%% Several Zero-Context Examples have been commented out. Do NOT uncomment Zero-Context Examples without adding context that establishes the example as having both 1.) strong defense and 2.) weak offense.
%% Image commented out as per thread: http://tvtropes.org/pmwiki/posts.php?discussion=1352671621017500100
%% Thread did not produce a replacement image.
%% Please start a new thread if you'd like to suggest an image.
%%[[caption-width-right:316:Sometimes, the best defense ''[[ShapedLikeItself is a good defense]].'']]
->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 [[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]\\
Could pass the shield of Abernanit.
--> --''[[Literature/TheElderScrollsInUniverseBooks The Death Blow of Abernanit]]''

If the GlassCannon believes that the best defense is a good offense, the Stone Wall tries for the reverse. His offense is nothing to write home about, if it even [[ScratchDamage technically exists]]. But he's tough. [[MadeOfIron 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 "[[GradualGrinder turtling]]": a battle of attrition to [[GradualGrinder 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 "[[AnAdventurerIsYou tanking]]" duties, interposing himself between the enemy and an ally, typically a GlassCannon 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. General Jackson himself is not an example of this trope despite the nickname, as outside of that particular battle, he was most noted for his offensive campaigns.

A SubTrope of CompetitiveBalance.

Contrast GlassCannon, which is the inverse with strong offense and weak defense, and LightningBruiser, which is tough and fast without sacrificing strength.



[[folder:Anime & Manga]]
* [[BarrierWarrior Yuuno]] [[BadassBookworm Scrya]] from ''Anime/MagicalGirlLyricalNanoha'' is a second or third tier combatant at most, not just because he's the only mage in the cast without a [[MagicWand magic-boosting Device,]] but also because [[CripplingOverspecialization he doesn't have much talent at conventional offensive magic]]. However, his defenses are actually ''stronger'' than those of the Device-using mages (at least stronger than Nanoha's, [[AllThereInTheManual by her own admission in the Sound Stages]]), which allows him to play the "Meat Shield" role and free them up to concentrate on offensive tactics. Once, though, he had to fight somewhat like a Berserker, throwing himself at Vita to keep her occupied. Even a wall is daunting when it's flying right at you. He didn't manage to hurt her, but she also failed to hurt him.
%% * ''{{Vandread}}'' - Jura, a crab-like mech with astronomically powerful DeflectorShields. It can shield ''an entire planet'' against a far bigger and more powerful warship. Alternativly, it can encase itself and it's allies in a shield and simply ''bash'' it's way through an enemy formation.
* Yakumo of ''Manga/SazanEyes'' 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 ''HunterXHunter'' 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 ''Manga/YuYuHakusho'', 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.
* ''Manga/RurouniKenshin'': 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.
* ''Franchise/YuGiOh''
%%** In ''Anime/YuGiOhArcV'', Noboru Gongenzaka's deck focuses on monsters with high DEF, with a strategy forcing the opponent into attacking. His monsters have a lot of protection effects which increases the power of his defense as well and they don't rely on Spell or Trap Cards. Gongenzaka's Superheavy Samurai Big Benkei has also an effect that allows him to attack with his Superheavy Samurais while their are in Defense Position and their DEF will be used for the damage calculation. His Synchro Monsters can also attack in Defense Position while using their DEF for damage calculation.
** In ''YuGiOhDuelMonsters'', the Player Killer of Darkness (Panik in the dub) is noted to be one of these. Being a DirtyCoward, his main card is Castle of Dark Illusions, which has high defense, minimal attacking power, and makes his monsters impossible to attack. He also favors the use of Chaos Shield, which raises the defense of his monsters even further, but it locks his cards in place and keeps them from moving or attacking. This becomes his downfall, as it makes his strategy very inflexible.
** Mukuro in the manga version of ''Manga/YuGiOh5Ds'' favors a Vehicle Deck. All his cards have 0 ATK, but due to the format he plays in (where the Duel is more of a race and attacking, even with a card with no ATK, slows the opponent down a little), he can win Duels by simply attacking once, then stalling until he wins the race.
** The ''Anime/YuGiOh5Ds'' anime had Team Taiyou, whose decks consisted primarily of low-level Normal Monsters, giving them no offense whatsoever outside of Speed World 2. Their strategy was to play Holding-Hands Majinn, a card that ups its DEF by that of all your monsters via the PowerOfFriendship and makes itself the target of all attacks, and Scrum Force, which keeps DEF-position monsters from being destroyed by card effects. This left them with an essentially unbreakable defense, letting them use the aforementioned Speed World 2 to chip away at the opponent and fulfil the requirements to summon [[AwesomeButImpractical Sleeping Giant Zushin.]]

[[folder:Board Games]]
* In ''TabletopGame/{{Risk}}'', there's always at least one person who will want to 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. ([[ShinyNewAustralia No wonder Lex Luthor wanted it.]]) However, it also only shares a border with [[AwesomeButImpractical 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 ''[[ThroughTheAges Through The Ages: A Story Of Civilization]]'', one of the Age 3 leaders is UsefulNotes/MahatmaGandhi. A player who has Gandhi in play is not allowed to play Aggressions or Wars himself, but anyone trying to attack him has to spend twice as many military actions to do so.
* In ''TabletopGame/{{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.

