Every thrust of Rangidil's spear was blocked with ease; Every slash of Rangidil's blade was deflected away; Every blow of Rangidil's mace was met by the shield; Every quick arrow shot could find no purchase For the Monster's greatest power was in his dread blessing That no weapon from no warrior found in all Of Morrowind Could pass the shield of Abernanit.
If the Glass Cannon believes that the best offense is a good defense, the Stone Wall tries for the reverse. His offense is nothing to write home about, if it even technically exists. But he's tough. Really, really tough. And if anything can put him down, odds are he's quick enough on the recovery to get right back up for round two.
When alone, a Stone Wall's strategy is often known as "turtling": a battle of attrition to see who tires out first, or a waiting game until the whistle blows. If his defense is something he physically constructs and builds, he can win a fight by slowly expanding outward until he leaves the enemy without a foot to stand on. Often has defensive buffs and minor healing magic, in which case you're dealing with a "Paladin Tank."
In team settings, a Stone Wall often takes care of "tanking" duties, interposing himself between the enemy and an ally, typically a Glass Cannon that can take care of dealing damage while the Stone Wall takes care of defense. By keeping the enemy occupied, he allows allies with greater attack strength but poorer defense to kill the enemy without getting killed. Characters who do this are called "Meat Shields" or "Party Tanks." Often have moves designed to force attention to themselves ("pulling aggro"). Sometimes called "Control Tanks".
This trope partly takes its name from a real-life example: Confederate General Thomas "Stonewall" Jackson won the battle of Bull Run due to his strategy to not retreat from his line, no matter how bad things went for him. And for a while things went pretty bad.
The direct inverse of Glass Cannon. A subtrope of Competitive Balance.
Yakumo of 3×3 Eyes is a berserker type meat shield (emphasis on the 'meat'), as all he has is the amazing power to not die; his job is to stand in front of attacks and be dismembered. He later learns how to fight effectively.
Zushi in Hunter × Hunter is able to form barriers to soften truck-force attacks to where he's unharmed by them (he can still be knocked down, though he can also soften the impact upon landing), but he can barely fight otherwise. The barrier is invisible to an untrained eye, so from the point of view of a Muggle, it looks like the boy is impervious to damage.
In YuYu Hakusho, Kuwabara clearly takes this role in the main team, with Yusuke being the damage dealer, Hiei as the speedster and Kurama having the sharp mind. Kuwabara doesn't have highly damaging moves like the Spirit Gun or Dragon of the Darkness flame. However, you know you have good durability if you managed to still get up after being in a tug-o-war with Byakko's tigers, repeatedly thrown down to the stone stadium floor by Rinku and stabbed in over 10 different areas by the Elder Toguro.
Rurouni Kenshin: In comparison to some of the higher tiers of the series, Sanosuke can come off as this; his attacks aren't always the strongest (at least in comparison to Saitou or Kenshin), but his endurance is one of his most outstanding traits.
In Risk, there's always at least one person who will conquer Australia and then just sit there and build up troops while everyone else weakens each other. Since Australia only has one path in and out, massing all the troops on one territory makes it almost impossible to conquer without using every last one of your available armies. You have to take out Australia within the first few rounds or you're screwed. (No wonder Lex Luthor wanted it.) However, it also only shares a border with Asia, which very few players go for, meaning that it is logistically difficult for an Australia player to put their troops in a position to accomplish much on offense.
In Chess, the concept of prophylaxis could be described as this. Rather than playing to improve your attacking chances, a prophylactic move is one that limits the opponent's opportunities. Former world champion Tigran Petrosian is probably the best example; while he had fewer wins than other world champions, he had almost no losses, even going through 1962 without losing a single tournament game.
In Yu-Gi-Oh!, the Rock-type is mainly geared toward Turtling play, as rocks tend to have low attack and high defense, as well as quite a few of them having the ability to flip into face-down defensive position. There was even a Rock-type structure deck at one point built entirely on building an uber-strong defense. Formerly shown above was Labyrinth Wall, which does nothing to most other monster cards on its own, but has 3000 defense, meaning it can shrug off even an attack from Blue Eyes White Dragon.
