A common character build in Competitive Balance that emphasizes pure power at the cost of speed and mobility. Strong and slow.
As the name implies, the Mighty Glacier is one of the strongest people in the world. A single hit is like ten hits from anyone else. Mighty Glaciers also tend to carry weapons that wouldbreak anyone else's arms just to pick up, and can hold open doors that would break a lesser person's fingers off when they slammed shut.
The catch is this: they're slow. Reeeeeeaaaaalllly slow. They would need rocket skates to be described as "inching along". Some games mitigate the Mighty Glacier's slowness by providing support units which can carry it around more quickly than it can move on its own.
A greater muscle mass (to a point) theoretically provides speed but the Mighty Glacier tends to use the heaviest equipment possible, sacrificing any speed for the pure crushing power that only he can achieve. Too much muscle can hinder speed and endurance to a degree, as some deconstructions of Mighty Glacier characters show.note In Real Life, people with loads of muscle can still be fast and have endurance to a point but they most likely will not have the same as those with relatively less muscle mass, and lots of muscle can hinder agility and flexibility to a degree as well...but of course, some people work hard enough to be capable of doing it all Lightning Bruiser types
They tend to play as Difficult but Awesome in video games, requiring intimate knowledge of their moveset in order to consistently land powerful blows. However some games punish this build when landing more hits than the enemy over time is often more important than how much damage the individual hits do. Racing games tend to have a variant where the heavier vehicles have slow acceleration and turning, but once they get moving their powerful engines allow them to go really fast. They are also less susceptible to being knocked off course by colliding with obstacles or other racers.
Contrast the Fragile Speedster, which sacrifices toughness for speed. Shed Armor, Gain Speed can cause a Mighty Glacier to turn into a Fragile Speedster. Contrast the Lightning Bruiser, who is strong, fast and tough. See Glacier Waif for when a Mighty Glacier is of average or below-average size.
See also: Necessary Drawback, PVP Balanced, and Character Roster Global Warming, which they are frequent victims of because it appears to be harder to be "creative" with big-and-slow characters. Heavily Armored Mooks tend to be this when they're not Stone Walls.
Should not be confused with the pro wrestler Glacier, who, despite his name, is not this trope.
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Anime and Manga
The Knightmare Frame Mordred from Code Geass is this, thought not technically a character in any game. Heavily armed, all of its projectiles are Hadron cannons to some extent, either small ones that fire hundreds of pin-point lasers or a massive quad Hadron Cannon that can destroy an Airborne Aircraft Carrier in one shot. Problem is, it's slow and has no effective close-ranged weapons, so a group of anybody better than a mook can generally surround and shoot it down, and its Float Unit is quite vulnerable.
Cute Bruiser Vita. She isn't particularly fast by the heroes' standards, and her attacks use a really big hammer that doesn't swing particularly fast. On the other hand, she deals out immense amounts of damage.
Reinforce. Her speed is also middling, but her attack power is among the strongest - who else have you seen throw out a city-sized Starlight Breaker?
Nanoha herself, too. She's not slow in terms of agility, but her attacks are rather slow but extremely powerful beams. Starlight Breaker alone takes significant time to charge, which is why she only uses it when her enemy is being held by magic binds.
Also Whitebeard. He's no slouch, and many fighters would probably lose to him in a contest of speed, but he has no feats that suggest truly superhuman speed which is pretty uncommon amongst the absolute top tiers in the series. Actually he almost doesn't evade any attacks in the war because he relies on his reflexes to block the attacks. To his defense, his lack of real super speed is only so easily noticed because his raw strength is so absolutely massive. It's implied that Whitebeard is only so slow due to the fact that he was dying of disease during his only on-page fight. When he's stabbed by Squard, Marco says flat-out that Whitebeard should've been able to dodge it with ease, and in Ace's flashback to his early days with Whitebeard, the guy was pretty much untouchable.
Using the "Ultra-Super-Saiyan" state can have this effect in Dragon Ball Z. They're still fast compared to almost anyone else, but the bulky muscles make it tougher for them to keep up with someone on the same level. Both Goku and Vegeta spotted this flaw while training, but Future Trunks only caught on after getting his butt kicked by Cell, who stresses the important difference between a Mighty Glacier and a Lightning Bruiser. Gohan sidestepped it entirely by being the first to achieve Super Saiyan 2.
Bleach: Poww, one of the few fracciones who needed a bankai-wielding captain to defeat. He was a literal mountain of strength but, as he himself complained, movement was a nightmare for him, and he was sluggish at best.
Taken even further with Yammy, who originally comes off as a Lightning Bruiser, but after releasing his Zanpakutou, he becomes the mighiest and most glacier-y of all. Some of his attacks are still speedy, but his size is too much for him to move at full speed.
The Akimichi clan in Naruto are a clan made up of Mighty Glaciers. They're all pretty big, due to eating a lot in order to convert calories into chakra, are physically very strong, and can expand their arms, legs, and entire bodies. However, they are also very slow, and as we've seen in Chouji's fights, this lack of speed tends to put him at somewhat of a disadvantage. They compensate for this by teaming up with the Yamanaka and Nara Clans - the former can control their opponent's mind, and the latter can immobilize them physically.
Susano'o turns the normally nimble Glass Cannon Itachi Uchiha into a Mighty Glacier. He can only move at a snails pace due to the immense strain that Susano'o puts on the user's body (Sasuke described just having the ribcage as having every cell in his body ache maintaining it), and its Cast from Hit Points making it...rather impractical. Unless Itachi is an Edo Tensei, it turns him into a Lightning Bruiser.
Subverted in Fullmetal Alchemist, where Sloth can ironically travel at high speeds despite his oversize muscled form. The catch is he can't control himself, and most of the time stops by slamming into something. Played straight up until the fight where he does this, though. Think of the scene at Briggs, for instance, where he just kind of meanders about while Armstrong tries to figure out how much ordinance it will take to deal with him.
The Destroy in Mobile Suit Gundam SEED Destiny is a giant mobile armor/Gundam cross. At 400-tons it's heavily armed, but lacks the mobility of the regular Gundams and mobile suits. Stella more or less uses hers as The Juggernaut, bludgeoning her way across Eurasia and to her fiery death in downtown Berlin.
The Big Zam in Gundam 0079 also counts. It was arrayed with 28 mega particle cannons and one even larger one on it's chest which allowed it to rip the EFSF forces a new one. Unfortunately, it was incredibly slow and had no close-combat capabilities whatsoever and was destroyed when the Gundam got behind the I-fields protection.
Ramiel in Neon Genesis Evangelion. For those unfamiliar with the show, it is a giant octahedron which flies slowly, with the most powerful cannon in the whole series. Nothing in the series could have gotten close to it without being destroyed. It eventually takes a sniper rifle shot powered by the entire energy output of Japan to take it down.
In a rather rare case nowadays, this is how the titular mechs (the Megadei) are portrayed in The Big O, unlike most of its contemporaries that employ Giant Mecha with Lightning Bruiser qualities, all but one of the Megadei move like real world tanks. They're big, unsubtle, lumbering, not very graceful, but near catastrophic in damage output.
In Attack on Titan, the Colossal Titan takes this to Crippling Overspecialization levels. It can smash the Walls and doom humanity, but can hardly lay a massive finger on the Survey Corps used to much faster opponents. It would be dead except that the Colossal Titan has the power to emit scorching hot steam to protect itself.
Nightwing: 'How could anyone so big move that fast?' We've all heard that one, right? Well forget it. This guy is big and sloooww.
Among the X-Men's foes, there's the Blob and Stone Wall, who fight side by side in a version of the Brotherhood of Evil Mutants that serves the U.S. government as Freedom Force. Both of them are immensely strong, but neither one is known for his speed. Heck, the Blob likes to brag that his mutant power literally makes him the proverbial "immovable object". He may as well be the trope codifier.
Colossus counts too. Even though he's easily much, much stronger than he is heavy, this doesn't translate into any speed advantage. In one X-Men issue, he is summoned to Limbo by his sister and has to chase down Baba Yaga - he could barely run faster than a shriveled old hag. Not only is he a slow runner but he's pretty sluggish in a fist fight too; Thor lampshades this when he curbstomps Peter without taking any hits in an issue of Cable and X-Force. This is pretty much why Colossus sticks to going toe-to-toe with opposing heavy-weight big guys and leaves the quicker ones to Beast or Wolverine. This is a case of Depending on the Writer, as early editions of the Official Handbook of the Marvel Universe attributed Colossus with impressive levels of speed in human form, and claimed he reached peak Olympic athlete levels of speed when he turned into metal.
In the Fusion FicRenegade, the Global Defense Initiative has developed "Glacier-class" dreadnoughts, which are massive warships that are so ponderous that they are primarily used either to defend static locations like resource-collecting "supercarriers" and strategic planets, or to assault worlds of major strategic importance, with the objective in this case being to either force the enemy to stand and fight to defend the planet and get subsequently annihilated by the Glacier, or to flee and surrender a critical strategic resource.
The Pokčmon They Carried features a land battleship known as the M1-12 Rhydon. This is a large vehicle that weighs about 130 tons and carries a 105 mm smoothbore gun and is bristling with 30 mm autocannon. As a tradeoff, it is insanely slow with a top speed of twenty five miles per hour.
In the Lunaverse, this is how Raindrops is depicted - slow and clumsy for a pegasus, but stronger than the average earth pony, who are the designated strong pony subtype.
Darth Vader in Star Wars. Although a Lightning Bruiser as Anakin, once he gets the cybernetic treatment he becomes the giant, lumbering, but powerful villain of the original trilogy. Fittingly, his personal starfighter in A New Hope, the TIE Advanced x1, has a more powerful armament but less maneuverability compared to the standard TIE fighter.