[[folder:Card Games]]
* ''TableTopGame/YuGiOh'':
** The Rock-type is mainly geared toward Turtling play, as Rock-types tend to have low ATK and high DEF, 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 DEF, meaning it can shrug off even an attack from [[BadassNormal Blue-Eyes White Dragon]].
** There are also cards like Spirit Reaper (Zombie) and Marshmallon (Fairy), who simply [[NighInvulnerable 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).
** Decks that focus on alternate win conditions look like this. Final Countdown Decks typically feature a crapload of defensive cards and not much else, and Burn or Mill Decks often completely ignore attacking the opponent in favor of stalling while they whittle down their resources. No presence, no offensive power... so they make it as hard as possible to get a hit in while they try to complete their own strategy.
** The aforementioned Superheavy Samurai archetype, an archetype of Machine-type monsters with low ATK and high DEF. The fighting members of this archetype have effects that range from being indestructable in battle or reducing the ATK and DEF of enemy monsters to 0, etc. Superheavy Samurai cards that contain "Soul" in their names have effects that can be activated from the hand, either as Equip Cards or as Hand Traps. Others have effects that can be activated from the graveyard to protect the Superheavy Samurais from the graveyard. Despite this archetype focuses on defense, it's also strong in offense. The boss monster of the Main Deck, Superheavy Samurai Big Benkei, allows every Superheavy Samurai on the field to attack in Defense Position and their DEF will apply for the damage calculation. With Big Benkei having 3500 DEF, it's a very powerful beatstick, and it is very easy to summon Big Benkei, e.g. Giant Rat can Special any EARTH Monster with 1500 or less ATK, and Big Benkei has only 1000 ATK, so the Trap Card Bottomless Trap Hole won't destroy and banish it. The Synchro Monsters of this archetype have also high DEF and they can attack in Defense Position with their DEF and have strong effects that can only be activated as long as you don't have any Spell or Trap Cards in your graveyard. Some other monsters rely on having a Spell/Trap free graveyard, but since this archetype already has so many defense mechanism like the Soul monsters as Equip Cards and Hand Traps, Spell or Trap Cards aren't necessary for this archetype, which makes it the first archetype that can be played without any Spell and/or Trap Cards.
* Walls and other creatures with Defender in ''TabletopGame/MagicTheGathering'' 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 [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=1325 Wall of Stone]] card is a good example.
** Among creatures that can actually attack, this is the defining trait of [[WhenTreesAttack treefolk]]. [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=152967 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 [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=140201 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 ScratchDamage or by forcing an opponent to run out the clock by running out of cards to draw. Snow White and Project X both seek to gain absurd amounts of life through combos, ensuring your opponent will never take you down to 0. The classic blue-white control deck has 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 stuffs itself with damage prevention, counterspells, control, life-gain, and just a few cards to recycle itself and increase its runtime. Its only win condition is to last ''so damn long'' that the opponent's deck runs out of cards (an instant lose), or more likely that the opponent simply loses patience and accepts their (eventual) defeat.
* In the [[TabletopGame/{{Pokemon}} 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.
* In ''Little Alchemist'', there are cards that have zero base Attack but high enough Defense to negate all but the most powerful attacks, including a literal Great Wall. It's still possible to (eventually) defeat an enemy who uses a lot of these cards, though, by setting your class to Elementalist and gradually whittling down their health with minor but unblockable combo damage dealt every turn.

[[folder:Comic Books]]
%% * This is the main hook of C.F. in ''{{Deadpool}}''. Supposedly standing for "Cannon Fodder" (although a strong argument can also be made for "Cluster Fuck"), he's... well, he's... incredibly malleable, with skin that's impossible to penetrate so much as ''stretch''. He's hurt just as easily as anybody else, but no real lasting damage is done; he once proudly showed off a scar he received when he took an RPG to the stomach.
* 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 ''ComicBook/{{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 GlassCannon pal Sizzle in the Legion Auxiliary with the hope that they'll develop moves to compensate for their weaknesses.
* Diamond Lil, associated with ComicBook/AlphaFlight (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.[[note]]Averted in Guardians of the Globe, where [[LightningBruiser he is given rocket boots (for flight) and rocket gloves (to punch harder).]][[/note]]

[[folder:Films -- Animated]]
* Violet of ''WesternAnimation/TheIncredibles'': near-impregnable defense thanks to her BarrierWarrior abilities, but she's hard-pressed to actually do anything to her aggressors.
* Po, TheEveryman hero of ''WesternAnimation/KungFuPanda'' initiates almost no offense even in his climactic duel with [[LightningBruiser Tai Lung]], instead relying on his fat to absorb the damage of Tai Lung's punches and nullify his PressurePoint attacks.

[[folder:Films -- Live-Action]]
* Parodied with the Black Knight of ''Film/MontyPythonAndTheHolyGrail''. Despite [[OnlyAFleshWound having all four of his limbs cut off]], he still boasts that he's invincible... even though the protagonists only want to pass him. While he's (extremely) vulnerable to Arthur's sword, he still keeps trying to fight even after taking damage that a Loony Toons character would deem excessive.
* In ''Film/KickAss'', the titular character is a BadassAdorable ActionSurvivor with no training for actual combat, but has metal plates in his bones as well as fucked up nerve endings that give him a very high tolerance for pain.

* The Pharaoh from ''Literature/SoonIWillBeInvincible''. 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 [[PlanetSpaceShip Great Ship]] from Creator/RobertReed's ''Literature/GreatShip'' universe. It has a hull made of a nearly indestructible material, dozens of kilometers thick. When the ship is attacked by an alien fleet who want to seize control, the Great Ship's crew simply close all the spaceports and wait until the enemy runs out of fuel and ammunition as they futilely tried to penetrate the ship.
* ''Franchise/StarWarsExpandedUniverse'':
** 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 LightningBruiser against a planetary target, packing torpedoes with the ability to [[ExactlyWhatItSaysOnTheTin 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 [[RammingAlwaysWorks ramming]].
* In ''Literature/TheReckonersTrilogy'' [[spoiler: The Professor/Limelight]] is this, with one ability that's good for protecting from harm ([[BarrierWarrior a forcefield]]), one ability good for recovering from harm (a HealingFactor), and one ability that's good for escaping and disabling an enemy's weapons ([[spoiler: the ability to disintegrate non-organic matter]]). But when it comes to offense he's reduced to guns and making an ImprovisedWeapon by [[spoiler: carefully disintegrating steel to create a sword or knife.]] Appropriately during the main battle he acts as a tank [[spoiler: battling Steelheart, who he's incapable of damaging, while the others try to find his AchillesHeel.]] This [[TookALevelInBadass changes]] in the second book, as he demonstrates that he's capable of much greater versatility with his forcefields and can [[spoiler: use them crush people to death (which would still not have harmed Steelheart, but few things could), he just chose not to until he lost his mind to power.]]
* In the Creator/KenMacleod novel ''Newton's Wake'', the Search Engines used by the Carlyle's "[[AdventureArchaeologist combat archaeologists]]" are large tracked vehicles with an almost impregnable hull and top-of-the-line firewall software to prevent posthuman BrownNote attacks from affecting the crew. However, search engines have no offensive armaments whatsoever. Lucinda Carlyle gets a rude surprise when a supposedly backwater LostColony has a platoon-level support weapon that can punch straight through a search engine.
%%* In ''Literature/TheMalazanBookOfTheFallen'', Lt. Tarr is slow and extremely passive in a fight. However he's a genius with a shield and wears a lot of armor, making him almost impossible to tag even by elite warriors.