However, there are also cards like Spirit Reaper (Zombie) and Marshmallon (Fairy), who simply can't be killed in battle, but have some of the worst stats in the game (though they both have some damaging effects, with Spirit Reaper's attack-and-your-opponent-discards effect, and Marshmallon doing 1000 damage when attacked face-down).
Walls and other creatures with Defender in Magic: The Gathering are essentially this — by the very definition of the ability they can't attack and many deal little or no damage to enemy attacking creatures that they block. On the other hand, they can be very tough for a relatively low cost; the actual Wall of Stone card is a good example. It's worth noting, though, that the game also features a number of subversions and that these may be becoming more common since the defender ability was formally introduced and divorced from the 'wall' creature type (the original rule being simply that 'walls can't attack').
Among creatures that can actually attack, this is the defining trait of treefolk. Indomitable Ancients is the most extreme example: It can dish out 2 damage but can take up to 10 and has no other abilities. The card Doran, the Siege Tower is specifically designed to invert this and turn such creatures into powerhouses by making all creatures deal combat damage equal to their toughness instead of their power, a windfall for most treefolk.
Throughout Magic's history, there have been entire decks dedicated to turtling, creating an impenetrable defense that allows them to win through Scratch Damage or by forcing an opponent to run out the clock by running out of cards to draw. Snow White and Project X both sought to gain absurd amounts of life through combos, ensuring your opponent will never take you down to 0. The classic UW control decks had hardly any win conditions, but tons of removal and permission spells to keep them alive. And then there's...
Turbofog, everyone's least favorite Lorwyn-era tourney deck! It had very few creatures, defensive or otherwise, but stuffed itself with damage prevention, counterspells, control, life-gain, and just a few cards to recycle itself and increase its runtime. Its only win condition was to last so damn long that the opponent's deck ran out of cards, an instant lose, or more likely that the opponent simply lost patience and accepted his (eventual) defeat.
In the Pokémon Trading Card Game, Shedinja makes a Stone Wall not out of itself, but the player: Shedinja does not count towards the 6 Pokémon to knock out to win a game, so someone packing a deck full of Shedinja would force the opponent into a war of attrition.
Compare Butterball/Boulder, a fat young man whose power of being completely invulnerable to harm also makes his body immutable; he can't lose weight (except with a near-starvation diet), can't build muscle, doesn't get tired, and will never be able to develop any actual combat capabilities. He washed out of Camp Hammond and landed in the Shadow Initiative with minor league villains.
Turtle from the latest Legion of Super-Heroes continuity is incredibly durable, almost completely invulnerable to harm. However, his total lack of extraordinary offensive capabilities hardly wowed the Legion when he tried out, landing him and his Glass Cannon pal Sizzle in the Legion Auxiliary with the hope that they'll develop moves to compensate for their weaknesses.
Diamond Lil, associated with Alpha Flight (as both hero and villain), is pretty much invulnerable, but not super-strong. She is a fair fighter and not at all slow, but wouldn't be much of a problem for true heavyweights because she just can't hit that hard.
Brit is a comic book character created by Robert Kirkman who is an average-sized man of about 60 who is completely invulnerable to harm, thanks to a serum created by his father. Unlike many other invulnerable characters in the Image universe, he has no other abilities, having the strength of a 60-ish-year-old man who works out.
Violet of The Incredibles: near-impregnable defense, but she's hard-pressed to actually do anything to her aggressors.
In Kick-Ass, the titular character is a Badass AdorableAction Survivor with no training for actual combat, but has metal plates in his bones as well as fucked up nerve endings that gave him a very high tolerance for pain.
The Pharaoh from Soon I Will Be Invincible. Though pathetic by most measures, he is something of a nuisance because his power (activated by his hammer) is complete immunity to injury. Even taking an artillery round head-on does nothing more than push him into the ground a few feet.