Also in Star Wars are several other fighters, specifically the B-Wing and the TIE Bomber, which carry large payloads of powerful torpedoes but are relatively slow and unwieldy. The Y-Wing was this originally, but by the time of A New Hope their ordnance had been matched or surpassed by the faster X-Wing, leaving them as a Master of None. (Notably, only one survived the Battle of Yavin.)
The ultimate Star Wars example may be the Death Star itself. A mobile space station the size of a small moon, it moves at a crawl compared to the even the slowest starship, but once it gets within range, it can and will blow your planet up.
While he's not as particularly fast as some of his previous incarnations, Godzilla here keeps true to the Big G's tradition of dishing out various flavors of pain and destruction.
Lensman: The true Mighty Glaciers of the Civilization-Boskone conflict are the armed planets. They carry armaments far beyond anything that can be mounted on a ship, but even inertialess, drag makes them so much slower than everything else that they're nearly useless against anything smaller than another planet.
Ronald Niedermann, the blond giant in The Millennium Trilogy is freakishly strong, to the point that every blow seems to shatter bones. However, he's a terrible boxer and telegraphs his lumbering punches.
In Warrior Cats, ThunderClan and RiverClan cats are described as being large and powerful, but slow.
Live Action TV
In the second series of Gladiators the contender Roland Hill, a strength athlete who dragged cars uphill for fun and held the world record for tearing telephone directories in half, went into the Eliminator assault course with a huge points lead over his opponent, giving him a massive 15.5 second headstart. He lost to Steve Quick.
Star Trek: The Original Series had this in the form of the Gorn Kirk was forced to fight against. He could outrun it walking backwards, but the Gorn was strong enough to pick up and throw a rock that was at least as big as Kirk himself.
Averted with the Gorn in the Star Trek: Enterprise episode "In a Mirror, Darkly", in which a Gorn was capable of moving much faster (and looked scarier) and was capable of navigating maintenance tunnels on the Defiant.
André the Giant is Professional Wrestling's patron saint of Mighty Glaciers. When he was younger, he could move very well and even throw a dropkick. Acromegaly slowed him down starting in 1987.
In the 3rd Edition of Dungeons & Dragons, Clerics tend to be this. Though casters, they get most of the best offensive buffs in the game. It will also take them a round or two to buff. As a result most fights start with the heavily armored Cleric clanking toward the foe as he buffs himself, then smacking said foe down with one or two hits from his heavy mace when he gets there.
In 3.5, the Stone Dragon techniques from the Book of Nine Swords rely on keeping yourself grounded and balanced so you can deliver massive damage, punch through defenses, and break rock and metal. All its attacks require you to be on the ground, and most of its stances require you to not move or break the stance. The Dwarf-only class Deepstone Sentinel goes further, allowing you to control the ground around you with martial arts, as long as you don't move at more than a crawl.
Also in 3.5 the Dwarven Defender prestige class, which gives you a limited use ability that increases your strength and constitution but preventing you from moving. It's dwarf exclusive. It's very useful for Hold the Line situations in a bottlenecked dungeon where all enemies must get through the dwarf's square to reach your Glass Cannons. In most open spaces, considerably less so.
The new Imperial Guard codex of ''Warhammer 40,000 turns the Leman Russ into one of these. Has slow movement, but can fire its turret weapon in addition to any attacks allowed depending on how far it moved.
Space Marine Assault Centurions can shred almost anything they engage in close combat, which is unlikely given that their movement speed tends to be only marginally better than the scenery. They can be mounted in a Land Raider, at least, which gives them increased mobility at the expense of a very, very large "shoot me" sign.
BattleTech's selection of 'mechs is grouped into four classes, the biggest and slowest being Assault. Assault 'mechs are most often slow, plodding, ultra-durable behemoths, and usually pack enough firepower to destroy a Light mech or cripple a Medium with one salvo. They also don't have to worry too much about their speed, since most Assault 'mechs are equipped to deliver death at extremely long range. And the Assault mech has even been one-upped, now, as rules for Colossal class mechs from 105-200 tons now exist. They're bigger, tougher, more heavily armed, and slower than even Assault mechs. Unfortunately, they're also saddled with a few extra drawbacks, like being easier to hit than other mechs due to their massive size and being unable to use certain types of tech, like Stealth Armor or Jump Jets.
Exalted has Mount Mostath, a glacier-mammoth Behemoth whose assigned duty is to arrange glaciers in the arctic north. Its normal movement is too slow for anything with a human lifespan to notice that it's animate at all, but when sufficiently agitated, it does attack the aggressors. It has Strength rating of Immeasurable and its stomps usually inflicts infinite damage to those without divine constitution. Even a mere mortal can run quickly enough to evade Mount Mostath's stomps, given its tremendous size and weight.
Warhammer: Dwarves are all over this trope, with durable and hard-hitting units that are nevertheless meaningfully slower than everything else (the Dwarven movement score of 3 is the worst available in the game without a unit that's actually been hexed by an enemy spell). The Lizardmen also have this kind of thing in their frontline combat troops, Saurus Warriors, which have standard movement distances and an Initiative score that's unlikely to impress even the slowest troops from other armies. The Lizardmen do, however, have Fragile Speedster Skink units, while everything in the dwarf army is either a) really good at killing things up close or b) really good at making the enemy want to come closer so they don't have to take another rune-enhanced boulder to the face.
Star Fleet Battles has battleships. Fearsome things, bristling with weapons, with tremendously thick shields, but their gigantic engines are only enough to drive their gigantic bulk as fast as other ships in the fleet, and they turn like drunk pigs. Only the Klingons actually built any, and they handle as badly as anything else anyone ever built. The Federation designed one, and it handles even worse than that.
Heavy Gear and its first Licensed Game feature the Mammoth Strider. The design is different from Gears in that it is not a true humanoid biped; instead, it is a hunched, broad shouldered machine with very short legs◊. As a result, it has the absolute slowest land speed in either game, hardly able to reach 30 kilometers per hour and with less maneuverability than even a modern tank. The most basic, bottom of the barrel Gear starts off with a 42 kph top speed. This also makes it slower than the setting's land-warships. To compensate for its sluggishness, the Mammoth is extremely tough and even more well-armed. It can absorb repeated strikes from missiles designed specifically to kill mech units, shuffle unharmed through machine gun fire, and basically ignore anything smaller than battleship cannons. The Mammoth is also armed to the teeth with five weapon mounts for the largest missiles, cannons, and lasers, such that it is considered a legitimate match against six enemy Gears. Simultaneously.
In Star Wars: Rogue Squadron, the Y-Wing is the slowest craft but packs a huge amount of armor and generally has plasma bombs that are dropped on targets.
There's Yellobrates from Cubivore. They overpower and can fend off attacks more easily than the Lightning Bruiser Greyodons. Example: A Splits, the strongest Yellobrate in the game, can easily cash out 200 damage, AND can fend off any attack from even their own kind. However, Yellobrates sometime tend to be slow.
Streets of Rage: Adam in the first game has an A in Power and Jump attacks, but his speed is B. In Streets of Rage II, Max is a hulking bruiser of a pro-wrestler who can take out entire mobs of mooks by landing amongst them just as he's hitting another thug with an atomic drop. It's beautiful.
Punch-Out!! King Hippo counts as one of these. Despite being slow and clumsy, his blows will hurt if they connect.
Abore in the arcade version of Double Dragon II is even taller than Abobo and packs a mighty punch, but is sluggish.
The Need For Madness? series gives us EL KING in the first game, and adds the even more fitting M A S H E E N in the second game. A tractor and bulldozer respectively, both cars have issues when it comes to performing stunts and pursuing other cars, but they are the strongest vehicles in the entire game and can easily waste every other car, including each other.
Heavyweights in Mario Kart are the fastest characters in the game, it's their acceleration that's terrible. End up off-road, or get hit by something and they're going to lose a lot of ground trying to get back to speed. At the very least, if they should bump into another racer, it's likely going to be the other guy that goes flying off the track.
Bowser and Donkey Kong in the original. Their engines sound like a clogged weed whacker when they gets pushed off the track and are trying to catch up, but they can smack around any other racer (besides each other) in a collision. Truth in Television in this case, due to Newton's Laws - "An object in motion tends to stay in motion" and all that. The more weight you carry, the harder it is to stop that weight from continuing on.
The other half of Newton's First Law is that "An object at rest tends to stay at rest, unless acted upon by an outside force", hence the poor acceleration speed.
See also: F-Zero. Samurai Goroh's Fire Stingray functions the same way, though Don Genie's Fat Shark is easily the most exaggerated example of this type in the series, with maxed out body and max speed, but practically nonexistent acceleration and cornering.
The real example in F-Zero is probably Pico, who, fittingly enough, is extremely turtle-like biologically. While his Body is maxed out and complemented by an excellent turning score, he's got below average acceleration and max speed, making him one of the slower pilots... though he can easily turn this misfortune around with aggressive techniques.
The Hunter Olympus from Burnout Paradise. Technically, it has a very high top speed rating, but takes an eternity to get to it, if it ever does thanks to all the twists and turns in the roads. But you need an actual tank to stop the damned thing, and it has no boost system. It's improved version, the Olympus Governor, gives it a Stunt-type boost system, turning it into a Lightning Bruiser.
The original Burn Out has a huge Tow-truck that can be unlocked, which is a basic Goliath that can smash other cars out of the way like flies. Unfortunately it doesn't have a very high speed to compensate. However, the game gives you are 'Burnout' gauge which gives your car a boost in acceleration, which is filled by doing tricks or driving against traffic. Thus, the tow truck can take advantage of its unstop-ability and simply drive against traffic the whole time.
Dion Blaster in Video Game/1080Snowboarding and to a lesser extent Rob Haywood. Replaced with Kemen Vasquez in 1080 Avalanche. Their high weight class gives them much more speed on the downhill, but poor turning, jump and tricking abilities.