[[folder:Live-Action TV]]
%%* [[Series/KamenRiderKuuga Kamen Rider Kuuga]]'s Titan form seems to invoke this, with Godai training himself to keep moving forward despite constantly being hit by a wooden sword.
%% * ''Series/WalkerTexasRanger'': The fifth-season episode "Warriors," where a supremacist plans to rule the world by creating an army of these. Just the prototype is seen, and his apparent invulnerability is due to special "rapid healing" DNA that a scientist had been forced at gunpoint to share. Initially, everything that Walker throws at the enforcer is shaken off – even his patented roundhouse kick and a spray of bullets to the chest and head. This later is averted when the scientist is able to get free and finds the enforcer's weak spots.
* [[Series/ThumbWrestlingFederation 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.

%% [[folder:Professional Wrestling]]
%% * The art of the NoSell, when done correctly, results in a wrestler becoming effectively this – an unbeatable individual who can withstand all punishment and put his opponent off-guard.
%% * During his run in the WWF to create interest in the 1989 movie ''No Holds Barred'', Tiny Lister reprised his role as that movie's Zeus – an unbeatable man-monster who could withstand all offense from the world's best wrestlers without so much as flinching. This was the idea for awhile in matches but it would be averted as eventually, by taking enough punishment, Zeus would be worn down and set up for defeat, although in in-ring confrontations prior to Summer Slam 1989, the trope was fully enforced.
%% * TheUndertaker, especially during the early 1990s, was especially adept at being a stone wall.
%% [[/folder]]

* {{Cricket}}:
** The traditional role of the opening batsmen is to play defensively and hang around and blunt the initial barrage of the opposition's fast bowlers in order to set up the team's innings, often scoring quite slowly. (In)famous "[=stonewallers=]" include Bill Lawry for Australia and Geoffrey Boycott for England. However, in recent years, ODI and Twenty20 cricket especially have featured more aggressive openers, as the strategy has been to exploit the fielding restrictions that are in place early in the innings. Making [[CyclicTrope something of a comeback]] in Test matches: England in particular have capitalized on the "dropping attention span" of some of their opponents: witness the efforts of their current top order, Andrew Strauss, Alistair Cook and Jonathan Trott. Though granted, all three of them score faster than Boycott did.
** Bowlers can also 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, [[ComplacentGamingSyndrome and everybody chooses to bat for the pitcher.]]
** Catchers are generally either this or a MightyGlacier, 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 TheLancer 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.
* Boxing:
** The rope-a-dope strategy, 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.
** In the 1980 heavyweight fight between Randall 'Tex' Cobb (who had one of the most durable chins in the history of boxing) and Earnie Shavers (widely regarded as the hardest puncher in heavyweight history) Cobb, who was not known for great offense, won the fight by simply ''walking through'' Shavers' punches until Shavers tired and Cobb was able to knock him out.
** 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, [[http://www.youtube.com/watch?v=w8aerkHG_7A Niccolino Locche]], [[http://www.youtube.com/watch?v=qq6ZLecsWyU Wilfredo Benitez]], [[http://www.youtube.com/watch?v=rw1t2yAK_wU Pernell Whitaker]], and [[http://www.youtube.com/watch?v=kK9en6g9JTQ Floyd Mayweather]]. [[http://www.youtube.com/watch?v=5zUut60gfkU Muhammad Ali]] was this at times, mostly in his youth, and even [[http://www.youtube.com/watch?v=uxHERzmAd_g Mike Tyson]], who was most famous for his power, showed some of this ability as well.
* The tactic of "flooding" in AustralianRulesFootball 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 [[TheBeautifulGame 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}}.

[[folder:Tabletop Games]]
* ''TabletopGame/DungeonsAndDragons'':
** 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 ArmorIsUseless trope in many editions, thereby negating the point of such an approach. In 4th edition, however, it was a viable strategy; some characters equipped with shields could render themselves virtually impossible to hit in two defenses.)
** [[EmergentGameplay The "Lockdown" build]], which wields a [[BladeOnAStick long-reach weapon]], focuses on making [[CounterAttack attacks of opportunity]] in response to as many types of action as possible, then uses them to deliver nondamaging attacks which halt movement. While it will take a Lockdown user longer to defeat his enemies than one that counterattacks normally, it means he can keep {{Close Range Combatant}}s from getting close enough to attack him, and prevent {{Long Range Fighter}}s from getting far enough away to do the same.
%% ** The Knight class from the 3.5 ''Player's Handbook II'' is a meatshield type- they have offensive and defensive abilities comparable to a Fighter, but have the Knight's Challenge mechanic, allowing them such tricks as forcing all moderately-powerful enemies to attack the Knight in preference to any other party member or cause all [[{{Mooks}} less-than-moderately-powerful enemies]] to cower in fear.
%% *** Taken UpToEleven with their capstone ability, the appropriately-named "Loyal Beyond Death." If a knight takes enough damage to kill them (without running afoul of the ChunkySalsaRule), they can spend a challenge use to simply refuse to die, and act normally for one more round. [[{{Determinator}} This can go on until they finally run out of challenge uses and suffer]] CriticalExistenceFailure.
* There are certain Gifts in ''TabletopGame/WerewolfTheApocalypse'' which allow for this; there is in fact a specific Steel Fur Gift for Glass Walkers that triples the size of the wolf using it and makes them into a giant defensive wall for their pack, complete with pointy, sharp fur. Usually this is more of a deterrent and leaves the wolf with no attacking ability, but a pack with enough sufficiently strong wolves can [[OhCrap then push their large, prickly packmate down inclines and towards unhappy targets.]]

