurai Warriors gives us more than a few contenders, ranging from merely stupidly powerful to outright Game Breaker. These include Keiji Maeda, Tadakatsu Honda, and Kenshin Uesugi. Between them you can count on extremely varied movesets, frightening hitting power, some way to break blocks or cause stuns, Musou attacks that come out quickly and painfully, and a good chance of being given in-game status buffs. Keiji and Tadakatsu are clearly designed to be big, burly guys with weapons taller than they are, but they can swing with considerable speed and reach, and very often end up launching foes quite a few yards distant with a good power hit.
Finally, 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.
Every Armored Core in existence after the first generation is one, fifth and sixth generations being the most prominent. A fight between an Armored Core and anything but another Armored Core is a Curb-Stomp Battle turned Up to Eleven. Some Arms Forts, giant mobile fortresses that can be several kilometres in length, are exceptions, but many like Stigro get massacred, as do huge numbers of mooks. Oh, and mooks in this game range from tanks to Mechwarrior style mechs, to battleships, to modern and futuristic aerial vehicles of any type you can imagine, and all are mercilessly and effortlessly slaughtered by Armored Cores in the later games.
All the ghouls in Ghouls Vs Humans, as well as the preceding The Ghouls' Forest series of DoomWADs. Huge floating undead heads which not only glide around at ludicrous speeds (one of them takes it a step further and moves via permanent Flash Step!), but can kill you within seconds if they hit you. That's part of the reason why they're so damn scary.
Black Breeze and his two Werewolf allies from the bonus mission of Vindictus' first boat, which doesn't unlock until after you've beaten the third. And to make things even worse for the player, they fight together in one of the most evil Wolfpack Boss fights ever.
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.
The Boss Tank (who has literal tank treads for a lower body) in Quake II, despite its bulk, is the fastest of all the boss and Giant Mook-type enemies.
The Armored Knights in the lower levels of Dragon Quest/Warrior's Final Dungeon were the second toughest and most damaging (after the Red Dragon) Mook in the game, as well as being equipped with both Healmore and Hurtmore.
In Dragon Quest VI, Carver very much fits the fast+hard hitting+can take damage description.
Honda Tadakatsu is also this in Sengoku Basara, especially as an NPC. His offense is the highest in the game. He has more HP than most other bosses put together, and is near immune to stunning and knockback. His running and attack speed is a little above average, with his only weakness being a tendency to telegraph attacks (which, given his fearsome range and stun-immunity, is not as much a handicap as you'd hope) and the fact that his attacks continually move him forward, making it difficult to focus on a single target. Defeating him is usually an optional objective.
Oda Nobunaga 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 Purposefully Overpowered.
Asura from Asura's Wrath is a great example. He has a rather bulky frame, and with six arms, would seem rather slow, right? Nope, he can engage in Rapid Fire Fisticuffs that can destroy planet sized beings, and can move quick enough to mow down anything in his way. His master Augus is very much one of these as well. Both have some speedster traits as well.
The final chapter of the DLC takes this even further. How far? Asura activates a Mantra Reactor and becomes larger than Earth, and then proceeds to fly at faster-than-light speeds to deliver a single, epic punch to the face of a being larger than a galaxy.
Doc Robot's impersonation of Quick Man in Mega Man 3 is just as fast as his predecessor, but bigger and tougher.
Golden Sun: Dark Dawn gives us Sveta, a young beastwoman. Ordinarily, she's one of the faster party members, and also quite hard hitting. If you transform her, however, she takes this trope up to eleven, getting an immense power and speed boost. And if you get Himi to cast Weapons Graces on her, well!
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.
Also Genshin from the sequel.
Hercules in God of War III starts off as a Mighty Glacier, and grows more agile as Kratos strips away the various pieces of armor he wears. In the last phase of the fight, when he's been stripped of his Nemean Cestus and is forced into pummeling Kratos with his bare fists, he gains the ability to Flash Step.
Letho, the Kingslayer, from The Witcher 2. He's a bulky mountain of muscle but has the speed and superhuman reflexes to rival any other witcher.