The lightsaber style of Soresu is essentially the Turtling variant of this trope, created to defend both against multiple blaster-wielding foes and single opponents. However, it requires both the endurance and the concentration to last until the opponent (finally) shows a weakness in their defense, or else it will merely delay the inevitable. Obi-Wan Kenobi is acknowledged in canon as the ultimate master of this technique, and is said to be able to protect himself from up to twenty strikes per second in the novelization of ROTS.
The Sun Crusher is a Lightning Bruiser against a planetary target, packing torpedoes with the ability to cause a sun to go supernova. Against other ships it is this trope; its hull is invulnerable, but since its ship-to-ship weapons protrude from the hull, they tend to get taken out early in any given fight leaving it with no method of dealing damage save ramming.
Unit19G is nearly impossible to make flinch (to the point where he can withstand 5000 degrees centigrade), but he isn't too great on the offense.
Bowlers in cricket can be Stone Walls, looking more to dry up runs and pressure batsmen into making mistakes than take wickets through attacking bowling. In an inverse of the situation in batting, this type of bowler is more popular in T20 and ODI than in Tests.
"Turtle-balling" is a common tactic in American Football, in which the offense does just enough to gain a lead of more than one score, then uses a combination of stifling defense and a relentless running game to prevent the opponent from catching up. Bill Cowher, Pittsburgh Steelers coach in the 1990s and early 2000s, perfected the technique; when his teams built a lead of 11 or more points at any point in the game, victory was practically guaranteed. In such situations, his teams lost once and tied once... and won 102 times.
Many defensemen in sports (again, soccer and hockey are examples) play without any offensive drive. For example, the Buffalo Sabres' Robyn Regehr.
The goalkeeper, in most sports that use one (soccer, hockey, etc.) cannot leave the goal box and never scores.
William Felton Russell. He didn't score much and his shooting percentages were mediocre, but he is an 11x NBA champion, 5x MVP and widely considered the greatest defender in NBA history.
Pitchers in the National League. The pitcher generally has a very low batting average (though some have one that rivals other position players), and often a low speed, too, but they are the standard bearer for the defense to the point of being analogous to a goalkeeper. The position is so specialized that the American League has a rule that you are permitted to have one designated hitter to hit in place of one defensive player without taking him out of the game, and everybody chooses to bat for the pitcher.
Catchers are generally either this or a Mighty Glacier, because squatting so much tends to ruin your knees, making them rather slow on the bases, so their offensive capabilities tend to be limited to raw power. Defensively, the catcher is The Lancer to the pitcher, because the catcher must catch (or at least secure) strike three in order to complete a strikeout, pitches that are not fouled off by the batter are live (and so runners can attempt to advance before, during or after a pitch) and because the catcher's job is to guard home plate. Pitchers get credited for wins like goalkeepers, but catchers look the part because of the protective gear.
The rope-a-dope strategy in boxing, as best seen in the Rumble in the Jungle between Muhammad Ali and George Foreman. Wait against the ropes, guard face, taunt during clinches, throw occasional jab to opponent's face. Repeat until opponent is tired, then start delivering beatdown.
Boxing has also seen a number of fighters over the years who specialize in defense to the point of being all but untouchable, and only need to use a minor amount of offense because their opponent simply can't land anything on them. A few such fighters include Willie Pep, Niccolino Locche, Wilfredo Benitez, Pernell Whitaker, and Floyd Mayweather. Muhammad Ali was this at times, mostly in his youth, and even Mike Tyson, who was most famous for his power, showed some of this ability as well.
The tactic of "flooding" in Australian Rules Football is a version of this, having so many players around the ball and likely opposition targets that the opposition can't get a clean possession. The Sydney Swans are noted exponents of this, while in the 2013 Preliminary Final, Fremantle did it well enough to beat Sydney at their own game.
"Parking the Bus" is a term used in Association Football to describe teams that after gaining a lead, drop almost all of their players back behind midfield for defense. Chelsea has made this their primary strategy in the English Premier League.
Anyone making use of a one-handed weapon and a held shield in D&D is a lesser example of this trope regardless of their class, suffering a substantial loss of offensive power compared to a two handed weapon. (D&D is also subject to the Armor Is Useless trope, thereby negating the point of such an approach.)