In Marvel vs. Capcom: Clash of Super Heroes, a hidden character, Mega Armor War Machine. He moves more slowly than Zangief and can barely jump outside of a super jump. His high offense is higher than the regular War Machine's (who already had a high offense).
There's also Cloud Strife, predictably (in that he's a hard-hitter who has many attacks that can cause extra Wall Rush damage, but they tend to have slow start-ups) and in EX-mode all of his attacks are unblockable and deal more damage the more HP he has. The game's SNK Boss Chaos is technically also one, but the only stage you're able to fight him on is so small he barely has to move to attack you (because his attacks are both extremely fast and have stupidly long reach).
Fiona of Arcana Heart is only slightly taller than Kira (who is 11 - Fiona's actually older than Kira, but stopped aging when she was dropped in the human world). She wears several pieces of full plate mail mixed with a maid outfit, and carries around a sword larger and broader than most of the rest of the cast, let alone herself. She's (predictably) tremendously slow, but her normal attacks hit harder than anyone else in the game except Bonus Boss Parace L'sia (although with Parace even her normal attacks look like supers, so it's hard to determine which attacks are normals and which aren't).
Berserker from Fate/stay night's Fighting Game spinoff, Fate/Unlimited Codes, where he hits like a truck, but is the second slowest character in the game (the slowest, for whatever reason, is Sakura). This is actually reversed from the original Visual Novel (or rather, the anime), where it's noted that, for a dude his size, Berserker is surprisingly agile.
Rumi Nanase fulfills the Mighty Glacier role for Eternal Fighter Zero. She's one of the slowest characters, but can take many attacks without flinching, and hits really, really hard. With a wooden kendo sword.
In the Godzilla series of games, Destoroyah is among the strongest and the slowest. Jet Jaguar in his Giant form is both the strongest AND the slowest. However Ghidorah is of a similar power rating but is somewhat agile due to his large wings, and Orga runs around like a drunken rugby player.
In Godzilla Unleashed, Biollante has the lowest speed with the highest attack and an extra health cell.
Asura Blade has Talos, who has some light but deceptively quick attacks (some whose sprites would lead you to believe they were originally meant to go the other way) backed by the craziest fierce punches ever seen in a fighting game. With a lead-in time of over a second, being stupid enough to run into it, or making the mistake of jumping just as the other player decides to go for a basic Fpunch, results in around 70% of your health being knocked off in a single blow. Some of his special moves will kill you outright if timed appropriately. The most interesting thing is that he isn't a boss but a normal playable character. The first boss is a straight-up Glass Cannon, but a VERY FAST rapid-firing glass cannon, and the second a standard fighting game SN Kboss (who, like other endbosses with superpowers, mysteriously forgets how to duck). Due to the first boss's huge (more like CHEAP) reach and speed, and the second not being able to block low attacks, he's generally accepted as harder than the actual final SN Kboss. If you're really unlucky the AI will get locked on Beam Spam mode and you'll never touch him the entire fight, being constantly knocked back from blocking his laser cannon or catching it full on the face and dying miserably. Sizewise the beams are on par with Marvel vs. Capcom 2: New Age Of Heroes's Cable. On top of that he also can lob grenades and has a friggin' bayonet. Yes, a bayonet... on a laser cannon. It hurts just as much as you'd expect it to.
Tsunade from the Naruto: Ultimate Ninja series sends people flying with a single punch, but is rather slow on the attack. Similarly, Gaara and Chouji can be rather quick with their attacks, but both barely move faster than 'speedwalking'.
Astaroth and Rock in Soul Calibur wield giant, heavy axes that deal incredible amounts of damage with excellent reach, but their movement speed is, well, glacial, and most of their attacks are pretty slow as well, making them Difficult but Awesome to play as. Siegfried and Nightmare play much the same, to a slightly lesser extent.
Raiden - Oh God! Raiden! From Virtual-ON. The slowest virtuaroid, it enjoys the best armor and the most powerful attack in the series.
Victor von Gerdenheim the Frankenstein's Monster from Capcom's "other" fighter series, Darkstalkers, is the resident Mighty Glacier: big (tied for the tallest hurtbox in the game), slow (tied for the slowest walkspeed), bulky (highest health), and can deal massive damage with his excellent normals.
The Final Boss form of the Unbreakable Darkness in Magical Girl Lyrical Nanoha A's Portable: The Gears of Destiny. Game-best defense augmented by a Mana Shield that makes her Immune to Flinching is bad enough, but she also comes with highly damaging attacks at all ranges that cover a wide-area. However, she's also slow enough for most of her attacks to be telegraphed, though be wary not to fall for one of her counters when taking advantage of this.
Skull Girls has Big Band, the jazz-themed cyborg detective and the only male character in the game. Twice the size of the other fighters, he hits really hard even with short combos but does not have much range for his size and has to rely on his gap-closers and his unique Parry mechanic in order to fight on his own terms.
The Heavy Weapons Guy class from the variousTeam Fortress games embodies this type, having a very powerful gatling gun but extremely limited movement, especially when firing. In a sense, the most readily identifiable bane of this class, the Sniper, also has elements of this concept, possessing an if anything even more lethal gun, which can only be effectively employed when remaining still. It is, however, not anywhere near as capable of withstanding damage, nor as slow when in movement.
The Sniper is a sort of Mighty Glacier slash Glass Cannon hybrid. Incredible long-range precision damage (in a game where almost everybody has a shotgun and nobody else has a rifle, that quality is gold), can't take a hit worth beans, slow movement while scoped.
The Heavy truly embodies this if he has the Brass Beast. More damage in exchange for reducing his speed to the point that he might as well be standing still when it's deployed.
FPS example: the Leviathan is a slow-mowing but deadly mobile fortress, the biggest achievement of Axon technology. Features 8 huge, 3+ m diameter wheels designed to support its massive weight (and crush enemy vehicles in the process), 4 independent turrets, each one with a distinct type of ammunition (2 of them are actually hitscan weapons) and its own energy shield, and 2 cannons: the smaller launches huge tarydium chunks, and the bigger one it's actually an orbital-grade Ion Cannon, fed by 2 quantum fusion impulse reactors and able to take on an enemy Core with just 5 shots. The thing has 6500 armor points, so killing it means throw everything in your arsenal and hope you have some vehicles available. The drawbacks? It's extremely slow, the Ion Cannon can't be used unless the wheels are stable and the Leviathan is fully stopped, and its defense systems are rather useless without a full crew (1 driver and main cannons + 4 turret users).
The Tank in Left 4 Dead somewhat falls under this. Its speed is pretty average, so a healthy survivor can outrun it, but as the name and the looks show, it has enough strength to send anyone and almost ANYTHING (cars, forklifts, etc.) flying several feet, which can spell an instant game over in places where the team is very high up. It can also lob huge chunks of rock at the suvivors if they are far away. Tanks lose their slow speed when set on fire and run faster, but this does not apply in VS mode.
One of the new armor abilities in Halo: Reach is "Armor Lock", which briefly immobilizes you, but makes you completely invincible. Useful if you're about to get smeared across the map by a vehicle or a rocket.
The Juggernauts in Modern Warfare 2. They are larger than a regular human thanks to their explosive ordnance disposal armor and are able to take a lot more damage due to that same armor protecting them—it can take upwards of 75 direct hits to kill them in a game where five direct hits can kill anyone else. They also often carry heavier weapons such as machine guns, making them very lethal against players. However, their movements are lumbering and ungainly, and due to the weight of their armor they can only just manage to walk, and can't run like everyone else can, making them one of a handful of human enemies where ordering an airstrike is the recommended solution.
DUST 514 has HAVs, which are effectively tanks. Powerful attacks, tough armor, very slow. Similarly with the Heavy player class.
Exoskeleton-wearing enemies in the STALKER games. They still can be taken down with a headshot or two (although most enemies only take one), but you can unload multiple magazines of rifle ammo into their chest at point-blank range and they won't even be fazed. On the other hand, wearing an Exoskeleton means they can't sprint, and that way lies madness with the open maps. You can don one in all three games, and mixing an Exo with health-boosting artifacts can put you even more into this trope. On the other hand, in Call of Pripyat you can upgrade an Exoskeleton to let you sprint, moving it from this trope to Lightning Bruiser.
From the original Doom, the Baron of Hell is pretty much THE glacier. Although their attacks are easy to avoid in the open, they pack a lot of punch, and good luck killing them anytime soon with anything less than a rocket launcher. The end of the first episode has a pair of them appear as a boss. They appear periodically from them on, and by the fourth episode (Each new episode starts you without your weapons from the last, by the way), you're seeing them in groups of three or four as early as level one. It's like a Disc One Nuke that the enemies get. In Doom II, their presence is mitigated by weaker palette swaps, the Super Shotgun, and the introduction of enemies with more complex attack patterns, but in terms of raw strength they remain the toughest of their lot.
The Hivers from Sword of the Stars. Unlike most of the other races, the Hivers have no FTL drives on their ships. This drops the power and size requirements of their ships as they have no ability to outfit them with bulky FTL drives... so they just put more guns and armor on the ships to make up for it. This doesn't reduce their maximum speed in combat (they are about average, faster than the Liir and Humans), but it makes their thrust to mass ratio abyssmal, so it takes a while for them to reach that top speed or change directions. In strategic movement, the Hivers have the insta-moving teleport system, meaning that although it takes them a long time to reach a new system, once they've deployed a teleportation gate there they're nigh impossible to dislodge from it.
Except when they get their late-game gate upgrade, they can jump instantly to nearby stars without a receiver gate. This system is inaccurate however and will sometimes teleport the fleet about two lightyears away from the target. Which is still closer than traveling STL all the way.
Leviathans from the Call To Power series. They are more powerful than any other unit, but can only move one square per turn, even on roads.