In City of Heroes, nothing's stopping mighty Brutes and Tankers from taking the Super Speed power pool, which includes Superspeed (to make you run fast) and Hasten (to make your attacks recharge faster). The Stone Armour powerset does slow the user, but that can be overcome with teleportation!
Then there are the Electrical Armor and Electrical Melee powersets for Brutes (and Stalkers). The armor set includes a power that boosts your movement and recharge speeds while the melee set has Lightning Rod, a top-tier attack that involves you turning into a bolt of lightning and teleporting to your target to hit them. Power Surge temporarily turns you into a person made of lighting for extra damage resistance.
In the ninth and tenth installments of Fire Emblem, Ike is a pretty straight example of this. In Path of Radiance, he starts out a Fragile Speedster, but about halfway through, he becomes almost as strong and well armored as the Mighty Glaciers, but also retains his initial speed advantage. He starts out this way in Radiant Dawn, and only gets better (barring slight speed issues).
Many late-game bosses in Fire Emblem fit either this or Mighty Glacier. Case in point, Ike above's recurring enemy the Black Knight is repeatingly described as abnormally fast for a guy in heavy armor and the strength to match. He is more of a Mighty Glacier in the sequel but that is only relative.
In the 10th game Haar (And Jill, if leveled) has stats that range from "good" to "more defense then most specialist" leading him to clear endless legions of enemies by himself with no support. Incidentally, he dies quickly when facing lightning. Haar starts off as a Lightning Bruiser, but towards Part IV his speed dwindles a bit and becomes a Mighty Glacier. His strength and defense are still pretty high however, essentially making him a flying tank. Meanwhile, if one levels Jill up enough, she starts off as a Fragile Speedster and then grows into this. Her caps are THE best Beorc caps. Case in point, she can reach up to 35 Str, Speed, and Luck. Then, she could reach 38 in Skill and 36 in Defense. She has the growths to reach them, as well.
As is Sety (who actually has the possibility of getting enemies a 0% chance to hit him) and the swordmaster class.
Many of the "Mercenary/Hero" class characters throughout Fire Emblem gain great speed and strength gains. And are strong enough to wield the heavier swords myrmidons cannot.
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 Sonic Chronicles, Sonic is the Jack of All Stats except for being the fastest character in the game. In the usual gaming fare, he's a Fragile Speedster and somewhat of a Glass Cannon but it really just depends on whether you can hold on to a single ring. In Sonic Unleashed, he does indeed play this straight, as he is able to move fast, destroy tough enemies, and lose only 20 rings per hit.
All of the "Power" characters in Sonic Heroes (Knuckles, Big, Omega, Vector) are this. They can break huge blocks of stone but have no trouble navigating loops and corkscrews as the "Speed" characters do. When balanced for competition, however, they're Mighty Glaciers instead.
A better example would most likely be Shadow, who is consistently a speed-type character- and in his debut game was able to match speeds with Sonic- but also able to sling around large pieces of rubble one-handed and lay out other characters with a single kick.
Sonic's "Sonic boost" ability makes him into one of these.
It helps that he has a ton of mass, to the point where a four-foot drop to the ground will result in cracked pavement and simply standing on a tank will noticeably slow it down; definitely a hard-hitting speedster.
Prototype has the Supreme Hunter who is as large as a tank and has most of Alex's powers as an Evil Counterpart to the protagonist Alex Mercer who is a hard-hitting speedster. For that matter, standard Hunters are pretty damn speedy for their power, and on Blackwatch's side their Super Soldiers both have the physical brutishness to fight Alex in melee and the agility to Le Parkour while in pursuit of him.
The sequel gives protagonist James Heller similar powers, and a comparison between the two reveals that Mercer is stronger, but Heller is much faster.
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.
Marisa Kirisame of Touhou. Her bullets fire mainly in front of her, dishing out narrow but concentrated damage, and she moves faster than Reimu, who in many games is the only other playable character.