[[folder:Video Games]]
%% [[AC:BeatEmUp]]
%% * M. Frame from the ''[[RushingBeat The Peace Keepers]]''.
%% * Captain Silver from ''BattleCircuit''.
%% * One level in Nekketsu Oyako features ''literal'' stone walls that block in the way of players, who can beat 'em down.

* ''VideoGame/SuperSmashBros''
** R.O.B. is a very heavy character, and he has one of the best recoveries (he can ''fly''), making him abnormally difficult to knock out. He also has two projectiles, with his EyeBeams and gyros, which means he has an easy time with keeping his distance from the opponent. However, none of his attacks do much damage, and most R.O.B. players focus on slowly chipping away at the opponent.
** Shulk can become this via his StanceSystem. Activating Monado Shield turns Shulk into the heaviest character in the game for a few seconds, greatly increasing his defense; however, this comes at the cost of his mobility and attack power.
* Q from ''VideoGame/StreetFighterIII''. 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".
* ''VideoGame/AdvancedVariableGeo 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 [[VideoGame/TheKingOfFighters 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 LimitBreak which hits ''hard''.
* ''VideoGame/FinalFantasyV'': Exdeath is one of the most extreme cases, in ''VideoGame/DissidiaFinalFantasy'', given that his moveset revolves mostly around {{Counter Attack}}s. 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 [[{{Pokemon}} Wobbuffet]] placed into a 3-D fighting game context.
* Sub-Zero from ''VideoGame/MortalKombat'' is probably the TropeMaker 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 ''[[VideoGame/MortalKombat4 MK4]]'', where Sub-Zero has most of his ''other'' tactics nerfed, but this one is left untouched.
* Good Gods in ''[[VideoGame/BlackAndWhite 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.
* [[ComicBook/{{X-Men}} Iceman]] in ''VideoGame/MarvelVsCapcom2'' does not take ScratchDamage while blocking, and can easily throw a quick low damage projectile at any opening given, allowing a skilled player to slowly chip away at opponents' health and/or wait out the clock.
* Tenten in the ''Naruto Storm'' series, but especially ''VideoGame/NarutoShippudenUltimateNinjaStormGenerations'', is a bizarre example of this: one of her special moves is to lay mines surrounding herself, [[BarrierWarrior which is intended to keep opponents from coming close]]. She doesn't have to move from her spot, as she can fight entirely through projectiles (including some rather lengthy projectile combos). In true Stone Wall fashion, she has the lowest damage output of the entire series.
* 'Giant' style wrestlers in ''VideoGame/FireProWrestling''. The Giant fighting style has very low Affinity level in every stat but Punch and Rough -- they can't even perform power moves or lariats efficiently in spite of their size, and tire quickly unless their moveset is heavy on Punch and/or Rough moves. However, the Giant defensive style is very guarded and difficult to crack; early in a match, they can't be thrown even with the simplest takedowns, and have to be worn down gradually with strikes and submissions. Also, the lack of effective offensive weapons means there are a lot of points left to put into defense for Create-A-Wrestlers.

* ''VideoGame/TeamFortress 2'':
** For the Meat Shield version, a Heavy Weapons Guy with Natascha equipped can be one of these. For the price of lower firepower, anyone caught by these bullets 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.
** Similarly, a Eyelander (or reskins) and Chargin' Targe wielding demoman being healed by a medic. The Charging' Targe providing resistance to fire and explosive damage and the eyelander healing the demoman and increasing his speed and health upon killing enemies. The downside is not being able to equip the stickybomb launcher, making him unable to lay traps and limiting his ability to kill enemies at range.
** 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 Engineer alone is [[SquishyWizard very brittle compared to other classes]]. However once he has a sentry and dispenser up and running, then he will become a turtling master.
* The AAV7A1 AMTRAC in VideoGame/{{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 [[MookMaker 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.

* Tanks in ''VideoGame/WorldOfWarcraft'' avert the trope, often ending up at or near the top of the damage dealing for their group. This is because, in World of Warcraft, much of a tank's threat generation is caused by damage output, and the tank often spends most of the fight attacking multiple enemies with close-range area-effect attacks to hold threat.
* The tanking classes in ''VideoGame/EverQuest'', which include paladins, shadow knights, and warriors, play this trope straight. While the damage output of these classes is respectable, their primary focus is in holding the attention of the enemy. As such, their ability to deal damage is underplayed in favor of improving their damage-taking abilities.
* In ''VideoGame/CityOfHeroes'' and ''VideoGame/CityOfVillains'', 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.
%% * [[MagicKnight Paladins]] from ''VideoGame/FinalFantasyXI'' fit this trope to a T.
* ''VideoGame/EVEOnline'':
** Due to the balancing factors present in the game's fitting system, any ship that is fitted for maximum defense is going to sacrifice maneuverability, speed, and damage output in order to achieve the most defensive ability. Some ships, such as the Drake, the Rokh, the Prophecy, and others are actually ''designed'' around the concept of surviving a fight by having a hard shell while only having moderate damage capabilities, while ships like the Dominix and the Armageddon, which can rely on remote drones to deal damage rather than their own weapons, can afford to dedicate more power and resources towards defensive modules. Some of these designs are even used as "bait ships" - ships that have tremendous damage-soaking ability in exchange for being ponderously slow and practically toothless, but still retaining the ability to warp-scramble attackers (thus keeping them from fleeing). Of course, the whole point is to trick a group into attacking your nigh-invulnerable ship, then calling in your friends to ambush them.
** The recent patch to Mining Barges and Exhumers has transformed several mining ships into Stone Walls. While all Exhumers grant a 5% bonus to shield resistances per level of Mining Barge skill (which you need to have maxed out 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.
%% * Many of the prime or once-prime farming strategies in ''VideoGame/GuildWars'' revolve around adjusting certain characters' HP until Protective Spirit (reduces damage to 10% of the character's hit points; a powerful defensive buff) meshes with various healing skills, making the character difficult to kill. The player then aggros as much as is feasible and has various Smiting buffs deal damage back to the opponents each time the player is hit.
* Paragons in ''VideoGame/GuildWars''. 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 ''VideoGame/PhantasyStarOnline'', the [=RAcaseal=] has the highest Defense, second-to-highest 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 ''VideoGame/{{Wizard101}}'' is the only class that can equip gear with resistance to all attacks other than [[BribingYourWayToVictory 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.
* {{VideoGame/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.