The flagships are this in Sins of a Solar Empire. They are enormous and pack quite a punch but don't move fast compared to frigates and cruisers and can be worn down by waves of fighters and bombers from light carriers who are fast enough to stay out of range of the flagship's guns. In the "Rebellion" DLC, an even larger type is introduced, the Titan. Titans dwarf flagships like flagships dwarf frigates and cruisers. It takes either a whole fleet or another Titan to bring one down, and only one can be built by a faction at any given time. Building one is such an expenditure of resources that the enemy is instantly aware where the construction is happening. Naturally, they move extremely slowly.
Galactic Civilizations 2: Twilight of the Arnor: the Arceans are terrifyingly skilled ship-to-ship fighters, but start with a speed penalty and no access to improved hyperdrive technology at all; unless they trade for, or steal, advanced tech from another race, their sole access to interstellar travel relies upon planet-based Navigation structures that provide a bonus to the speed of ships built on that world, taking up important planetary build slots.
Meng Huo - he has high health and power due to Stout Strength, but also has slow attacks and an even slower walking speed.
Xu Chu - like Meng Huo, he boasts Stout Strength and can take damage as well, but all of his movement speeds are low.
Pang De - his armor gives him extremely high defense (he can absorb a direct hit from Lu Bu without being flinched), but he has the absolute slowest walking speed in the series. His dual pikes and later his spiked club are extremely damaging and can hit large numbers of enemies.
Taishi Ci - like Pang De, his armor significantly raises his defense but heavily limits his movement speed. He makes up for it by dealing heavy damage to single targets and defeating them by sending them flying with Knock Back.
On that note, Warriors Orochi has the Gyuki-type generals. They are massive blue ox-headed demons with huge stone clubs. They're not particularly fast, but they're huge, hit hard, and have no problems with dealing massive amounts of Knock Back to anyone unlucky enough to get nailed by an attack.
Lines in Battlestar Galactica Online have awful speed and turning ability. In a straight fight between two equally skilled, leveled and equipped players, the one using a Strike can weave into the Line-user's blindspots and nibble him to death. But nibble it is, for Lines have a lot of HP and if the Strike player gets lax, the number of hits the Line-user needs to kill him can be measured on the fingers of his hands. Assault types within their classes have the most health but least mobility. They also usually have the most weapon mounts, except for Lines who don't and are more like Stone Walls.
In City of Heroes, the final power available to the Stone Armor set (accessible only to Tankers and Brutes) is Granite Armor, which turns the character into a Mighty Glacier. Virtually impervious to any type of damage, but you move extremely slowly, have heavily reduced recharge on all attack-powers, and can't jump at all... In general, though, this trope is averted in City of Heroes, which allows Tankers to be speedsters if the player so chooses.
Setting aside movement speeds, the Energy Melee and Assault Rifle powersets have elements of this. Both sets have attacks with devastating amounts of damage, but also carry extremely long attack animations. Furthermore, Energy Melee has only one (mediocre) area attack, while Rifles are not at their best against one enemy.
World of Warcraft had a member of a Quirky Miniboss Squad that was possibly the ultimate Mighty Glacier - Kael'thas's minion, Thaledred the Darkener. His melee attack is pretty respectable on its own, AND it applies a 12-sec DoT where each tick does about the same damage as his regular melee. This could take out a BC tank easily. He moves at Walking Speed. The strategy for beating him is "Shoot him from far away, and run if he looks at you."
The Deformed Fanatics from the Lady Deathwhisper encounter in Icecrown Citadel in Wrath of the Lich King. They move at walking speed, but will one-shot most tanks with less than 70,000 health on 25-man. They have to be kited by a tank, similar to the aforementioned Thaladred the Darkener.
Another boss that requires kiting is Forgemaster Throngus, who will randomly forge a weapon every thirty seconds or so as you fight him. When he gets his mace, two hits will kill a tank, but he moves so slowly it's possible to sit there and spam emotes at him as he walks towards you and still dodge all of his attacks.
Chimaeron of Blackwing Descent hits you like a truck and puts a stacking debuff on you that allows him to hit you like a train. The thing is, he hits slooowwww, so bring your avoidance, kiddies. When he becomes enraged he will chase you (slowly) around a tiny room. You better hope to god he's not looking at you, because you either need to haul some major ass or eat dirt when he eventually rips you apart after you reach the corner of the room (or get stuck tripping over a rock).
Probably epitomized in Cataclysm with the Whale Sharks. They move at a snail's pace, just a bit slower than the player can swim. Which is great, because a single hit from it is instant-death. Doesn't matter if you're a fully-decked tank or a caster in grays, it will kill you. But if you try, you can outswim it.
The Undead Lich in Guild Wars: Nightfall walks at perhaps half the running speed of characters, but can easily one- or two-shot anyone he gets an attack on. Still, during bonus runs he's usually left alive rather than Shiro.
In RuneScape, the Tz Tok-Jad when it was first released. It had (at the time of release) a lot of hp, healing minions, and attacks so powerful that defense was basically a non-issue: if you got hit once, you were probably going to die regardless of what armor you wore. However, its attacks were incredibly slow and telegraphed well in advance, allowing a player with quick reflexes to nullify them completely using protection prayers. As player attacks have gotten more powerful, Jad is now more of a Glass Cannon.
Cruisers and dreadnought cruisers. They don't turn well enough to use dual cannons competently despite several of them being capable of mounting them, but they're hard to kill and can dish out loads of damage with beams. The Klingon Bortasqu' is one gone wrong: Mighty Glacier is basically the complete opposite philosophy from the entire rest of the Klingon lineup, which led to it being considered a Tier-Induced Scrappy.
On the NPC side, the Voth. Their ships are slow to move about, but they're tailor-made to make a Glass Cannon tacscort jock's life a living hell. They love to throw up impenetrable shields that will outlast a typical escort Alpha Strike, and their antiproton beam overloads and transphasic chroniton torpedoes can put a hurting on a cruiser.
Runman has Stumblor, a completely invincible behemoth and can walk over or through any enemy in the game. However, as the entire game is build around the idea of running through the stages as fast as possible the mighty glacier build is somewhat less then optimal. Still Stumblor seems to be a fan favorite.
Earl from Toejam And Earl. He's slower than Toejam, compounded with the fact that his pants constantly fall down, but he has more health to compensate.
Frost Walrus from Mega Man X 4. He's got great projectiles and a sliding attack, but is still by far the least nimble boss in that game.
X4 also has General, who is freaking gigantic, even by Mega Man boss standards. He jets along very slowly, but is likely to hit you just from being that huge, and his only weak point being far above the ground.
The stone form of your ball in Ballance. It can move anything outta its way, but is itself hard to control (and will fall through fragile bridges).
In Little Samson, Gamm the Rock Lord is the slowest and least maneuverable of the four characters, but has a lot of health and attack power and can walk on spikes without getting hurt.
The Metal ability in Kirby Squeak Squad turns Kirby into this. He's invincible to regular enemies and obstacles (though not to bosses), but is really slow and can barely fly.
In the RTS Total Annihilation, the unit called "The Sumo" is true to its name: huge and powerful. Its problem is that it moves really slow. Its maximum speed is 0.34 m/s, compared to 1.72 m/s for the basic infantry unit. It acceleration stat is 0.04, which is abysmally slow.
Also in Supreme Commander, the Aeon's Galactic Colossus fit this trope to a tee prior to the expansion. Slower than molasses, but if it gets to an enemy base, everything in that base is so much scrap metal. Its plodding speed and lack of any anti-air weapons killed it in the practical use analysis. That said, a GC parked in front of your base might as well be holding a giant sign reading "Hope you can beat my AA, because you can't beat this."
Every Experimental in SupCom is a Mighty Glacier. They all move slowly, but they're a beast against practically everything.
The Mammoth Tanks used by the Soviets/GDI in Command & Conquer are among the slowest units in the game, but they pack a combination of two ultra-heavy cannons and anti-air/anti-infantry missile launchers, along with extremely heavy armor, enabling them to smash through enemy forces outnumbering them many times over. In Tiberium Wars, the Mammoth is so overpowering that it can crush other tanks beneath its treads, and once upgraded with railguns, even waves of suicide bombers and missile infantry are mowed down without mercy.
The Red Alert series which just absolutely runs wild with this, especially for the Soviets. The Soviets are lucky enough to field the Apocalypse Tank, an Expy of the Mammoth Tank (which the Soviets also had in RA 1) which can also run over smaller tanks, as well as the mighty Kirov airship which is slow enough that infantry can outrun it; fortunately, it not only can obliterate an enemy base single-handedly, but is nothing short of a bullet sponge, especially in RA 2. The Allies gained the Battle Fortress in Yuri's Revenge whose main attack mode is to simply run over enemy tanks, and the Assault Destroyer in RA 3 which is a warship on land. And to say nothing of the Empire of the Rising Sun's Shogun Executioner, which is quite possibly the slowest, most awkward-moving unit in an RTS—and you're expected to defeat the enemy completely with it and it alone.
And the Allied Futuretank X-1 which has even higher armor than the Apocalypse tank, a Herd Hitting Attack that has superweapon-level blast radius, and it's special "Riot Beam" is instant death for anything that's not a conyard or superweapon. Naturally they cost almost twice as much as the apocalypse tank, is a tier 3 Allied vehicle (With allies taking the longest to tech up), And is slow as they get.
In Command & Conquer: Generals Zero Hour the Emperor Overlord tank is this. It has two cannons, can build a device to heal itself and nearby units, upgraded to use anti-air gatling guns, or install a bunker in its frame. An Overlord tank has high (and sometimes auto-regenerating) health and takes focused firepower to destroy, but is also slow as molasses due to both its nature as the slowest land vehicle and the fact that its sheer size limits its ability to navigate in some forms of terrain.