Marisa B aka Marisa Bugged, aka Marisa Broken from Mountain Of Faith (and Subterranean Animism, though to a lesser extent, which makes one wonder whether the bug may have been intended) takes this to ridiculous extremes. The game contains a bug that causes Marisa to dish out simply ludicrous amounts of damage as long as her energy remains between 3 and 3.95. Marisa Broken is powerful enough to cut long spellcards to a fraction of their length, and to end non-spellcard attacks before the first bullets fired even reach her.
Beat from The World Ends with You moves around a lot on his screen to attack, and his non-finishing attacks do the most damage of those of the secondary characters.
Final Fantasy VII: Not so much in the original game due to game mechanics, but the other entries in the Compilation show that many, if not all, of the bioaugmentedsuper soldiers or test subjects in the series tend to fall into this category.
Blatantly obvious in Advent Children with Cloud, Kadaj, Yazoo, Loz, and Sephiroth. Cloud is ridiculously fast both on and off that oversized motorcycle of his, and is easily capable of carrying Barret with one hand without slowing down. As for hitting power, he has quite an array of Implausible Fencing Powers, including the ability to slice apart huge chunks of rubble and smack down a giant monster out of the sky.
Loz is strong enough to break and throw almost anything around (his "Dual Hound" weapon sometimes assisting), yet he also can speed between locations so rapidly that he has virtual teleportation. If he were only a bit smarter and ruthless...
In the OVA Last Order, Zack is shown easily dodging machine gun fire from multiple shooters and causing the shooters to hit each other.
The junction system in Final Fantasy VIII allows the player to boost any character's Strength, Stamina, and Speed dramatically by linking the stats to the right kinds of magic, but Zell deserves particular mention; his stat growth is naturally designed to make him hit fast and hard. At higher levels and with good junctions, his ATB speed becomes noticeably faster than the rest of the party's.
Defying the common expectations of his job class, Zidane Tribal of Final Fantasy IX is a surprisingly hard hitter and has good HP, only balanced by his lack of heavy armor (of which only two characters in the game use anyway). And then he becomes a straight-up nuker in his Super Mode.
Lightning from Final Fantasy XIII can become this. Her final stats and abilities make her the Jack of All Stats by default, and her strength is surpassed only by Mighty Glacier Fang. However, Lightning is one of three characters (the others being Sazh and Hope) who can equip five pieces of equipment (one weapon and four accessories) that have a set bonus that increases ATB recovery rate, meaning she can attack more frequently. Furthermore, the weapon she equips as part of this set, the Axis/Enkindler, increases her ATB gauge with each attack. Slap on a Haste buff on her and she will easily live up to her name.
Squall in Dissidia: Final Fantasy. His attacks come out fast and he moves pretty quick too. His Bravery combos are very strong, hitting multiple times and can instantly drain the opponent's Bravery. It gets even worse in EX Mode, where all of his Bravery attacks deal twice as many hits, instantly doubling his damage output, and then take into account that EX Mode raises the probability of landing a critical hit. Add in other critical hit-chance boosting abilities, and you realize about the only thing that keeps him from being a top-tier character is his slow HP attacks.
Zidane is normally speedy but not too powerful, his Bravery attacks not doing much damage but being very fast. However, Zidane has the impressive ability to cancel out his attacks and chain them into new ones in a variety of different ways, and a skilled Zidane player can produce combo attacks this variety rivaling the likes of Jecht and Golbez as detailed above. He also has the advantage of having equally fast HP attacks, such as Free Energy which takes Instant Runes to the literal extreme (almost instantaneous in execution), and many of his Bravery attacks can chain into HP attacks.
Prishe has fast attacks and high movement speed, and a unique combo gimmick that lets her chain attacks together, allowing her to strike with a fast-hitting attack and follow it up instantly with a slow-executing but very powerful charged attack. However, much like Squall she's held back by slow HP attacks.
Sora and Riku play out this way in Kingdom Hearts II. Their magic plays second to their hard hitting fast combos.