One of the Trope Codifiers is Q from Street Fighter 3. Often considered a bottom-tier character, Q has one major thing going for him: his high stamina. He can also increase it by taunting. And the increase is applied on each of the first three taunts he does in a round. Once he's taunted thrice, his health is almost doubled. At that point the match changes from "opponent juggles Q into oblivion" to "Q takes everything thrown at him and chips the opponent to death with Dashing Punches".
Before there was Q, several Fighting Game characters made use of Counter Attacks to act as pseudo-walls, usually to make up for otherwise bland movesets.
Advanced Variable Geo 2 gives us Judoka Kyouko Kirishima, whose normal attacks are very conventional and lack the punch of those of the other characters. However, she takes somewhat less damage than most characters, and is balanced out with an array of high-power counters.
Another four years later saw SNK make a true "Counter Wall" in the form of Seth. Even more defensive than Kasumi Todoh, Seth's low-output, unimpressive normal and special attacks are made up for by a noticeable amount of defensive and high-output counters... Among which is a counter-based Limit Break which hits hard.
Exdeath is one of the most extreme cases, in Dissidia: Final Fantasy, given that his moveset revolves mostly around Counter Attacks. Essentially, what an Exdeath player wants to do is stand in one place and nullify or deflect anything the opponent throws at him, using a non-counter move only if the opponent tries not attacking him or as a finisher. Think Wobbuffet placed into a 3-D fighting game context.
Sub-Zero from Mortal Kombat is probably the Trope Maker for turtle fighters. Sub-Zero players are widely known and often reviled for assertively setting up damaging Ice Clone traps and waiting for their opponents to make their move. This is especially true in MK4, where Sub-Zero has most of his other tactics nerfed, but this one is left untouched.
Good Gods in Black & White 2 are these. Fitting of their 'Good' nature, these Gods use strong walls to discourage (and, because of the AI, utterly stop)) enemy militaries from attacking. The downside of this is the (general) inability to kill said enemy troops, but the occasional Fireball doesn't dent your Good Rating.
For the Meat Shield version, a Heavy Weapons Guy in Team Fortress 2 with Natasha equipped can be one of these. For the price of lower firepower, anyone caught by these boolets will get slowed down, resulting in anything between a minor annoyance to a complete death trap depending on the circumstances. Add a Medic into the equation, constantly healing the Heavy from any damage he might pick up from a lucky shot, and you've got a solid wall.
A heavy carrying the Fists of Steel and being healed by a Medic can be almost unkillable, but is reduced to melee attacks if he wants to keep the protection.
Tanks in Mann Vs. Machine don't have any offensive capability other than inching towards your base carrying a bomb, but they take impressive amounts of punishment. To get the achievement for killing it withing 20 seconds of it spawning, the recommended method is five wrangled sentries pointed exclusively at the thing.
The AAV 7 A 1 AMTRAC in Battlefield 3. It has a weapon virtually useless against armor that has an extremely sluggish rotation rate. However it has extremely good armor that can withstand 5 packs of C4 being detonated at once (other vehicles are fully destroyed with 3) and can function as a spawn point for the entire team which allows it to indirectly take down Tanks just by getting the tank to focus on it while the endless spawning team mates focus on taking it down.
In City of Heroes and City of Villains, one defensive choice for Tanker/Brute is Stone Armor. There's a power in that set called "Granite Armor", which turns you into a special character model (a living stone statue type of thing). While you have that active, you have somewhere between 15% and 25.2% Defense against all but Psionics, 37.5% and 63.7% damage reduction against all but Psionics, and high resistance to all status effects. The tradeoff is that you do 30% less damage, take three times longer to recharge across the board, run less than a third your normal speed and cannot jump.