The Chinese faction in 'Command & Conquer: Generals Zero Hour'' as a whole is either this or a Stone Wall or both. Apart from their MiG fighter aircraft, they are entirely restricted to ground vehicles and infantry which are slow-moving but have excellent firepower and durability as well as a stat bonus when used en masse. The other two factions can't hope to stand up to them in head-on battles, and so the Americans must rely on superior mobility and individual unit prowess and the GLA must rely on stealth and ambush tactics to out-maneuver and destroy the Chinese forces.
In the RTS Company of Heroes, the King Tiger tank of the Wehrmacht falls well under this category, as it has huge armor and a massive gun, but is even slower than infantry and light tanks can just run circles around taking off small chunks of health while its gun struggles to keep up with them. It also applies to the American M26 Pershing heavy tank, which can succumb to many small tanks also.
The Harkonnen's Devastator tanks in Dune II. Like the Mammoth Tanks from Westwood's later franchise, Command & Conquer, these have the highest attack and armor in the game, but have the slowest movement speed.
Rook in Demigod is a walking fortress, several times the size of the other demigods in the game, and most of them can run circles around him.
Bile Demons in Dungeon Keeper are among the hardiest creatures you can recruit into your army, but they have a slow movement speed due to vast bulk and lack of legs (they drag themselves along the ground with their hands).
The Hierarchy's walkers in Universe at War: Earth Assault. They are the slowest units in the game (all of the Hierarchy's units are slow, but even they are fast compared to these things), but they can crush most ground units and buildings. They also serve as production buildings, and have customizable hardpoints to either improve on producing units or turn a walker in Landbattleship. The Massari also have this tank called the Peacebringer, which is a lot like a Mammoth Tank (most of the people at Petroglyph used to work at Westwood, so they are lots of similarities to Command and Conquer, and in fact many of the games units have functions and abilities resembling units from Command and Conquer). Like the Mammoth Tank, it can crush smaller units, is for reason uncrushable by walkers, is slow, heavily armed and armored, but has not turret so it has to turn around to fire at things. Unlike the Mammoth Tank, its main fires at ground and air targets, and has a high rate of fire. It has a tractor beam as a secondary weapon that slows down a target, and can be upgraded to inflict heavy damage on a unit every second it hits.
The War Elephants from the first two Age of Empires games are extremely slow (though if they were fast as they were in real life they'd be gamebreakers), but have by far the most health any land unit. The only things that pose a danger to them are pikemen, assuming they have a numerical edge, priests which can easily convert them before the elephant can reach them (even though that shouldn't work since it's trying to convert an animal), and siege weapons because they are too slow to avoid attacks from them, but coupled with the right units those things won't be a problem.
The titular Titans in the Age of Mythology Titans expansion are a good example, as though the only two things that can stop them are a. another titan b. a massive army coupled with god powers, they're slow enough to at least give you a few minutes before meeting your doom. Other units that aren't as extreme as the Titans, but still qualify are Collossi, Hekagiants, Scarabs, all three of the norse giants and, again, War Elephants.
Teutonic Knights from the second game are the infantry version. Enough health, defenses, and attack to take on a Paladin one-on-one - and win, but so slow garrisoning them in Battering Rams speeds them up.
Phalanx formations in Rome: Total War. Slow and hard to maneuver, but virtually invulnerable to frontal charges and able to steamroller over all but the more determined infantry. Defeating them requires either slick maneuvering, or, in many cases, another, slightly stronger phalanx. Truth in Television.
Each faction in StarCraft II has one of the three slowest attacking units:
The Terran Thor, a walking death machine armed with dual railguns, anti-air missiles, and is piloted by The Arnuld. An army of a terran player using "mech" builds fills this role overall, being very, very slow, but able to kill almost any other army composition in a direct fight.
The Zerg Brutalisk, a massive Zerg strain which has the strength of 3 Ultralisks and the speed of two Reavers, found in single player. In multiplayer, Brood Lords deal large amounts of damage from the air, with somewhat strong defenses, but move extremely slowly. Like Mech armies, brood lord based armies can destroy many other unit compositions in a straight fight, but cannot move anywhere quickly.
The Protoss Immortal is rather slow for a ground unit but possesses a special shield that prevents a single normal attack from dealing more than 10 damage (A Nuke is an exception to this rule), and it will cause maximum damage to armored targets (who tend to have slow but powerful attacks). This comes at the price of being vulnerable to Death of a Thousand Cuts, meaning that rapid-fire-and-weak attacks are effective, due to the unit's actual armor (not it's armor class) being average, and it's damage being reduced against these units.
The Protoss Carrier is an interesting example as well; it's speed relative to other flyers tends to be sub-par, but it is still pretty nimble for a large unit, especially when considering it's ability to evade ground forces by flying over obstacles. It's Hit Points and armor are also quite impressive, and once a fleet of carriers is assembled, they can be a serious destructive threat that is hard to ignore. A common joke in the StarCraft community is "Mass Carriers = Instant Win!" due to the perception of how difficult a fleet can be to stop.
In UFO Aftermath, you can equip your troops with Heavy Armor which gives them the ultimate protection against physical attacks as well as the ability to use deployable heavy weapons like railguns. However, this armor makes the wearer unable to run or crouch, hinders healing as well as making the wearer very vulnerable to warp attacks, preventing it from becoming a Game Breaker.
The Humans heroes are the Paladin and the Mountain King.
The Orcs hero is the Tauren Cheiftain, and their unit is the Tauren.
The Undead hero is the Crypt Lord, their unit is the Abomination.
The Night Elf unit is the Mountain Giant, and Bear form Druids of the Claw have many elements as well.
Although some of these units are not actually that slow, their large size makes them rather hard to maneuver in combat or retreat, and allows for them to easily get surrounded and trapped or hit by micromanaged spells. Once they are in combat, however, they are the strongest melee units in the game.
The heavy cruisers in Homeworld. The Taiidani Qwaar-Jet-class heavy cruisers are nearly half-a-kilometer long and armed with 2 dual ion cannons and 6 large mass driver turrets. They can take and dish out tremendous amount of punishment before going down. They are also slow and vulnerable against fighters and corvettes, lacking anti-fighter weapons, making carriers useful, if they can stay out of their weapons range. The Kushan Avatar-class heavy cruisers are slightly smaller and faster but just as powerful (and just as vulnerable to fighters). Homeworld: Cataclysm features the return of the Qwaar-Jet but also adds the Archangel-class dreadnoughts for Kiith Somtaaw (a Kushan clan), which costs almost double the heavy cruiser but also has more firepower and a better defense against fighters. Homeworld 2 features even more mighty glaciers, including massive (nearly a kilometer long) battlecruisers for the Hiigarans (formerly known as the Kushan) and the Vaygr, both featuring their own Wave Motion Guns (the Vaygr one being a Fixed Forward-Facing Weapon, while the Hiigaran one being turreted). Then there are the limited-edition Progenitor dreadnoughts (only 2 in the campaign) and the Sajuuk (5 kilometers in length), all of these featuring ridiculously-powerful phased cannons that can One-Hit Kill most warships.
Sacrifice: Most of James's units are mighty glaciers; two that exemplify it are the Jabberrocky and the Rhinok. The both can soak up a ton of damage and dish out the same amount on their foes, but are among the slowest units in the game.
Dawn of War: The mightiest and slowest of them all is the Necron monolith, a regenerating lightning-spewing unit-spawning base of death. But good Emperor is it slow, though it has a slowly-recharging teleport.
For that matter, Necrons in general fall into this category, having the strongest basic infantry but with starting speed comparable to a lawn tractor.
Space Marine Terminators and Chaos Obliterators are equipped with Thunder Hammers / Assault Cannons or have a powerful weapon against every armor type respectively, but are so very slow it's sometimes better to send them back to your base to teleport elsewhere.
Most Relic units count: the Tau Knarloc in particular is a T Rex that eats infantry, but spends most of its time turning around, while the ork Squiggoth has damage in the thousands but attacks slowly and misses half the time.
Ground Control has the Crayven DTT-1203 "GRIZZLY" destructor terradyne (at least, that's what the manual calls it; it's simply called "Heavy Terradyne" in the game), a huge tank armed with twin 120-mm cannons but slow as hell, making it easy for enemy hoverdynes to flank it. It's pretty much invulnerable to light and medium weapons from the front. Its Order counterpart, the 01/WL8 "VOLANS" heavy hoverdyne, is slightly faster, has more firepower (a pair of Shogata PDX9 Plasma Cannons) but less armored.
The Dark ConspiracyExpansion Pack also has the LWHS-3-02 "MINOTAUR" heavy tank used by the Phoenix Mercenaries. It's basically a hybrid of the two above-mentioned 'dynes and is somewhere in-between.
The sequel has the NSA using the DTU-7499 "Ravager" fortress terradyne, an evolution of the Crayven "GRIZZLY". It can also turn into an immovable fortress by sliding its side armor to the front in order to allow less-armored units to hide and fire from behind the plates, while also giving the "Ravager" a sensor and firepower boost. The Imperial CONQUEROR Hoverdyne is its Terran counterpart but without a secondary ability.
Angry Birds Epic: Brutes, Brawlers, some Shamans, etc. are this. High health but it takes them 2-3 turns to attack.
The Frost Atronach in The Elder Scrolls V: Skyrim is a very literal example, being a huge ice golem. It lacks ranged attacks like its lightning and fire counterparts and moves at a fast walk at best, but if it does hit you, it deals frost damage that slows you down and hinders strong melee attacks.
The PokémonSlaking is the embodiment of this trope: It has the third highest Attack stat of any Pokémon, and while its speed stat is above average, it can only attack once every two turns due to its ability Truant. There are many double battle sets that revolve around compensating for this.
As if being one of the strongest and slowest wasn't enough, Snorlax can use Curse to make itself even stronger AND slower.