Xehanort plays this rather straight too. Makes perfect sense, given how he's the Terra Master Xehanort performed Grand Theft Me on. Terra was very strong but obscenely slow, while Master Xehanort had good reflexes and could teleport.
Sephiroth's appearances in the games count as well: 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 everytime he hits you - and he will hit you.
Birth By Sleep'sMysterious Figure takes this trope up to ten thousand. Almost every hit he lands on you will knock you back to one HP- and that's only because of Second Chance and Once More. If you didn't have those abilities equipped....
All three main player characters in the F.E.A.R games (Point Man, Becket, and the unnamed Sergeant) have Bullet Time-abilities that can make them extraordinary fast for a few seconds at a time. They still hit hard enough to instantly kill a cloned super-soldier by slide-tackling their ankles, and their round-house kicks would put Chuck Norris to shame.
NCR Veteran Rangers and Legionary Assassins in Fallout: New Vegas, the most elite of Elite Mooks; they have more health than a (non-Quarry Junction) Deathclaw and are armed with the absolute best weapons in the game and can kill even a level 30 tank character with just a few hits.
In Tales of Symphonia, Lloyd is the fastest character, hits fairly hard, is your primary and best meat shield (even with Presea on the field, unless she has Glory), has the best Combo techs in the game, which complement well with spells, especially multi-hit ones and those with stopping power. The one thing he can't do is use magic, a trait he shares with Presea. However, he proves he doesn't need it. Also, nearly every boss with a humanoid shape counts, but especially Kratos, after betraying you, who not only has a skill that allows him to chain Techs in any order, his casting speed is crazy fast, and he will randomly decide to shrug off your attacks and head straight for your mages. He never stops attacking, since he has very little recovery time from his techs. There's a reason you can lose this battle and not get a Game Over; it's meant to be a Curb-Stomp Battle, and when you take into account where in the game this event takes place, it makes sense. Especially since it is preceded byThat One Boss Remiel and followed by a Hopeless Boss Fight with Yggdrasil
Tales of Vesperia has protagonist Yuri Lowell who is very fast and can deal out hard damage as well as take it. He's also one of the most broken characters in the Tales Series. See Game Breaker for details.
Tales of Graces has main heroine Sophie, who is a fast and very hard-hitting brawler character. She also is a major healer in the party.
Berserkers in the Quake series, especially in Quake IV, where they have a literal lightning attack and can One-Hit Kill you on General difficulty. Also, Fiends and Death Knights from the first game.
The Demon Knight in Dragon Quest I dished out massive damage, had high defense, was magic-proof, and had 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 a pretty good HP, can insanely be 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.
The Doomguy in the old games also qualifies. He carries an alarming number of heavy weapons and runs at something approaching highway speeds.
Shadow Man in Mega Man 3 is similar to Quick Man from Mega Man 2, but faster and tougher, and has the same sliding ability as Mega Man.
Yuuto and Etrangers in general function as this in Eien no Aselia which is why they are valued so highly. While Yuuto has no skill in combat to start, he's still a match for all but the most skilled and powerful of spirits. Also, Eternals.
The first Silent Scope has Monica the Armed Secretary, who wears full body armor (requiring 3 headshots or two volleys of 10 chest shots) and is incredibly fast. The sequel has Sho & Kane the Lightning Bolts, who don't have armor, but are even faster than Monica, throw their swords, and confuse you with doppelgangers.
Captain Falcon in the two first Super Smash Bros.. games had the fastest running speed coupled with extremely fast, powerful attacks that lent themselves naturally to combos. He also had an average weight. In Brawl, all his moves lost priority, nerfing his offense and making him more Jack of All Stats.
P.N.03's Blackbird suit, unlocked on a New Game+, has all its stats maxed out, making Vanessa one of these. To a lesser extent there's the Ultra Fusion, arguably the best non-secret suit.
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.