* ''VideoGame/SuperMarioBros3'': The Tanuki suit has a mode that turns Mario to stone. You can't be hurt, but you can't jump on enemies or use the tail-swat attack.
* Olaf of ''VideoGame/TheLostVikings'' is a very basic example of the Shielding variety (with an actual [[LuckilyMyShieldWillProtectMe 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 [[GlassCannon Baleog]] takes it out.
%%* {{Shovel Knight}} has the hero's love interest Shield Knight. Sporting a shield bigger than she is, she can withstand incredible punishment, up to, and including the {{final boss}}'s desperation attack!

* ''Franchise/CommandAndConquer:'':
** In ''VideoGame/CommandAndConquer 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 [[WeWillUseManualLaborInTheFuture 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 MightyGlacier 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, [[CarFu still crush things]], including many light vehicles.)
%% * ''VideoGame/{{Warcraft}} 3: The Frozen Throne'':
%% ** The Paladin is an excellent defensive hero, what with an aura that increases the armor of nearby units, a shield that makes him invulnerable, a very strong healing move and a resurrection ability. Two paladins who can heal each other make for an extremely annoying force to fight.
%% * ''VideoGame/LeagueOfLegends'' has a few of these, with the most well-known (and often hated) ones being Morgana and Yorick. In fact, Morg is one of the most frequent bans due to her nature as a counterpick-only champ, which makes counterpicking her extremely difficult to do without screwing up team comp, and the absolute futility of trying to force her out of her lane.
%% ** Rammus is a popular stone wall, in that his passive, combined with items, can make it incredibly difficult for Attack Damage focused champions to kill him. By equipping a special item that [[DeliberateInjuryGambit inflicts a percent of damage he receives back at his attacker]], meaning people can literally kill themselves trying to kill him. Which he can literally make enemies do with his special taunt ability.
* ''VideoGame/{{Netstorm}}'' has several towers whose only function is to absorb the enemy shots, with no attack whatsoever. Technically, any building would suffice, but the towers automatically switch the attention to themselves and usually have higher HP. The Bulwark takes the trope UpToEleven (and the price is appropriate).
* This is how ''VideoGame/SinsOfTheProphets'' 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.
* The British Commonwealth from ''VideoGame/CompanyOfHeroes'' can be best summed as the StoneWall. Their abilities allow you to create trenches, emplacements, and provide defensive buffs. For an example of units, the Royal Engineer's Churchill tank can be their best example. While they're sluggish and have a weak cannon, they're well-armored on all sides that reduces penetration.
%%* In ''VideoGame/LordsOfTheRealm2'', pikemen are the slowest units on the field, but can take soak up quite a bit of damage. This makes them extremely useful in defending castles and protecting archers from enemy troops.

* In ''VideoGame/{{Patapon}} 3'' Guardira class and Slogturtle have weak attacks, but they hold a massive shield which blocks most of the attacks and helps to cover the other units near them.

* In ''VideoGame/AncientDomainsOfMystery'', 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[[/note]] 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.
%%* In ''VideoGame/DwarfFortress'', you can equip your dwarves with dual shields. This gives them two chances to block any attack. In adventure mode, it is possible to wield hundreds of shield at a time, making the adventurer nearly impervious to attacks.
* One of the challenges in ''VideoGame/TheBindingOfIsaac: Rebirth'' turns you into one of these. You do subpar damage and you're pitifully slow, but you start off with ''seven'' red heart containers [[note]]For comparison, the character with the highest starting HP total only has four heart containers[[/note]] as well as a mask that can sometimes nullify shots from the front. This can be brought UpToEleven by gaining ''even more'' heart containers as well as using protection orbitals (such as the Big Fan).
%%* The Knight class in ''VideoGame/OneWayHeroics'' is the most defense-oriented, having the Great Wall skill that greatly boosts their defense as long as stand in place and blocking twice as much damage as other classes when using a shield.