EVE Online Drakes, for shield tanking (80k+ regenerative). While Domis are pretty good for armor with reppers. For those not in the know, Drakes receive a bonus of 5% per level of the battlecruiser skill (Max Level 5) to shield resists. Therefore, all base resists to all damage types are boosted by 25% with max skill. 6 mid slots allow for propulsion mod, warp disruptor, web, and 3 shield mods. It has the fitting to boost shield capacity with large shield extenders and resists boosters even further. So you can wind up with 80K shield points with a minimum of 70% resistance to all damage. Mission runners in drake can have 75%-80% resists to the specific rats in the mission. Add to that the boots to natural shield regen certain rigs and modules give and you can be regenerating those shield at something like 100 - 200 pts per second. That said, your damage sucks.
The recent patch to Mining Barges and Exhumers has transformed the Skiff into one of these. While all Exhumers grant a 5% bonus to shield resistances per level of Mining Barge (which you need to have at Level 5 just to fly an Exhumer), the Skiff takes it one step further by also adding a 5% bonus to Shield Hitpoints per level of Mining Barge. It also has more mid-slots than any other Exhumer, and since it only has to equip one mining laser, has the most extra CPU and Powergrid for fitting shield modules. This allows the Skiff to fit a buffer tank that can exceed 90,000 effective hitpoints. However, since it is a mining ship, it has poor handling and virtually no offensive capabilities other than drones.
Paragons in Guild Wars. Warriors are loaded with defensive skills, but their offense is at least halfway decent. Paragons, however, have armor that's on par with a warrior, can carry a shield for extra defense, and are absolutely packed with defensive skills and partywide defensive buffs. Killing a Paragon who knows what he's doing is an exercise in frustration. They aren't very dangerous though, and their offense is mildly annoying at best.
In Phantasy Star Online, the RAcaseal has the highest Defense, second to high HP, and pretty high Evasion. The result of this is being a godly tank. However, their damage output is nothing to write home about....
The Ice School in Wizard101 is the only class that can equip gear with resistance to all attacks other than crowns gear. Even though later gear allows other schools to equip similar gear ice still has the best resistance. Also ice has the weakest attack spells and many defense based spells and can even steal defensive charms and slow healing effects from enemies.
AceOnline has the M-Gear. It shtick is stacking as much defense as it can to wither enemy attacks. A properly leveled M-Gear can hold off an attack by as many as thirty assailants at once without so much as breaking a sweat. Its crushing lack of attack power though, is more of an annoyance when level grinding, because enemy mobs give paltry amounts of EXP that killing many of them quickly is the only way to effectively level up.
Mario's Tanuki suit has a mode that turns to stone. You can't be hurt, but you can't act.
Olaf of The Lost Vikings is a very basic example of the Shielding variety (with an actual shield, no less!). He can't attack at all, but he can block any attack. Simply place him in front of an enemy to absorb all of its attacks while Baleog takes it out.
In Command & Conquer 1 and Red Alert 1 games, the Armored Personnel Carrier has heavy armor, but only a light machine gun. Though it is meant to carry troops around the field, it is almost always used as a stone wall unit.
In Red Alert 2, the war miner, though mainly a resource harvester, is armed with a small machine gun, but has enough armor to defeat tanks on a one on one battle. Same with the slave miner in the Yuri's Revenge expansion pack. Also in the YR expansion, the Allies have access to the Battle Fortress, which is the the most heavily armored unit in the game and is armed with a light machine gun, though it can be garrisoned with five infantry, who can shoot out of the vehicle, making it one of the best units in terms of armor and firepower, hence turning it into a Mighty Glacier when fully loaded.
The Allied Assault Destroyer in Red Alert 3 is heavy, slow, and packs a not-terribly-impressive gun for its cost. However, it has impressive armor to begin with, and its special ability both increases its durability and redirects projectiles from nearby allied units to the destroyer, at the cost of not being able to shoot at all. (It can, however, still crush things, including many light vehicles.)
Netstorm has several towers whose only function is to absorb the enemy shots. Technically, any building would suffice, but the towers automatically switch the attention to themselves and usually have higher HP. The Bulwark takes the trope Up to Eleven (and the price is appropriate).
This is how Sins Of The Prophets implements the Halcyon-class (not to be confused with the Autumn-class pioneered by the Pillar of Autumn) - it has pathetic firepower for how late it is available, but it has almost capital ship-level durability.