Flying-types are known for being mostly Fragile Speedsters, but Togekiss is a very notable inversion. While it has excellent Special Attack and great HP and defenses on both sides, its speed is at best average, so it's not hard to outspeed.
An anime example is Lt. Surge's Raichu. Evolving it far too early caused his Raichu to be much slower than the average Raichu, which are normally Fragile Speedsters. Ordinarily a slow Raichu would be a housepet and not a battler, but fortunately Lt. Surge's Raichu appears to have compensated for its slow speed with immense power and a great deal more bulk. But neither Raichu nor Lt. Surge were aware of any of this, and Raichu was completely confused when faced with Pikachu's superior speed during the rematch.
An interesting case is Avalugg, which is a figurative and literal Mighty Glacier, being based on an iceberg.
A surprising number of Unova Pokemon exhibit this trait, one of the most notorious being Reuniclus, who (barring the Dream World) is absolutely immune to weather damage and has an ability to protect it from everything other than direct damage. High defenses, profound Special Attack, and HP higher than a hippie on an airplane (and it can learn Recover to heal a third of that), but a pitiful base Speed of 30.
Ferrothorn is a defense-extreme example of this. Both of its defense stats are solidly over 100, and it even has reasonable HP, but its speed stat is tied with Escavalier's for the lowest of all fully-evolved Pokemon.
Eelektross is definitely slow as beans, with a base speed of 50 putting it slightly above the bottom 30% of all Pokémon in terms of base speed. note Interestingly, its first form, Tynamo, is the fastest of the evolutionary line. On the other hand, its lack of weaknesses due to its Ability (unless it's replaced/suppressed/hit with Smack Down/Mold Breaker comes into play...), decent defenses, and good movepool make it tough to take out.
Scrafty serves as an interesting variation on this trope; while one of its common sets uses Dragon Dance and the sweeper-friendly ability Moxie to make it a Lightning Bruiser and rely on its defenses being good even uninvested to keep it afloat, an alternate set for it focuses almost entirely on HP and Special Defense before using Bulk Up to raise its Attack and Defense, evading status effects like poison through the Shed Skin ability. Barring moves like Tricking it a Choice item, phazing it out, or hammering it HARD the second it switches in, Scrafty remain slow but becomes nearly invincible once it's used Bulk Up two or more times and can proceed to plow through the entire enemy team using nothing but Drain Punch and Crunch/Payback, Resting as necessary. Or, while not as practical, there's always combining the strategies.
The move Curse, depending on the user, can turn the user into this. If used by anybody who isn't a Ghost-type, it boosts their Attack and Defense, but lowers their Speed. Torterra and notoriously Snorlax are the two most well-known users of this move.
Ness from EarthBound fits this role - and he falls into Glacier Waif as well. He has the most HP of anyone in the party, and the highest offense, but tends to act last in any given round. It rises to Game Breaker levels once he gets the Magicant boosts.
In Legend of Legaia, Gala qualifies as this. The problem is that not only is his speed ridiculously slow, but his agility is low as well...which means he gets fewer attacks per round and thus the benefit of his extra strength is largely negated. Fortunately, there's an item that makes any character wearing it go first automatically, so after obtaining it in the last 3rd of the game, he ends up becoming the team's healer (having also the best magic in addition to strength).
The Wild ARMs series loves this character type. [Wild ARMs 4 The fourth game]] pushes this build's traits to their extremes. Its Mighty Glacier is so slow that everyone else tends to get two turns for the character's one, but hits so hard that even the game's strongest Bonus Boss can be dropped with two of the character's physical attacks. Oh, and her name's Raquel, making her one of the rare female examples.
Xenogears has Rico, who is extremely strong but predictably also very slow, enough so that a fairly well-leveled party including him will often finish battles before he ever gets to take a turn. The same applies to his gear. Thus, he seems to be a "love him or hate him" character, with most players either never using him, or never taking him out of the party.
Chrono Trigger has Robo. Outstanding physical power; best defense of anyone; excellent overall endurance, given his healing powers... and slow. Ohkillmenowsoslow. Even with his speed cranked up to its maximum capacity, he STILL moves slow compared to the others.
Dragoons in Vandal Hearts have high damage outputs, very high physical defense, and a movement rate which leads to them being left behind by everyone else in the party.
The golem summons in Summoner are tremendously powerful, immune to knockdown, and far too slow to be of any real use in a wide area fight. Fortunately, since they can be summoned and dismissed at will (for a minor AP hit), you can dismiss them when they've beaten one group of enemies and then re-summon them near another group.
Max from Tales of Eternia, as he holds ridiculously powerful gun skills that take a looong time to charge up, is slow as molasses in general, and have a visible edge in hit points over all the other characters.
Tales of Hearts' Innes is An Ice Person who moves slowly and hits hard with her gigantic axe. She learns techs that drop her defense in exchange for making her impossible to interrupt, allowing her to close with the enemy and hit with her slow, powerful combo openers.
Kakurenbo Battle Monster Tactics has a strongman named Goum (GOOMU, with a dash representing the second O by making the "go sound" continue), whose element is Earth, and he's a slow guy with high attack power. He can fit the role of a Stone Wall or a slow Glass Cannon due to the odd way his defenses are handled.
Matilda from Last Scenario is the second slowest party member and has the strongest attack power and second best defense.
Sonic Chronicles has a few Mighty Glaciers, the biggest of which is Omega. He only gets one command in base condition, but he has the highest power and armor ratings, and his base attack is the only base attack with a Blast property (hits enemies on the sides of the target). On top of that, he has the single most damaging solo move in the game (Machine Gunner, up to 12x 75% of base attack damage).
Chaos exemplifies this type in Sonic Battle, his run being the only thing slower than Emerl's default. However, his attacks have reach and knock you over- and when he does, you'll be lucky if you ever get back up.
In the X-Men Legends series, you get your fair share of very strong and very slow characters: Colossus, Juggernaut and Rogue.
In Fallout 3, don a suit of T-45D power armor, gain 2 strength points and lose 2 agility points, and you become this.
This applies to any heavy (literally, as in physical carrying capacity) armor, as you movement speed is determined by the weight of your currently active apparel. This is one of the reasons why you'll end up spending a majority of the game using the CombatArmor, as it has almost as much Damage Resistance as most Power Armors but is significantly lighter. It's also why the Merc Outfits, with their relatively low yet efficient DR/WG ratios, are so valuable.
You also become one of these whenever you equip and ready a Big Gun (or larger Small Gun or Energy Weapon such as the Chinese Assault and Plasma Rifles, respectively), as, just like with armor, the WG value of the weapon itself also reduces your movement speed.
The Behemoth is monstrously large and can eat a mini-nuke for breakfast. The first time he charges may be terrifying, until you notice it's not particularly fast, and avoidable if you're not too close when he begins. His slow attack rate but powerful strikes make Hit-and-Run Tactics necessary but manageable.
All Super Mutants (with the exception of Fawkes, who is programmed to follow you at any pace) are this to some extent, though some compensate for it with Gatling Good/ More Dakka.
Adelbert Steiner is pretty slow in body, and before Character Development kicks in he's not exactly swift when it comes to brains, either. On the other hand, he can both give and take a tremendous amount of punishment.
In various Kingdom Hearts games, the colossal Lexaeus plays this to an extreme, being all brute force with extremely limited movement. In Kingdom Hearts: Birth by Sleep, Terra takes this role, as well, compared to Ven's lightning-quick, long combos and Aqua's focus on magic.
YMIR mechs in Mass Effect 2 are equipped with twin mass accelerator machine guns in one arm and a guided rocket launcher in the other, and their heavy shields and armor let them survive multiple full clips of slugs before being put down. Thankfully, their slow speed and large size allow you to keep your distance.
And the Collector/Reaper counterpart, the Praetorian. Absurd amounts of health. Continuous particle beam attack. Puts up a barrier frequently, requiring it to be whittled down before you can continue damaging it. Instant-kill attack if you get too close. Chases your ass around the battlefield so as to bring you into range of said instant-kill attack. And it would be completely unable to catch you if it didn't keep you pinned down in cover with that particle beam.
Mass Effect 3' multiplayer: The N7 Destroyer. While the Destroyer is normally at the same pace as other characters, his main ability, the Devastator Mode, immensely increases his damage output, but severely reduces his speed and removes his ability to dodge.
Bowser in Super Mario RPG is the slowest character in the party and he has pitiful magic stats. However, Bowser makes up for it by having the strongest physical attack and defense in the game.
Jazz in Eternal Sonata. He easily has the highest HP and attacking power, but he's also the slowest character by far.
The "Iron Flesh" Pyromancy in Dark Souls turns your character into this. Defense and poise skyrocket, but your movement goes down to a crawl. Extremely useful if your strategy consists of standing in one place taking everything the enemy throws at you while you try to kill it first (a surprisingly viable strategy against many bosses).
There are a number of NPCs you can encounter that exemplify this, the two most notable are (1) Havel the Rock, whose equipment is so heavy that he's crawling slow but he WILLone-shot a bitch. And (2) Black Iron Tarkus, who takes a while to get around, but can easily go alone against the Iron Golem boss of Sen's Fortress.
In Touhou Hisoutensoku, Utsuho Reiuji falls under this. Her most powerful spellcard actually takes about a second to charge before use, but when it fires, it can take out over half the opponent's health bar.
The X-Universe series has four versions of this; M3+ (ultra-heavy fighters) are very powerful and well shielded, but are even slower than their already slow M3 (fighter) cousins. "Sentinel" variants of ships drop speed and maneuverability in exchange for extra shielding and a stronger hull. Ships built by the Teladi also fit this; they're very slow, but mount ridiculously powerful shields. Destroyers among capital ships have enormous shield capacities, but are ponderously slow and lack any docking ports for tenders or fighters.