* The Sentinel role in ''VideoGame/FinalFantasyXIII'' is a prime example of this. Sentinels are unable to directly attack enemies, but can taunt enemies to target them and possess exceptionally high defense and hit points.
* The Paladin class of ''VideoGame/DragonQuestIX'' are this trope. Their attack is merely passable, but ''ye God'' is their defense high. Past level 45 they'll only take ScratchDamage 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 Franchise/{{Pokemon}}, in varying degrees - not only between offense and defense, but the game's special and physical attack classifications.
** Perhaps the most extreme example of this trope in the entire series is Shuckle, a Bug/Rock type Pokémon that not only has the highest Defense and Special Defense stats of out of any Pokémon in the game, but also sports some of the lowest HP, Attack, Special Attack, and Speed values.
** 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. [[SubvertedTrope However,]] it can learn Foul Play, which gets a STAB[[note]]Same Type Ability Bonus[[/note]] 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.
** The best-known example is Blissey, who has absurdly high HitPoints (the highest in the game, in fact, with a maximum of 714 points) and ''Special'' Defense, as well as healing moves. The item Leftovers, which heals 1/16 of the holder's maximum HP each turn, is incredibly effective here, as well as the move Softboiled, which restores up to 50% of the user's maximum HP. Even with her abysmal Defense stat, Blissey's enormous HP lets her take a few physical hits - as long as they aren't Fighting-type, but even then it typically takes a strong [[http://bulbapedia.bulbagarden.net/wiki/STAB STAB]] Fighting-type move for Blissey to succumb to a one-hit knockout. And forget about status moves - not only can Blissey heal them with Heal Bell or Aromatherapy, her ability Natural Cure removes any status when she switches out. Finally, the moves Double Team and Minimize, which increase the user's evasiveness, can compound Blissey's defensive strategy even further and make her ''even harder'' to hit. Her stellar defenses come at the cost of Speed and Attack, with Speed being a paltry 55 and attack being 10, which is the lowest stat in the game. Her special attack is a relatively impressive 75 (this is only impressive compared to her Attack, as 75 is still fairly low for a Pokemon's highest attack stat).
** Wobbuffet has high HP, but it cannot attack by itself. It takes attacks and gives them stronger back to the opponent, which often knocks them out in one hit. Since Wobbuffet has Shadow Tag, which prevents the opponent to switch out, it is very risky to attack it. A MirrorMatch was impossible to win in ''VideoGame/PokemonRubyAndSapphire'', since no player can switch out and they cannot attack. This was rectified in future generations so if two Pokémon with Shadow Tag were to face each other in battle, they can switch out freely.
%%** ''VideoGame/PokemonMysteryDungeon'' has a quirk where a species that normally receives one of two Abilities receives them both. ''Pokémon Mystery Dungeon''[='s=] Bronzong therefore has ''no'' weaknesses and ''many'' resistances. There are only six types that do standard damage to it.
%%** Red's Snorlax and Whitney's Miltank act as this in-game.
** If you're playing ''VideoGame/PokemonColosseum'', you start with a GlassCannon 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.
%%** Starter Pokémon Blastoise, Meganium, and Serperior have Stone Wall traits.
** Shedinja is this, but with a nasty KryptoniteFactor. It has pretty average Attack and awful Speed... but it has the ability Wonder Guard, which makes it invincible and lets it chip through even the toughest defense. Unless the opponent has a Fire, Rock, Flying, Ghost, or Dark move, in which case Shedinja [[OneHitPointWonder dies instantly.]] Also, Shedinja is extremely weak against indirect damage (like Poison, Sandstorm, Spikes and such).
** Aegislash: Its Shield Form and signature move 'King's Shield' possess such extreme defensive properties that even legendary Pokemon have a hard time fighting it, but the Shield Form has awful attacking stats and it pretty much needs priority to outspeed anything.
** Bastiodon: Its defenses are both incredibly high, and its offensive stats are both very low. It does have two double weaknesses, to Fighting and Ground, but it also has the ability Sturdy, meaning you can't OHKO it with anything.
** Steel-types in general excel at this strategy due to having many resistances and very good defenses. They're resistant to everything but Water, Electric, and Ghost and Dark as of ''X and Y'', immune to Poison and Poison status (making them harder to wear down), and only weak to Fire, Ground, and Fighting-type moves. However, while many of them have good offenses, the Steel type is rather lackluster offensively due to having more types resistant to Steel than weak to it (Fire, Steel, Electric, and Water compared to Ice, Rock, and Fairy).
* ''VideoGame/SkiesOfArcadia'':
** 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.
%% * Estelle from ''VideoGame/TalesOfVesperia'' is a mix of this and WhiteMage, having arguably the highest defense (and worst offense) in the game. Many of her skills focus on defense and healing. This may be because she is the only playable character who [[FridgeLogic thought to bring a shield.]]
%% * There is an enemy in the game ''VideoGame/AdventureQuest'' that is simply a ''giant rock''. It has thousands of Hp and, when weakened, it attacks by allowing chunks of its rocks to fall on you.
* This is the default strategy for Peco in ''BreathOfFire [[BreathOfFireIII 3]]''. 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 NighInvulnerable. 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 LightningBruiser with a little less lightning, it is possible and in some cases advisable to play Paladin!Cecil from ''VideoGame/FinalFantasyIV'' as a shielding/turtling Stone Wall in the somewhat-more-customizable DS [[VideoGameRemake remake]]. Start with his already excellent defense and HP stats, give him some [[InfinityPlusOneSword 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 [[GlassCannon other]], [[FragileSpeedster less-well-defended]] [[SquishyWizard characters]], HP+50% is ExactlyWhatItSaysOnTheTin, 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 NighInvulnerable, which can be quite useful as that game can be NintendoHard, especially in the endgame or bonus areas.
%% ** ''VideoGame/FinalFantasyIII'' has the Viking job, which can be played as a Turtler; put the Viking in the back row, dual wield shields, and use Provoke over and over. The Knight job also has some Stone Wall elements; they have very high defense, an improved 'Guard' command, and will take an attack for a party member with low health.
* Sword-and-shield Warriors in the ''Franchise/DragonAge'' series typically lean towards this, focusing on abilities that deflect damage rather than dish out the hurt.
** Shale, the DLC party member from ''VideoGame/DragonAgeOrigins'', is one when using Stoneheart, which eschews offense for effective Turtler/Shielder abilities instead.
** 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.
%%** Aveline of ''VideoGame/DragonAgeII'' is the hardiest member of the party, with her specialization making her tougher than even a tank-specced [[PlayerCharacter Hawke]] and allowing her to take damage on other party members' behalf.
%%** ''VideoGame/DragonAgeInquisition'' has the Champion [[PrestigeClass specialization]], available to Warrior [[PlayerCharacter Inquisitors]] and Blackwall. They focus on drawing enemies in and tanking damage, to the point where they can obtain two abilities to make them ''completely invulnerable'' for a brief period.
%%** Much like the Arcane Warrior of ''Origins'', the Knight Enchanter specialization can make an otherwise-SquishyWizard nigh-invulnerable.
%% * ''VideoGame/FinalFantasyXIII'' brings us the Sentinel role. Initially learned by Fang and Snow, it draws enemy fire with abilities like Provoke and specializes in blocks and counters.
* ''VideoGame/EtrianOdyssey'':
** 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 [[LuckilyMyShieldWillProtectMe 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 [[FragileSpeedster Ninja]] and put a focus on the evasion tree to learn how to dodge, you get something that's incredibly [[NighInvulnerability hard to kill.]] Unfortunately, because all your skill points are bound up in defense and avoidance, the character is reduced to CherryTapping when they do attack.
%%** Perhaps the purest example of this trope in the series is the Fortress class from the fourth game. By default, a Fortress already has excellent HP and defense and puts them to good use with their abilities to protect their allies from harm, even from attacks that can hit the entire party. They even recover SP whenever they're attacked, meaning they're able to use their protective abilities as long as they're alive. At the highest levels, they even have a passive ability that can completely nullify an attack. Dancer is often chosen as a subclass for a Fortress in order to boost their evasion with Fan Dance and to help the party out with support dances.
* In ''VideoGame/SuperMarioRPG'', the [[InfinityMinusOneSword 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 [[TheMedic Toadstool]], it can make a party nearly unstoppable.
* ''VideoGame/PaperMario'' has the Stone Cap item. This will turn Mario to stone for a few turns, during which he can neither attack nor take damage. However, ''his partner can still act'', making this a GameBreaker in many situations.
* Luigi is this in the ''VideoGame/MarioAndLuigi'' series, in contrast to his brother, who is a GlassCannon. Luigi by default has higher HP and Defense, as well as a higher jump that allows him to dodge enemy attacks with more ease, but his damage output tends to be lower than Mario's.
%%* In ''VideoGame/PaperMarioTheThousandYearDoor'' Mario can be become nigh invulnerable with the right badge setup. If he has the Badge Points to spare he can then turn his partner into a GlassCannon making an incredibly effective combo.
%%* In ''VideoGame/ReturnToKrondor'', Solon is this combined with The Big Guy. Just put him between the enemy and your characters. This will allow your characters to pummel the enemy without too much damage.