In Ancient Domains of Mystery, the Ancient Stone Beast is an example of this. Though it's the boss of the Earth Temple, it deals far far less damage than its slaves, the earth elementals and stone grues. Being a Stone Wall, it has a PV note Protective Value, a number which is reduced from all damage done on it, short of Magic and specific weapons of 60, and over 1k HP.
100 Rogues has the White Knight monster class. While upgrading a certain skill makes its damage output better, almost its entire skill tree is dedicated to making it tougher than before.
The Paladin class of Dragon Quest IX are this trope. Their attack is merely passable, but ye God is their defense high. Past level 45 they'll only take Scratch Damage from physical attacks, and if you teach them the shield skill Magic Mirror they'll be completely immune to magical attacks, which means if you use their Forbearance ability— which takes damage for the entire party— your adventuring party is nigh-untouchable. Even before they learn all those high level abilities they're exceptionally useful since they learn the defense-boosting Kabuff spell and magic defense-boosting Magic Barrier spell at fairly low levels. They are defensive beasts.
Many, many Pokémon, in varying degrees - not only between offense and defense, but the game's special and physical attack classifications.
A good example is Umbreon, which is unusual for a Dark-type. Both of its defensive stats are incredibly high and it has very good HP as well, but its offensive stats are low. However, it can learn Foul Play, which gets a STAB and uses the opponent's attack stat, which will likely be higher than Umbreon's. It can also learn Payback, which also gets a STAB and doubles in power when the user goes last, which is more likely than not given Umbreon's sluggish speed.
If you're playing Pokémon Colosseum, you start with a Glass Cannon and a Stone Wall in your party. Umbreon is the latter, and is hugely underrated in this role. It has high Defense and Special Defense, and makes up for its low Attack and Speed with its use of status effects.
In Skies of Arcadia Gregorio is known as old Iron Wall, sporting a massive shield, although we never see him fight. His fleet sports high defense and is often more reserved when it comes to firing the cannons, saving up for ram attacks.
Then there is the boss fight in Yafutoma where the player must fight against a literal turtle, which has a high defense count already but also has a special skill that renders all attacks down to 1HP damage and allows it to heal every turn. The only saving grace is that it can't attack in this form allowing you to focus on gaining SP to perform your own special attacks when his defense drops.
This is the default strategy for Peco in Breath of Fire3. He has the highest natural HP and second highest natural Defense totals in the game, with average attack and low magic. Oh, and he recovers about 5% of his max HP every combat round. So he's already very difficult to kill, and most people will apprentice him to Fahl (who gives the best level up gains for, as you might guess, HP and Defense), making him Nigh Invulnerable. The fact that Peco starts at level 1 and can therefore give himself the aforementioned level up gains right off the bat helps a lot.
Though he's generally better off being played as a Lightning Bruiser with a little less lightning, it is possible and in some cases advisable to play Paladin!Cecil from Final Fantasy IV as a shielding/turtling Stone Wall in the somewhat-more-customizable DS remake. Start with his already excellent defense and HP stats, give him some Infinity Plus Or Minus One Armor (which generally only he can equip), and give him an ability set including Draw Attacks, HP+50%, and Brace. Draw Attacks means that every monster with a single-character-hit move will use it on him instead of the other, less-well-defendedcharacters, HP+50% is Exactly What It Says on the Tin, and Brace, when active, reduces all incoming damage by 75%. For the remaining slot, you can stick him with White Magic, which allows him to cast buffs on himself and heal the damage the takes. As if this wasn't enough, you can also stick him in the back row, which will reduce his offensive output but will also even further reduce the damage he takes. Combine all of these and the man is Nigh Invulnerable, which can be quite useful as that game can be Nintendo Hard, especially in the endgame or bonus areas.
Shale, the DLC party member from Dragon Age: Origins, is one when using Stoneheart, which eschews offense for effective Turtler/Shielder abilities instead.