Saber can go toe-to-toe with aforementioned Berserker, is Nigh Invulnerable to magecraft, agile enough to sprint on the side of skyscrapers, and she's one of the few wearing proper armor. And all of this is her at her weakest, low on energy and wounded. At full strength she is more or less a demi-god.
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 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.
Princess/Tsarevna Alena from Dragon Quest IV can be considered this. Starts gaining a LOT of Strength and Agility early on, and maxes them out around level 52 or 53, and because of the way Resilience is gained in the early DQ games (namely, at precisely half the rate of Agility), she's got the highest base defense to boot. Whether or not her average HP and subpar equipment options put her here or in Fragile Speedster territory is up for debate, but she still hits MUCH harder than anyone else on the team with normal attacks. On the offense side of things, she's boosted even further by the fact that her best weapon lets her hit twice per turn.
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.
By virtue of jetpacks, the Assault class in Global Agenda alternates between a fast tank (flying) and a slow or even stationary death star (using minigun). Once you get the Combat or Crescent jetpacks, however... you can do both at the same time. FEAR HIM.
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 though, the early game A-10A can surprisingly 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 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, 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 in response to those, competing series by Konami, Air Force Delta has their literal flagship, the Vic Viper, as an unlockable. Also, the crazy old man with the modified ww2 planes? Every bit as hardcore as Lou Gossett Jr.
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, is 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.
Baldios is a non-original example. Size LL, Super Robot stats, and its own mirror image ability. Oh, and its a reality warper. Made even more Lightningy in Z2, where Marin's Ace bonus increases the odds that the Double Image will activate to a fairly respectable 40% and Baldios's Full Upgrade Bonus removes the previous morale restriction necessary to enable it.
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.
Same case with Mazin Kaiser with Kaiser Scrander, in some game with it having ridiculous armor(it is after all the poster boy and go-to Tank in Super Robot Wars games) and like GaoGaiGar dodge rate that is ridiculous for a Super but poor for a Real. For example in Alpha Gaiden it has absurd Armor that is only rivaled by some Battleship, Hp regeneration, and dodge rate higher than some Reals, and the highest among super, in fact Mazinkaiser is so powerful that alone, a properly equipped Mazinkaiser guarantees a stalemate during later stages (in this Nintendo Hard game thats saying A LOT). In Super Robot Wars W the same game GaoGaiGar appeared, its stats is GaoGaiGar except instead of defense, its more focused on offense with Mazinpower and Combination attacks instead of Map attacks. After all, it is the same Super Robot that can become God or Devil depending on the pilot
Also, the vast majority of bosses will have more HP and armor than any unit you'll have even when they possess high evasion and a small size. The ones that aren't generally being more Mighty Glacier (because while high evade can be completely neutralized by Strike, Valor and Soul can only deal with high HP to a limited level).
One of the first genuinely super robots you get in Super Robot Wars Original Generation - Grungust. In the early levels when you have it, it can one-shot most non-boss enemy mechs in its Wing Gust form - which otherwise possesses crappy weapons - by using Giga Drill Breaker Spiral Attack. If you're dealing with something durable, it can then shift forms into its humanoid mode and begin wailing on whatever it hit with Darkness Slash and Final Beam. Oh, and it has a ton of HP. And its default pilot, Irm, learns the Love Spirit Command, which is approximately 80% of the offensive Spirit Commands in the game happening all at once.
The final boss of the Super Robot Wars Z Special Disc, Overman Zan, is horrendously overpowered. Sure it doesn't even have 40,000 HP, but all attacks only do 10% damage to it. This is on top of it acting three times a turn, casting Alert and Strike at the start of each turn, and a whole bunch of other horribly broken perks making it a very, very difficult boss.
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.
Super Robot Wars UX also has the Odyssea, which comes with large EN regeneration, does not use EN for movement and ignores terrain that penalizes movement, alongside its "Space Jump" ability note Grants a 35% chance to dodge all attacks. Its final attack has 1000 more attack power than most Trans-Am attacks. However its evasion isn't that good, so it's closer to a Mighty Glacier.