%%* ''VideoGame/AceCombat6FiresOfLiberation'''s [=A-10A=] is essentially this in in air-to-air combat but a LightningBruiser against ground targets.
%% ** If you know what you're doing, the [=A-10A=] is a reasonably effective air-to-air combat plane, and even has a couple of weapon loadouts that include air-to-air specialties. Considering the tank-plane has the highest armor rating in the game, and can withstand significantly more damage than even it's closest competitor in armor, it's a viable option.
* ''[[Videogame/MechWarrior MechWarrior Living Legends]]'' has the Hephaestus (also known as "[[FanNickname Hepatitis]]") hovercraft. It has pathetic weapons, it's very fast and has the armor of a 60 ton main battle tank, making it 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. Prior to its buff in the [[ScrewedByTheLawyers final update]], the Bushwacker "Prime" was a stone wall to such an extent that in a [[https://www.youtube.com/watch?v=Dvk_1aVQAuc 8 on 8 scrimmage]] composed solely of Bushwacker Primes, the mission timer ran out before the two teams could kill even half of each other; the Bushwacker chassis has an amazing amount of armor and speed for its mass, but the Prime had absolutely pathetic DPS that depended entirely on ScrappyWeapon with terrible ammo economy backed up by missiles with an ArbitraryMinimumRange.

* Stephanie Morgan in the ''VideoGame/BackyardSports'' series has amazing defense in every game because of her experience at shortstop. Her offensive abilities are terrible.
* The Terminator Trolz and the Vile Vulgars in ''Mutant League Football''. The Trolz' defense is elite, but their offense advances the ball slowly. The Vulgars' weak offense struggles to gain ground, and usually they can only score off fumble recoveries caused by their brutal run defense.
* Defensive characters in ''VideoGame/MarioStrikers'' such as Waluigi are very fast and have excellent tackling skills, but tend to struggle at scoring because of low shooting power.
* ''2020 Super Baseball''
** The Tropical Girls. They excel at fielding due to great speed and agility, which makes them tough to score on. However, they don't score much themselves due to (for the most part) weak hitting.
** The Ninja Blacksox are one of the least powerful/efficient teams in the game both at the plate and on the mound. What offense they have is carried primarily by blisteringly fast baserunning and a couple of decent batters, but with top-line fielding they don't ''have'' to score many runs to come out on top.

* In ''VideoGame/HouseOfTheDead'', [[DeadWeight 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 VideoGame/ResidentEvil4 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.
* In ''VideoGame/FiveNightsAtFreddys'', your only defense against the [[KillerRobot antagonistic animatronics]] are two steel doors on either side of your office. Unfortunately, you can't just leave both doors shut all night: they drain power needed to survive the night. Also, on later levels, turtling increases the chance of Freddy simply teleporting into the room and murdering you.

* ''VideoGame/PlantsVsZombies'':
** The [[PunnyName Wall-nut, Tall-nut]] and Pumpkin of the shielding variety. These plants solely exist to do nothing but take damage for your easily-killed attackers as well as impede the [[NightOfTheLivingMooks zombies']] advance, having no offense of their own. However, all three plants [[MadeOfIron sure do a good job at it]]. In the sequel, using Plant Food on either of these takes their durability UpToEleven.
** 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'', ''VideoGame/MiniRobotWars'' has the Shielder (who functions similarly to the Wall-Nut) and the Warrior (like the shielder, except that he has a weak attack).

* In ''VideoGame/BattleForWesnoth'', 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.
* ''Franchise/FireEmblem'':
** The Dragon Laguz are probably the closest thing that ''Franchise/FireEmblem'' 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 CrutchCharacter or the MightyGlacier 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 [[VideoGame/FireEmblemJugdral 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 MusclesAreMeaningless until you look at his incredibly high constitution, HP, and defense growth. These traits make Marty ideal for rescuing and [[MercyRewarded capturing]].
* Knights from ''VideoGame/SoulNomadandtheWorldEaters''. 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, MarioParty 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.
* ''VideoGame/{{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 an 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.
%% ** The Shoshone. All of their units get a 15% increase to combat power when fighting on friendly territory. Due to how all of their cities get an extra 8 land tiles around them the moment they're founded, the Shoshone have a lot of extra friendly territory to be more powerful on.
%% ** Morocco. When the game starts, they are usually placed within a desert, and if they stay in the desert, they are very hard to invade. They are able to build the Kasbah improvement on desert tiles instead of Forts. Unlike normal forts, which simply provide a 50% defense boost to units in them, the fact that they also provide boosts to gold, food, and production boosts transforms deserts from comparatively useless terrain to something that keeps Moroccan cities growing, while still having the 50% extra defense to units in them, so invaders have to go through them before they can get to the cities. Their special unit, the Berber Calvary, which replaces the normal Calvary only increases this, as they become more powerful when fighting in friendly deserts.
%% ** Ethiopia. If someone else has more cities than Ethiopia, all Ethiopian units get a 20% combat bonus against them. Their special unit, the Mehal Sefari, which replaces the Rifleman, only increases this, as it can get up to a 30% combat boost the closer it is to the capital. And these stack, giving Ethiopia up to a 50% combat bonus while defending, making them very hard for some big bully to take down.
* Push cards and Sgt. Blok in ''VideoGame/{{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 also possess armor that protects them from damage below a certain threshold. Sgt. Blok is an enemy commander who makes extensive use of push cards, to the point of having very few attack cards in his deck. His cards often have armor, as well, making his advances hard to stop.
* The Sentinel class in ''VideoGame/WildArmsXF''. They have a strong natural defense and armors that solely focuses on defense, but they're the weakest in terms of physical power when compared with other physical based classes. Their designated weapons also do not provide much attack power when compared with other classes' weapons.
* ''VideoGame/TelepathTactics'':
** Spearmen. They lack the [[LastDiscMagic extra-powerful single-target attacks]] of other melee classes, and they have fewer counterattacks, but they have a boatload of health and can use the best defensive equipment. They even get an ability that makes them more likely to be attacked upon promotion.
** Cavaliers, too. Though they're a lot weaker than other melee classes, they have a ton of health and can wear the best armor.