Alistair, and any other Warrior character following the Shield skill tree, is likewise the party's defensive expert: only one skill branch is offensive, the other two buff up his armor and make him immune to knockdown, flanking, backstabs....
The Arcane Warrior class, a heavy armor wearing mage/tank hybrid. Their abilities allow them to either nullify or greatly reduce all damage, and they have access to any regular mage spell, such as heals and crowd control. If built correctly, they can resist all spells, as well. Add poultices into this for when mana gets low, and the Arcane Warrior can be nearly invincible. The only catch is their abilities use so much mana that all they can really do is auto-attack and occasionally heal, making battles take a long time.
Final Fantasy X has Lulu. Your party's Black Magician Girl, she starts off with depressing speed and attack power, but an impressive amount of defense...and the highest evasion stat in the game. Teach her Guard from another character's grid, and you'll be the next best thing to completely immune to physical attacks until the end of time.
Etrian Odyssey has the Protector class for the first two games. While their offense will sometimes be the weakest of the front row, most Protectors will simply laugh at hits that would have overkilled other characters a few levels higher than they. They have skills that further increase their/ally's defense, attract enemy attacks towards themselves, resurrect themselves automatically once per battle, take hits for other, squishier units, and nullify, to add insult to (non)injury, physical attacks.
The third game has the Hoplite, which has a major focus on defense. Most of their skill tree is dedicated to improving their ability to take hits, shield others, recover from damage or status effects, and even nullifying damage. If you subclass into Ninja and put a focus on the evasion tree to learn how to dodge, you get something that's increadibly hard to kill. Unfortunately, because all your skill points are bound up in defense and avoidance, the character is reduced to Cherry Tapping when they do attack.
In Super Mario RPG, the Lazy Shell armor turns any character into a Stone Wall, causing their Defense and Special Defense stats to skyrocket but dropping their Attack and Special Attack. Equipped on Toadstool, it can make a party nearly unstoppable.
MechWarrior Living Legends has the Hephaestus (better known as "Hepatitis") hovercraft. It's fast, has pathetic weaponry, but has the armor of a 60 ton main battle tank. One of the most infuriating vehicles to fight - the player in the Hepatitis can simply spin around the enemy slowly whittling them down while laughing off most damage.
In House of the Dead, fat zombies tend to fulfill this role; they usually don't do any more damage than their skinnier counterparts do (occasionally less, because they don't hit as many times as a skinnier zombie would before you put them down), but they can also usually take more shots. In House of the Dead 2, a hefty zombie can take an entire clip or more of handgun bullets to the torso before dying.
Ashley's Armor alternate costume from Resident Evil 4 has her be completely invulnerable to any damage, and she can not be picked up by enemies and carried away other than when the plot calls for it. She cannot do any damage to anyone except for when you are playing as her and use the lamps.
The sequel introduces the Infi-nut. It has slightly less durability than a Wall-Nut but it can instantly regenerate itself to full health periodically, as long as its projector exists. Using Plant Food on it will make it project a force field that shields the entire row from zombies.
Being an expy of Plants Vs Zombies, Mini Robot Wars has the Shielder (who functions similarly to the Wall-Nut) and the Warrior (like the shielder, except that he has a weak attack).
In Battle for Wesnoth, the Dwarvish Guardsman line has pretty poor attacks, but good resistances and an ability that doubles their resistances on defense. User-created content provides an even more extreme example: the Steppe Shieldbearer line from the Extended Era is unable to initiate combat, but has very high resistances.
The Dragon Laguz are probably the closest thing that Fire Emblem has to a Stone Wall; their breath weapon doesn't impress, but they have a frickton of HP and aren't so much as tickled by anything other than Thunder magic.
It's also common practice to strip the Crutch Character or the Mighty Glacier of their weapons so that they can draw enemies to attack them for little to no damage without killing them with a counterattack, making them function as literal walls and nothing else.
Marty of Fire Emblem Thracia 776 has very low accuracy and speed growth thus making it unlikely for him to hit. You'll often mistake him for an example of Muscles Are Meaningless until you look at his incredibly high constitution, HP, and defense growth. These traits make Marty ideal for rescuing and capturing.