Ace Combat 6 has the A-10A — it's (even moreso than before) a Lightning Bruiser against ground targets, but as before a Mighty Glacier in air-to-air combat. Highest Defense and Stability in the game, but it pays for that in Speed and Mobility, and due to its lack of any air-to-air special weapon the A-10A pilot must use the regular short-range missiles and/or the even-shorter-range gun for dogfighting.
Some of the MechWarrior games have the Atlas mech. It's a 100-ton behemoth with weaponry and armor that allows it to face a group of smaller mechs all by itself and make it out alive, but nobody ever uses it because it has a maximum speed of thirty-something kph, when most other mechs have little trouble reaching 70. It's technically possible to put a better engine in it and make it faster, but doing that takes so much weight that everybody uses the already-fast-enough 100-ton Daishi instead.
In one of the Mechwarrior 4 games, this is best played with a Daishi; strip its speed down to that of Atlas, and then stick light railguns to all its hardpoints and link them to the same trigger group, end result is a mech with the same performance stats and a long-ranged instant death attack providing you can hit a torso or cockpit, or simply amputate limbs off the mech', even an Atlas is prey to this. Glacier Cannon indeed. Alternatively just strip the speed and pile on more armor to the Daishi.
An even more awesome and glacier-slow Daishi variant eschews all armor, heat sinks, even the engine in order to fit as many LBX Autocannons on as possible. The resulting Mech is slow, lacks range, and will get torn apart in the open field, but in Solaris, fighting only Mechs of your weight class? This Daishi will chew up and spit out even the Atlas in one or two alpha strikes. Since LBX autocannons barely generate heat, this rate of fire can even be sustained, rubbling multiple Assault Mechs in no time.
The "Gausszilla" version with quadrupleGauss Cannons makes up for the Annihilator's total lack of mobility with the ability to one-shot-kill almost any mech in BattleTech.
Dynamix created Starsiege, which features the Olympian. It is one of the largest Hercs in the game, able to carry six weapons, large shields, and large reactors to power them, all wrapped in heavy armor. Only one other unit can boast six weapons, but that unit is lighter and has less armor as well as less space for reactors and weapons. The Olympian buys its overwhelming offensive and defensive strength at a price, being the dead-slowest and least maneuverable machine in the game, topping out at 72 kilometers per hour in a game where the average speed of a heavy Herc is between 80 and 90 kph. The manual says to think of it as a battleship on land, and to treat it as such—that is, don't try to engage it, just run until you're out of its reach.
Heavy fighters in Space Sim games are almost always Mighty Glaciers, but the GTF Ares from  2 stands out as a particularly notable example. It is slower than many bombers and severely deficient in maneuverability, but has a ton of shields and the ability to carry a truly obscene number of Trebuchet missiles, allowing it to simply lob missiles at every target within 5 kilometers and watch them all die.
In H.A.W.X., the A-10 is possibly even more of a Mighty Glacier than in Ace Combat. It is one of the slowest, least-agile aircraft in the game, and 5th Generation fighter planes like the Su-47 can dance rings around it. But against anything else, it becomes a nightmare. At least twice as durable as most other planes, with a gattling cannon that is twice as powerful and features a weapons kit that can specialize towards air-to-air combat. Against ground/naval targets with the other two weapon kits, its simply death coming on slow, heavily armored wings.
Freelancer has the Titan Very Heavy Fighter, manufactured by the Corsairs. True to its name, it is the biggest and most expensive ship around, and also one of the toughest, with a very high number of shield batteries and nanobot repair packs to prolong its lifespan. It is one of the least agile ships in the game due to its low turning rate, and is definitely the slowest fighter. To make up for this sluggish and graceless movement profile, it carries the heaviest stock shield in the game, the thickest armor, and the second-highest amount of sheer firepower, behind the Sabre.
Generally speaking, Trolls in Mutant League Football and Mutant League Hockey. They're the physically toughest of all the races, and have high stats in categories like Tackling and Fighting, but move like molasses compared to the others. This is especially true of the all-troll team, the Terminator Trolz. In MLH the Trolz don't score often but tend to kill a lot of opposing players. Ironically enough, the Trolz offense in MLF is dominated by running plays, as they have an unskilled QB and poor receivers.
Assassin's Creed II has the Brutes and mercenarii. They can't chase with/join you in Le Parkour, but are more resilient and stronger. The former can smash through your guard, though the favor can be returned if you buy the appropriate training from Mario.
Sanctum has the Tank, a very slow-moving, extremely high hitpoint enemy that requires headshots with a highly-upgraded sniper rifle to take out. Or just a fully upgraded Lightning Tower. After all, Lightning Can Do Anything.
In any given Fire Emblem game where you have Knight and General class characters, you have a Mighty Glacier. As these characters generally are barely mobile, often half the speed of anyone else, but will generally take a "No Damage" from most enemy units, while able to crush enemies with a single hit.
The Dwarves from Battle for Wesnoth, except for the Glass Cannon Ulfserker, are slower than most of the other races' units in terms of sheer movement, and are strong and tough individually, making them mighty glaciers for the most part. However, they aren't hindered by terrain as much as the other races, and in their domain, the mountains and caves, they're positively lightning bruisers. Other examples of mighty glaciers would be the human Heavy Infantryman, which is very glacial but also very mighty against certain enemies (though it has several weaknesses), and the Wose, which is similar but with slightly better mobility and fewer but more concentrated weaknesses. The Drake Clasher line and the Grand Knight are also mighty glaciers amongst Drakes and cavalry respectively, though on an overall basis they're still quick units.
The more powerful units in the Advance Wars series follow this trope with the the Megatank which has less mobility, but a lot more power and cost.
The Oozium from Dual Strike is definitely the best example of the trope, though. Capable of destroying ANY unit in one turn regardless of circumstances and with the highest defense in the game, its only limiting factor is that it can only move one space per turn. By comparison, Medium Tanks move 5 spaces, infantry move 3, and Mechs move 2.
Star Control brings to the fray a number of Mighty Glacier ships, among them the pure brute-force Dreadnoughts and Marauders. Interestingly, the Earthling Cruiser has a number of traits here as well, despite being a cheap mass-produced vessel; it has the best crew complement (i.e. health) for anything near its cost, excellent long-range firepower with tracking systems surpassed by exactly one other ship, good turning rate to line up shots and point-defense lasers to sweep enemy fighters. The catch? It would kill the three-times-the-price Dreadnought without breaking a sweat... but its forward speed is so incredibly bad that the Mighty Glacier poster ship can simply chase it down and melt it to slag.
For the most part, all Super Robots in Super Robot Wars are Glaciers of various composition, while Real Robots serve as Speedsters. However, the most notable Original Generation Glacier is without a doubt the Giganscudo, which is all but useless in ranged battles without enough Will but takes hits so damn well when its armor and health are fully upgraded it doesn't really matter. There is also Mazinkaiser, which is trumped up as the "Unbreakable Defense" by Go Nagai, and it delivers(although in some incarnations, its stats are so unbalanced that it goes into Lightning Bruiser territory). Daitarn3 and the Mazinger series in general have always been the Glaciers of SRW, while Getter Robo is the Glass Cannon and the Gundams are Fragile Speedsters.
With Super Robot Wars Original Generation, the Granzon and the G-Bankaran are this trope. Alone, these two cannot traverse really far, however they have a high defense and strong attacks.
In the Disgaea series, if something has a base movement range of 3 or less and it's not a Squishy Wizard, it's generally one of these. Most of them are monsters, the most recurrent example being the Dragon, who's later joined by the Bone Dragon, Rifle Demon, and Wood Golem starting from the second game. They all have high attack and HP, and high to above average defense stats (Save for the Bone Dragon, who has horrible magic defense).
Epic Creatures in Spore, particularly in the Creature phase. They have more than 9 times the maximum HP of a regular creature and can instantly kill other creatures when attacking, but they are as slow as dirt. They can only be beaten by using poison launchers, or luring them into a fight between multiple nests.
Warlords Battlecry III has Dwarves and Dark Dwarves in this role, both in the units themselves and in the faction as a whole. They have a pretty weak early game, with dwarven warriors being pretty average and yet expensive, and stone golems being seriously slow. Things start getting better by the time your keep is level 3, with berserkers for dwarves tanking impressive amounts of damage and iron golems for dark dwarves having an AOE attack and summoning firebombs, so they have a fighting chance by then. When they reach keep level 5, a mix of inhumanely powerful units (dwarves bring dwarven lords, which tear down buildings with ease, and kahzrimi guards, which get critical hits by the truckload, while dark dwarves bring the best siege engines in the entirety of the game, along with bronze golems, which can beat the hell out of everything if it doesn't use lightning damage) with a research tree that gives every single unit a huge armor and damage bonus, makes them impossible to stop if you let them go that far.
From Problem Sleuth, this is exaggerated with Tootsie Roll Frankenstein Pickle Inspector, who has great attack, good defense, but moves so slow that it takes him several minutes to move several inches forwards.
The Troll from the Global Guardians PBEM Universe, favored son and hero of Newark, New Jersey is eight-foot tall, has lumpy green skin, and horns coming out of his forehead. Not the fastest fighter. But it takes a howitzer to even bruise him, and he can lift tanker trucks over his head, so when he does get around to hitting you, you're going to feel it for days.
Tanks. They started out in The Great War as the ultimate Mighty Glaciers, with horrendous top speeds slower than that of a running infantryman, but great firepower, and nigh invulnerability to small arms fire. As wars became increasingly dynamic and mobile, though, tanks underwent progressive evolution to become Lightning Bruisers, with modern Main Battle Tanks striking an even balance between firepower, armor and mobility. The image, however, still sticks. The last true Glaciers would have to be the heavy monsters built or designed by the Nazis and Soviets in World War 2.