* The Alien from the WebGame ''VideoGame/ImmorTall'' cannot attack, but can take damage from the enemy soldiers and prevent the family from getting killed. [[spoiler: Unfortunately, there is a limit to that, [[TearJerker and he dies after the final attack on the family]]]].
* ''[[Videogame/OneHundredPercentOrangeJuice 100% Orange Juice]]'': Fernet may have lowered attack and evasion (-1 and -2 respectively) but her 6 HP and +2 Defense means she can easily tank damage. On maps with regeneration effects she shines.
%%* Some of the vehicles from ''VideoGame/WorldOfTanks'' are capable of pulling this trope, particularly when being the top-tier tank in a match. In fact, being able to pull off this trope in a match nets the "'''Steel''' Wall" achievement[[labelnote:Details]]Receive at least 10 non-penetrating hits or ricochets in a single battle.[[/labelnote]]

[[folder: Web Comics]]
* [[AuthorAvatar Phil]] from ''Webcomic/{{Yosh}}!'' He has an amazing ability to recover from injuries and [[spoiler:AntiMagic]], but doesn't actually know how to fight.
* Achilles from ''Webcomic/GrrlPower''. His only superpower is that he's invincible. The 'can [[NoSell 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.
%% * Fisk in [[http://imgur.com/Da6lLGc this one-off, untitled comic]] by Tropers/{{Grognor}}.

[[folder:Western Animation]]
* In the ''[[WesternAnimation/TheSimpsons 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.
-->'''Marge:''' ''[[OhCrap "He's not going to get tired!"]]''

[[folder:Play By Post Games]]
* Achilles from ''Roleplay/FateNuovoGuerra'' is NighInvulnerable (save the AchillesHeel), 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 [[LightningBruiser Mordred and Uther]].
* Ellis Nineveh from the FireEmblem original universe Roleplay/{{Skylessia}}'s first generation is a waifish young man so physically unimpressive that even at 3rd Tier, he is incapable of lifting a Battle Axe. He is also such a {{Determinator}} that when a demon rips his dominant arm from his body, he gets back up and beats said demon to death with it.

[[folder:Real life]]
* Although Stonewall Jackson himself doesn't really fit this trope, another American Civil War officer, George Henry Thomas, certainly does. Fighting for the Union, Thomas became known quickly as a great defensive general. His CrowningMomentOfAwesome was the Battle of Chickamauga, where, after his superiors bungled their battle strategy and caused a disaster that lost the army (which was already outnumbered by 10,000 men) a full third of its strength, Thomas rallied the remaining troops into a stiff defensive position and fought off wave after wave of Confederate attacks. This gave Thomas his famous monicker "The Rock of Chickamauga". Later, his methodical mindset became an irritant with his superiors. General Grant once complained, "There is no better man to repel an attack than Thomas, but I fear he is too cautious to take the initiative.” He wasn't so much cautious as methodical - you could maneuver around him fairly well, but you attacked him at your great peril.
* Joe Grim could barely box like a true professional, but could [[MadeofIron 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.
* Similarly, {{Seanbaby}} [[http://www.cracked.com/blog/worst-life-ever-the-story-of-kazuyuki-fujitas-skull/ describes]] MMA fighter Kazuyuki Fujita as one of these, noting that his sole fighting assets were "a clumsy takedown and a forcefield where his brain's reflexes should be."
* 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.
%%* Finland in their 1940s wars with Russia.
* Canadian boxer George Chevalo, was famous for his ability to take a beating from anybody. He stayed in the ring with the likes of Muhammad Ali, Joe Frazier, and George Foreman, and was never knocked out, but rarely ever hit back. After his match against Ali, which he lost on points, Chevalo joked that "Sure, I lost the match. But afterwards, I went out dancing with my wife, and Ali went to the hospital."
* [[UsefulNotes/{{Israel}} Israel]]'s [[UsefulNotes/JewishRevolts Masada]] is a literal example of this, being a fortress built atop a towering mesa. No projectiles could come close to reaching the top, and it took a 30-foot high ramp[[note]]Not including the natural bedrock slope it was built on.[[/note]] for the Romans' battering ram to reach it. Unfortunately, the occupants of the fortress lacked the manpower and weaponry to fend off the Roman forces when they finally reached the top.
* The [=M4A3E2=] "Jumbo" Sherman of Usefulnotes/WorldWarII actually had a ''smaller'' gun ([=75mm=]) than the standard M4A3E8[[note]]Which had replaced the older M4 models which used the same ([=75mm=]) gun that the Jumbo used[[/note]] ([=76mm=]), but had significantly more armor plating. It was slower and had offroad treads. It was used to deal with bunkers and fortified positions, supporting infantry as they pushed inland out of the beachheads during the initial stages of the Normandy invasion.
** British tank doctrine during World War II had two main types of tank: "Cruiser" tanks, which operated as mechanized cavalry and often fell into FragileSpeedster, borderline LightningBruiser territory, and "Infantry" tanks which, as the name suggests, were designed to provide support for infantry and were more centered around this dynamic. The Churchill tank had even more armor than the famous Tiger I and all but the biggest German guns had trouble disabling it, but it's own main gun was rather underpowered and inadequate to deal with other armored threats, and it may have been slow, but due to its design being made it was slow ''everywhere'', able to traverse mud, trenches and other nasty terrain that would've stumped most other tanks.