Mazinkaiser SKL in Super Robot Wars UX is one fast Super, having the highest Mobility out of all Supers even with no PU bonus from a partner. Has only slightly lower HP and Armor than Demonbane.
Cage upgrades to one when the Testament's true form is unlocked. Kinda gamebreaker-y to give the main character something with such ludicrous power. Zone of the Enders: Fist of Mars gets a very Gundam feeling once the Testament and the Orcrist (not as fast but super long range) come out to play; they have the weapons that make the mooks fall down. In the same vein is Naked Jehuty from The Second Runner. Super Speed is a given with the Zero Shift, but it can also take a lot more punishment and deal out more than the other Jehuty versions. That too is before considering the unlimited Subweapon energy available in New Game+. Vic Viper is also very nasty.
On the flipside, the I-Gears, being Fragile Speedster as they are, aren't usually deemed too much of a threat when assaulting defended points. When the I-Gear gains Berserker though, it suddenly becomes a top-notch DPS-disher that would make most DPS-dedicated tanks weep.
Sentinel in Marvel vs. Capcom 2: New Age Of Heroes. The largest character of the game with a seemingly clunky walking animation but has a pretty fast ground dash and the fastest flight mode of the game. It can also enter and exit flight mode in a flash too resulting in expert Sentinel players going in an out of flight mode instantly just to cancel the animation for their air attack, making it a deadly giant terror in the sky. These are just few of the reason why he's a top tier character in the game and is referred as "one of the four gods".
Any of the Aggression-class cars in Burnout Paradise. Furthermore, due to the mechanics of Aggression boost, they actually get stronger and faster the more damage they dish out and take. The three kings of this trope in-game, though, are the Carson Inferno Van, the Hunter Takedown 4x4, and Hunter Olympus Governor; massive, fast, and eager to put your little car into the guardrail.
The Game Breakers of Raiden Fighters: Judge Spear, Ixion, and certain versions of the Slave. All of them have ridiculous firepower and ridiculous speed.
Basic tanks in the early Command & Conquer series. In addition to being able to dish out and take far more damage than infantry, they were also much faster than them, which often led the games being all about massed tank rushes.
Company of Heroes Panther Tank counts as this, it's able to move at an equal pace of the much-lighter' Panzer IVs and packs a lethal long-barreled 75mm Tank-killer cannon. In a game that isn't famous for realism when it comes to vehicles the Panther is well-depicted.
To a lesser extent the Tiger I tank counts; just think of it as a slower version of the Panther with more armor and a gun that can gang-rape clusters of infantry and tear through enemy armor alike.
Zero, especially in the Mega Man Zero series. He's very quick and agile, but when he cuts loose with the Z-Saber, his enemies don't know what hit them. The only downside is that Zero traditionally lacks durability, but you can make up for that with Sub-Tanks and Cyber-Elves if you like.
Some games provide power-ups that enhance normal attributes, like running speed, attack speed, or attack power. With the right combination, your character can obtain this trope in a fashion. Though the best example aside from Zero would be Ultimate Armor X in Mega Man X 8. Some of the powers of that armor include increased running speed, and the Nova Strike. Zero comes close in the same game with his secret armor and secret sword, but X has more durability and raw power.
As per BattleTech, Clan OmniMechs are heads and shoulders above their Inner Sphere peers in most Mech Warrior games where they show up. Many players consider the Timber Wolf/Mad Cat to be a dream or a nightmare (depending on whether its guns are pointed towards or away from you), capable of either seriously messing up or outright stomping into the dirt anything it comes across. There's few direct counters to it in the games, short of having more 'Mechs on your side to gang up on it, and expect casualties. A collection of lights and mediums swarming it? It can cripple or take down most smaller 'Mechs in one or two salvos, and usually does so far out of their own range. Send an even bigger 'Mech to tackle it? It'll just run rings around anything slower than itself and hammer them. Bring in another Mad Cat to deal with it, then? Expect a slugging match with the victor bloodied, battered, and vulnerable. The most common configuration of the Timber Wolf carries enough firepower to punch out a 95-ton Executioner, an even bigger Clan OmniMech. No wonder so many players aim to earn, purchase, or capture one for themselves in the course of the games.