The Nazis had several super-heavy tank projects. You have the Landkreuzer projects, which were never completed. The Ratte would be a 1000-ton mobile fortress armed to the teeth (including naval artillery), while the 1500-ton Monster would be armed with a railway artillery gun (800-mm; a single shell is twice the size of a Soviet T-34 tank). Both projects were scrapped in 1943, as their mass would make the tanks move at a snail's pace (if they could get them moving at all), or more critically, make a barn-sized target for even the high-altitude Allied aircraft.
The French Char B1-bis heavy tank was slow, ponderous, and based on an outdated design paradigm, but they were exceptionally tough and had a powerful 75mm main gun and a respectable 47mm turret-mounted gun. One such tank called Eure was ambushed by several German Panzer IIIs and Panzer IVs and sustained 140 hits without significant damage. Alone, it destroyed thirteen of its ambushers. In his book Panzer Leader, tank ace Heinz Guderian recounted an incident where an enemy B1-bis was inflicting heavy casualties and he could only watch helplessly as all the shells that he and his comrades shot at it simply bounced off its armor.
Elefant tank destroyer was insanely heavy, almost 70 tons, could barely hit 20 km/h on road (the 30 km/h top speed was more theory than practice) and moved at a snail's pace off-road, yet it was practically impervious to any Soviet tank-mounted weapon and could snipe at leisure the enemy tanks from under cover.
Tercio infantry. This infantry formation dominated the battlefields in renaissance Europe for nearly two centuries. It was the combination of pikemen with very long pikes, and gunners armed with matchlock muskets. Their attack power was formidable, as nothing could stand in the way of a wall of advancing pikes, and the guns (a novelty on the battlefields) could punch through even the strongest armor at a close enough range. Their durability is also legendary: they had to move in a close formation, and they were the slowest unit on the battlefield, so they were specifically trained to march forward no matter the casualties. Actually, their only hope of survival was to keep on pressing forward, because a pikeman with his long pike is defenseless alone if someone with a sword comes too close, and the matchlock was both heavy, unwieldy, and took nearly a minute to reload. If they break formation, even a small cavalry unit can cut them all down. So the formation had to be able to take a lot of punishment, they could deal a lot of punishment in close and medium range, but they were horribly slow: a stellar example for the Mighty Glacier trope. (the tercio was made obsolete only when flintlock muskets replaced the matchlock: their better rate of fire and ability to mount a bayonet made the pike square obsolete)
Cataphract cavalry. The ancient precursors of knights (who themselves were Lightning Bruisers), cataphracts had both horse and rider fully encased in scale, lamellar or mail armor. They were armed with long spear used with both hands. These guys never could do faster than trot, but they were invulnerable to arrows and javelins, and could break almost any period infantry. Romans calculated it took eight ranks of legionaries to stop a Parthian cataphract charge. Cataphracts eventually superseded legionaries in late Roman armies.
The slugger. This type of boxer moves slowly and doesn't maneuver too much, but has extremely strong chin and stronger punch. Usually one well-placed punch by a slugger is able to finish the boxing game.
George Foreman late on in his boxing career, after his comeback. The fight with Michael Moorer being an example - George is mighty slow, can barely land a punch on Moorer all fight, but has a decent defense and a chin good enough that Moorer can't knock him out but is miles ahead on points, and then in the last round Moorer's concentration slips, one punch, WHAM, and Foreman has another world title belt.
Indian cricketer Sachin Tendulkar. Not renowned for running ability but he'll smash the ball so hard he doesn't need to run.
The B-52 Stratofortress is a massive plane that needs eight jets to fly and can't break the sound barrier... but what it's meant to do— bomb the crap out of things— it does even better than the B-1B Lancers and B-2A Spirits supposed to replace it.
In the marching band world, we have the bottom bass drum. The bass five/six/seven(!?) player is usually a big guy to better counter the weight of the drum, and also tall, so that when the drum is on, their long legs can get them further and their long arms can still get the right technique. In other words, big and slow, but got the loudest beats.
Schwerer Gustav was a heavy artillery piece which needed double tracked railroads to support its weight, with 2500 people setting up the tracks. Once it was in position it would launch 800mm 7.1 metric ton shells to a position over 37000 meters away.
Railway Guns in general. Heavier than the largest tanks, but they can't be moved at all without railway tracks and a locomotive to tow them.
David Ortiz of the Boston Red Sox. The man is slow as dirt when it comes to running. But when he hits the ball...
Barry Bonds in his later years (when he ironically won most of his MVP's). He lost a lot of speed with age, but he hit homer after homer.
Prince Fielder, now of the Texas Rangers. Even though he's passable enough at first base, one look at his massive, somewhat rotund form tells you all you need to know about him as a baseball player. He'll beat very few people in a foot race. But if he squares up a baseball with his bat, the ball's not coming back.
The Greek hoplite was designed to fight as a part of a huge, unstoppable steamroller; slow, but virtually impossible to halt with anything short of another hoplite formation. It took quite a while for ranged skirmisher tactics to be figured out to abuse the glacier aspect of them. Later taken to it's logical conclusion by the Macedonian phalanx, which utilized smaller shields with enormous two-handed spears to be even less manueverable, but even more unstoppable.note More technically, they had lighter armour to let them run faster and longer than past hoplites, but their large spears nonetheless made turning a tremendous issue if it ever came up, rendering the formation incredibly vulnerable to flanking.
Former NFL nose tackle Ted Washington (and nose tackles in general). In roughly his last 8 seasons, Ted broke the scales at weights as low as 350 pounds to as high as 400+ pounds. While not a big playmaker, Ted regularly shoved offensive linemen (300+ pound men themselves) off with one hand while pulling down the ball carrier with the other. Too bad he couldn't actually catch a player in the backfield with a 20 minute head start.
A mountain being chewed up by a Bucket Wheel Excavator will take a few days to disappear. Unfortunately, it takes a few days to move a mile or so.
Baseball catchers: they squat nearly the entire time they're on defense, which has the side-effect of ruining their knees, so you're hard pressed to find ones that can run fast. There are, however, quite a few catchers who are power hitters.
World War One: the Huns used zeppelins for bombing raids. Massive, only half as fast as a fighter and having next to zero maneuverability, they made up for it in altitude and obscene payloads of bombs, in addition to being armed to the teeth with as many as twenty-four machine guns and an autocannon. The British thought that the volatile hydrogen gas of these slow airships would make them a Glass Cannon, but this Hope Spot was cruelly dashed when they discovered the bizarre fact that the Zeppelins' extreme fragility paradoxically made them monstrously durable; bullets and explosive shells couldn't detonate against their fabric-and-aluminum hulls. Zeppelins routinely took hundreds or even thousands of rounds on their raids, leaking so slowly that they could fly all the way back to Germany safely. It took two years for one to be shot down, due to the invention of the incendiary bullet, which turned the tides. By war's end a third had been shot down.
While the Grumman F4F Wildcat and F6F Hellcat weren't particularly agile (and the Wildcat was dog slow as well), they could take an extreme amount of punishment and were among the only planes that could stand a chance of withstanding direct hits from a Mitsubishi Zero's cannons. Infamous Japanese ace Saburo Sakai once put six hundred rounds of ammunition into a Wildcat and it kept on flying, said Wildcat was already being attacked by 3 other zeroes at the time. The Russian Il-2 Sturmovik ground attack plane was even more durable; its armor was so thick that some German pilots dumped their entire supply of ammunition into a Sturmovik without killing it. Even the canopy was known to sometimes stop 20mm cannon fire. Even more durable was the B-17 and later B-29 flying Fortresses outgunned most airplanes several times over, having caliber machine guns in every place they'd fit and some that they don't, heavy armor, and sheer mass on it's side. B-17s regularly went from Britain into Germany, and back, in the light of day, with no fighter escort (As no fighter until the late-war Mustang had the range to follow them) and came back in one piece.
The F6F Hellcat, however, mounted a more powerful engine compared to its older predecessor, and while the agility wasn't improved, the engineers did improve on its speed markedly, while keeping the touted toughness, strength, and simple design of its older sibling, making the Hellcat a legitimate Lightning Bruiser, and was the top ace-maker in the US Navy's inventory during the later half of the Pacific campaign.
You can become one if you train hard without proper muscle-stretching exercises. This is the origin of the phrase "Muscle Bound"- people who built their muscles extensively but (without proper weightlifting knowledge) severely damaged their joints. Strong and slow.
It's believed that the largest sauropod dinosaurs like Diplodocus were extremely slow moving due to their sheer size and to conserve their energy, and may have only moved in slow, short bursts. However, their sheer size likely kept them off the menu of predators. Argentinosaurus may have weighed as much as 110 tons which for obvious reasons nobody wants stepping, stomping or landing on them. Many also possessed long, whip-like tails, which may have been used like bullwhips for defense. Imagine getting hit by a 60-foot (and, according to recent findings, serrated) bullwhip. Ouch.
A-10 Thunderbolt II, or as it is more often called the Warthog, is a rather slow aircraft (it can't break the sound barrier) has an insane amount of armor (1,200 pounds of it), can still fly if it is missing one engine and half a wing, and has a 30mmGatling gun that shoots depletedUranium shells.
Catapults, trebuchets, and other medieval siege engines. Because they had to be pulled by horses or people, they weren't very fast, and couldn't be aimed without turning the entire machine around, but they were the perfect tool for launching boulders, bombs, and dead bodies over castle walls.
Cannons and artillery in general until fairly recently have been slow to set up and required animals/trucks to pull them around, but are some of the best ways to attack fixed positions and only the hardest of targets can survive the barrage.
The Giant Ground Sloth. It was a slow creature, but let's look at it: bigger than most elephants, armed with sharp claws, being one of the few South American Creatures not to be driven out by Northern American competition, but to actually move into North America. As far north as ALASKA! If they had another thousand years, they could have taken on Russia.
Regular sloths to a degree, as well. Razor sharp claws and thick hides, they could be the world's most dangerous predator... if only the world slowed way the hell down.