%% 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.
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%%[[caption-width-right:316:Sometimes, the best defense ''[[ShapedLikeItself is a good defense]].'']]
%% Quote removed per thread: http://tvtropes.org/pmwiki/posts.php?discussion=1327331003042025100&page=183#4574

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 or makes a mistake 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 rare cases, he may also have access to [[FixedDamageAttack Fixed-Damage Attacks]], which by their very nature ignore stats, giving them at least a little access to actual offensive power. However, more offensively oriented characters will still always have a higher damage output with regular attacks.

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." They often have [[DrawAggro moves]] designed to force attention to themselves. Sometimes called "Control Tanks". In television shows, the Stone Wall is rarely the protagonist, because viewers want a main character who can kick ass themselves.

For the sake of CompetitiveBalance (which this is a {{subtrope}} of), this build has a number of flaws that can be exploited. {{Fixed|DamageAttack}} and {{percent damage attack}}s, along with {{armor piercing attack}}s, ignore their thick defenses. Defense-reduction debuffs may be somewhat effective in exposing them to peril, but [[GradualGrinder damage-over-time debuffs]] are invariably fatal unless cured. And if the {{break meter}} is directly tied to your defensive ability, expect anything with the ability to damage it to do so with extreme prejudice.

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.

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



[[folder:Anime & Manga]]
* This is the character trait of [[ColorCodedForYourConvenience Green]] characters in ''LightNovel/AccelWorld''. The Green King is known as [[{{Determinator}} The Invulnerable]], is so durable he can only lose battles by time out, and regularly goes monster hunting alone. Even lesser greens have similar durability, however, with the level one [[TheMedic Lime Bell]] failing to even take ScratchDamage from people several levels higher than herself.
** Interestingly some of the most powerful [[MoreDakka Reds]] have this trait as well, with Scarlet Rain, the red king, possessing her [[NamesToRunAwayFromReallyFast Immovable Fortress]] which withstood dozens of players attacking her at once, and Crimson Kingbolt having the ability to create a GiantMecha out of scrap metal powerful enough to withstand a legendary monster
* [[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.
%% * ''Anime/{{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 ''Manga/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.
** Sensui recalls thus during his fight, mentioning playing an RPG where he maxed out his character before facing the final boss: he's so overequipped that the boss can barely scratch him, but his attacks have long since hit the DamageCap and he's facing a DamageSpongeBoss, meaning even his 9999-damage attacks take many, many turns to bring the boss down. This related to the heroes facing him, because none of them could really hurt him either, but their HeroicWillpower was keeping Sensui from taking them down.
* ''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 ''[[Anime/YuGiOh Yu-Gi-Oh Duel Monsters]]'', 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.]]
* The Bando Spiders in ''Manga/Eyeshield21'', especially before Akaba was allowed to play again. They mostly score on field goals and don't rack up big yardage, but their defense is smothering.
* ''Manga/AssassinationClassroom'': Koro-sensei normally isn't a Stone Wall, but his last-ditch Ultimate Defense Technique takes the trope to an extreme: [[spoiler:With an explosion, he condenses most of his body into a ball-shaped crystal barrier around him, which makes him totally invulnerable. The drawback is that for the next 24 hours, he's reduced to a talking head and can't move an inch on his own, let alone attack.]]
* Darkness in ''LightNovel/{{Konosuba}}'' is a Crusader, prioritizing defense to offense. Like Megumin and Aqua she takes this [[CripplingOverSpecialization to the extreme]] however. Being so heavily invested in defense that its almost impossible for her to actually hit with her sword.
* Murasakibara in ''Manga/KurokoNoBasuke'', due to being over 2 meters[[note]]6.5 feet[[/note]] tall and really wide. It doesn't take him long to run from one end of the court to the other (when he actually bothers). Most of Yousen's regulars are over average height and are known for their strong defence, so much so that they're nicknamed the "Shield of Aegis", and have won several games by refusing to let their opponents score ''at all''.

[[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.
* In ''TabletopGame/{{Diplomacy}}'', this is the usual strategy for Italy since it is surrounded on three sides by water and land-based attack routes into Italy from the north is hampered by [[TheNeutralZone impassable Switzerland]]. These geographic features makes both attacking Italy ''and'' Italy attacking anyone difficult - in tournament play it is statistically both the least likely country to win and the least likely country to be eliminated outright.