Star Trek Online has finally introduced the Excelsior class cruiser from the Star Trek movies and TV shows. Whereas all other cruisers are best classified as The Mighty Glacier with a slow turn rate, nigh unbreakable tank and 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.
The Wing Commander games had fighters and capital ships of large size yet exhibiting high speed and maneuverability. First, in Wing Commander II was the Sabre heavy fighter, which turned on a dime, had many guns, and carried 4 torpedoes. III then introduced the legendary Excaliber. Then IV brought us the Dragon, which could afterburn without gobbling fuel and had Jump capability, and the Vesuvius class carriers, which were huge, very heavily armored (i.e. to destroy one required flying INSIDE it), carried insane firepower, and could turn on a dime.
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 armour 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 has good-to-excellent stats in all areas, 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.
Need for Speed II and a few other games in the series have the McLaren F1, which was the fastest production car in real life at its time, and it has the highest stats in most other categories as well.
The Brig of War from Sid Meier's Pirates!. Can maneuver rings around a frigate and can blow a sloop out of the water gun-to-gun. However, the ship suffers as the Master of None, since there are better ships for either of the major combat styles (either ram and board quickly, or fight a gunnery duel to break the other ship, then board).
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.
World of Tanks got a few: the AMX 13 90 is a tier 7 light tank, so it is small and got the speed of a light tank, but the health points in the 4 digit range like the other tier 7 heavy and medium tanks, also it got a gun with 6 shoot magazine which can dish out a lot of damage in very short amount of time, putting it even further apart from other light tanks (which are either starting tanks in the lower tiers or dedicated scouts). High tier medium tanks can come up like a Lightning Bruiser too if played well.
The tier 9 T-54 is particularly notable, having a solid hitpoint pool, thick armour (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.
In the X-Universe series, Terran and ATF ships are in this category. They're fast and tough for their class, which is somewhat balanced by slightly lower firepower than average due to a limited weapons selection. OTAS ships have no such balance.
Also, "Vanguard" ship variants offer higher speed, weapon generators, and sometimes higher shields than the base version, at the cost of some cargo space and expense.
Multirole ships in Battlestar Galactica Online, at least in their own classes. Speed and agility of an Interceptor, tank and weapon mounts of an Assault, computer capabilities of a Command. They're really expensive bastards, though, and in terms of customisability through slots they are only Jack of All Stats.
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.
Jake Armitage, the protagonist of the Shadowrun game for the SNES is an example of the 'Master Of All' category. By the end of the game he'll be able to blow opponents away with a BFG (firing at double speed thanks to boosted reflexes), endure hits with a suit of full body armor and sub-dermal plate, and use a selection of spells to attack, heal, or enhance his defence.
In the Touhou fighting games, Remilia Scarlet tends to be viewed as a slight case of this: she's got more mobility than anyone nonspecialized in evasion, with no counterbalancing weakness or fragility. Her status is also probably influenced by doujin, Fanon, and most of all her description in the first fighting game, Immaterial and Missing Power:
In addition to the Ultralisk mentioned above, StarCraft's zealots and StarCraft II's marauders are also strong fits.
Agents from Syndicate take lots of damage, pack ridiculousfirepower and can race cars on foot. The durability of Agents is well demonstrated by Miles from the remake - at one admittedly scripted point, he is lured onto a bridge wired to the gills with C4, hanging over a drop long enough to kill by itself. At the bottom there are goons with machine guns waiting, because obviously both of those wouldn't still be enough to stop him. He makes it.
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 AI 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.
The Old Republic has a pair of options for this in each faction. Operatives and scoundrels (Imperial/Republic respectively) can both wear medium armor and have high mobility coupled with hard-hitting damage output at close range. Sith Assassins and Jedi Shadows are also extremely fast and have a sprint ability, while focusing on burst damage with dual-bladed lightsabers.
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.