Knights from Soul Nomadandthe World Eaters. They struggle to do any decent damage in battle owing to their mediocre attack stat and low accuracy, but they make fine shields for squishier characters like Pyremages and Archers. They work even better in groups of three, when they'll occasionally cast a pre-combat buffer that boosts their entire squad's Defense by 20%.
Although a party game with several mini games in it, Mario Party 3 has Whomp in Duel Mode, whose main purpose is to protect the main player with his good defense and requires a salary of 3 coins for each turn. However, he cannot attack the main opponent or his/her partners when they are in front.
Civilization V has a few of these. Due to how it is possible to win a game peacefully, without going to war with other people, the stone walls in this game are very good for winning a peaceful victory while deterring anyone who tries to invade.
Korea. It has two unique units that nobody else has access to. First is the Hwacha, a replacement for the Trebuchet that is about 62% more powerful than the Trebuchet, but lacks a offensive bonus against cities, making it excellent for defending but not that great at bombarding enemy cities. The other is the Turtle Ship, which replaces the Caravel. It has about 55% more combat strength than the Caravel, but it is unable to travel into deep oceans. Similar to the Hwacha, it is great for defending your own coastline, but not very good at going on the offensive.
Push cards and Sgt. Blok in Video Game/Calculords. Push units can push enemy advances back and usually have high HP, but little to no offensive power. This doesn't mean they aren't threatening, since any units pushed back to their base are destroyed automatically. Many push units, especially Sgt. Blok's, also possess armor that protects them from damage below a certain threshold.
Phil from Yosh!! He has an amazing ability to recover from injuries and Anti-Magic, but doesn't actually know how to fight.
Achilles from Grrl Power. His only superpower is that he's invincible. The 'can shrug off attacks that would destroy matter on the subatomic level' kind of invincible. He is functionally super strong as well (his invincibility allows him to use his muscles with more strength than a normal human could without injury) but it's nothing impressive compared to people with real super strength.
In the Simpsons episode "The Homer They Fall", Homer is revealed to be a Stone Wall, with Dr. Hibbert noting that his brain has a fluid cushion around it that acts like a football helmet. He can withstand constant blows from his boxing opponents, but is a very weak fighter. He wins fights only by waiting for his opponents to become exhausted, and then pushing them over. However upon confronting Drederick Tatum this tactic fails as the Tyson Expy is heavyweight champion, and easily capable of hitting hard enough to knock out Homer.
This is actually Truth in Television to an extent. Joe Grim was infamous for being nearly impossible to knock out despite his terrible boxing ability. He didn't push them over after they got tired, though.
Homer can also take a cannonball to the stomach as seen in "Homerpalooza", though obviously in that situation it's not really possible for him to fight back.
Achilles from Fate Nuovo Guerra is Nigh Invulnerable (save the Achilles' Heel), has a mystical shield, and possesses high speed. Her spear, on the other hand, is nothing special outside a curse that creates unhealing wounds, and though her strength is superior, it's nothing special compared to other heroic spirits like Mordred and Uther.
Ellis Nineveh from the Fire Emblem original universe Skylessia's first generation was a waifish young man so physically unimpressive that even at 3rd Tier, he was incapable of lifting a Battle Axe. He was also such a Determinator that when a demon ripped his dominant arm from his body, he got back up and beat said demon to death with it.
Joe Grim, oh boy. He could barely box like a true professional, but could take a beating from nearly any boxer. In fact, he won his matches by letting his opponents wail away at him until they get too exhausted to fight any longer & punching them out with all his might. Research also showed that his skull was twice as thick around the brain as an average human skull.
Chiselers in Table Tennis are players who solely play defense, whittling down their opponent's bodies or psyches. A famous match between two world-famous chiselers (Alex Ehrlich and Paneth Farcas), lasted two hours and twelve minutes before the very first point was scored, and that was because Farcas's arm had locked up. The referee had to be replaced part way through, as his neck began to lock up. The match led to table tennis receiving a time limit of twenty minutes.