[[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://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=45368 Wall of Stone]] card is a good example.
** Among creatures that can actually attack, this is the defining trait of [[WhenTreesAttack treefolk]]. [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=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://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=244674 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 WesternAnimation/LooneyTunes 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/StarWarsLegends:
** 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 ''Literature/RevengeOfTheSith''.
** The Sun Crusher, from the ''Literature/JediAcademyTrilogy'', 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:Jonathan Phaedrus]] 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.]] During the final battle of the first book, 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 and third books, as he demonstrates that he's capable of much greater versatility with his forcefields, using them to enclose and crush people and to create spears of hard light. He always had these abilities, but chose not to use them until [[spoiler:his sanity was overcome by the effects of his powers]].
* 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'', the marine Lt. Tarr strikes at the same speed he talks - which is very slow. And that's if he decides to fight, he dislikes combat and had a reputation of going hours in a battle without doing a single attack. However he's a genius with a shield and wears a lot of armor, making him almost impossible to tag even by elite warriors. His drill sergeant once attacked him for over an hour and couldn't land a single hit.

[[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.
* In the UK robot fighting tournament ''Series/RobotWars'', Bigger Brother was this trope. The robot's pneumatic flipper had some punch but was nothing special in a tournament where most robots had mechanisms to help them flip back over, but it was armoured with steel which was successively thickened and reinforced over the years and even boasted a thick rear shield made of cobalt-titanium; even Razer and Hypnodisc, both known as TheDreaded for their highly destructive weapons, did absolutely nothing against it. The robot was also intentionally designed to have a decent gap between the plating and the internals so anything that did penetrate would be unlikely to hit anything vulnerable. In [[https://www.youtube.com/watch?v=Mafkz13arHQ a famous match]] against the former, Hypnodisc ripped off Bigger Brother's flipper and shredded its armour, and Bigger Brother ''[[{{Determinator}} still beat it]]''.
* In one episode of ''Series/StarTrekTheNextGeneration'', Data challenges a grand master to the fictional game Strategema and loses quite badly. In their rematch, Data rethinks his strategy, no longer playing to win but only seeking to prolong the game as long as possible until his organic opponent's finite patience gives out and he quits the game in disgust.

[[folder:Newspaper Comics]]
* In [[http://hagarthehorrible.com/comics/december-6-2015/ this]] ''ComicStrip/HagarTheHorrible'' strip, Hagar faces a StoneWall enemy knight whose thick armor makes him invulnerable to arrows, spears, and swords. However, since the knight has no sword or apparent means of attack, [[spoiler: Hagar is able to walk right up to him and push him into a moat]].

[[folder:Professional Wrestling]]
* During his run in the Wrestling/{{W|orldWrestlingFederation}}WF 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. He wasn't necessarily the largest or even strongest wrestler the WWF had, but the combination of his NoSell and BearHug could theoretically outlast anyone. In in-ring confrontations prior to Summerslam 1989, the trope was fully enforced, but once he got in actual matches, it was averted; eventually, by taking enough punishment following an [[GoForTheEye eye poke]], Zeus would be worn down and set up for defeat.
* Road Block in Wrestling/{{WCW}}. Slow, clumsy, not a particularly devastating striker or technician, but so fat that almost no strike could hurt him and few wrestlers were strong enough to move him.

* UsefulNotes/{{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''.
* The goalkeeper, in most sports that use one - rarely, if ever, do they even try to score a goal. When they do, it's usually out of desperation or a lot of luck (for example, around half of all NHL goals credited to goalies are because of the ExactWords of the rules on who gets credit[[note]]namely that if a team scores a goal on their own net, credit is given to the last player on the opposing team who touched it[[/note]] and the other half is a goalie launching the puck on target into an empty net).
* Many defensemen in sports (soccer and ice hockey are examples) play without any offensive drive. For example, the Buffalo Sabres' Robyn Regehr.
* William Felton Russell. He didn't score much and his shooting percentages were mediocre, but he is an 11-time NBA champion, 5-time 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 virtually everybody chooses to bat for the pitcher.]] The one major exception since the introduction of the DH in the 1980's is San Francisco Giants pitcher Madison Bumgardner, and he is considered extremely remarkable ''because'' of how unusual it is for a pitcher to hit as well as he has.
** Catchers are generally either this or a MightyGlacier; 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.
** Canadian boxer George Chuvalo, 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 down. After his first match against Ali, which he lost on points, Chuvalo joked that "Sure, I lost the match. But afterwards, Ali went to the hospital with bleeding kidneys, and I went out dancing with my wife."
** 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.
* Creator/{{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."
* The tactic of "flooding" in UsefulNotes/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.
* UsefulNotes/AssociationFootball:
** "Parking the Bus" is a term used in UsefulNotes/AssociationFootball 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 UsefulNotes/EnglishPremierLeague.
** Some teams or managers put defense above all things, a tactic known in Italian as [[https://en.wikipedia.org/wiki/Catenaccio Catenaccio]] (literally "door bolt"). Another common term, coined by former Chelsea coach José Mourinho, is "parking the bus" for the occasions where everyone is put in front of the goal. Prevalent national teams that follow(ed) this are Switzerland - the "Catenaccio" was even first known as "Swiss Bolt"; in UsefulNotes/TheWorldCup in 2006, they were eliminated without conceding a single goal in four games - and Ireland - in 3 World Cups, tied 8 out of 13 games, scored and conceded 10 goals, only once scored more than one goal, and highest amount against was ''2''.
* In UsefulNotes/AmericanFootball there is a common saying "Offense wins hearts, Defense wins championships" - needless to say, many teams have made and won the Super Bowl with a crummy or average offense (and a no-name Quarterback) but a good Defense. There have been names coined to collectively describe those defensive units in American football lore; to name a few, the Steelers had the "Steel Curtain," the Giants had the "Big Blue Wrecking Crew," and the Vikings had the "Purple People Eaters."
* The Neutral Zone Trap in ice hockey could become an effective version of this in a usually fast-paced sport. When a team used the trap, often to protect a lead, their five mobile players would all move into the neutral zone and force the other team to try and muscle their way through, which rarely worked, or just dump the puck into the defensive team's end and hope they could get to it first. An ObviousRulePatch was later implemented in several leagues to make it harder to successfully use the trap to slow down the game; one of the reasons the trap worked was because a rule prevented a pass from being made from behind a team's blue line past the center (red) line, preventing long passes that could circumvent the trap. That rule was removed, allowing teams to break out more easily.

[[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- their offensive skills are not much compared 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.
** The Spring Attack feat line allows a character to attack in the middle of their move, and it requires both decent Dexterity and two feats that boost Armor Class. Because of this, it makes the character tricky to attack and hard to hit when they do get attacked. However, it also heavily drops damage, since you only get one attack per turn while on the move, and it takes up feats that could be used to boost your strength. It's mostly not favored, since while [[HitAndRunTactics kiting the opponent to death]] sounds appealing, it takes so much longer than the alternative that the enemy can simply ignore the Spring Attacker and eat the rest of the party in the meantime.
* 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.]]
* It is very simple to build an [[TabletopGame/{{Exalted}} Exalt]] like this, since defensive and offensive skills and abilities are bought seperately - there is nothing stopping you from investing your entire divine power into defense, becoming all but completely untouchable, while still remaining completely rubbish at attacking. [[note]]Mind you, an Exalt who is "completely rubbish" at something by Exalted standards is still likely to be at least adequate at it by ordinary mortal standards.[[/note]]
* Same for ''TabletopGame/AnimaBeyondFantasy''. It's perfectly possible to invest points on just defense and/or the wear armor ability and/or hit points, with the Weaponmaster archetype being the one that has easier to become this[[note]]Note that in this game the more points on wear armor you've the less penalty a certain armor gives you, so at high enough levels you're less of a StoneWall and more of a LightningBruiser[[/note]].
** As far as the magic paths go, this is the combat modus operandi of the Creation path. Heals, regeneration, resistance boosts (both status and elemental), extra maximum health, powerful shielding, cannon fodder minion spawning that also tends to be most competent defensively, and more besides; on the flip side, Creation has no damage spells and very few aggressive spells at all (and most of those can also double as buffs).
* In ''TabletopGame/XWingMiniatures'', Y-Wings have a mediocre 2-die main attack, only Agility 1, and a remarkably bad move dial, but 8 total hull and shield. Getting Y-Wings to actually hurt people reliably generally requires buying either a turret or a couple of racks of torpedoes, and getting them to move at speed reliably basically requires you to be playing Scum and Villainy.
* Rather fittingly, most things pertaining to the element of Earth in ''TabletopGame/LegendOfTheFiveRings'' result in this, ranging from the Earth Ring governing one's maximum health to the Earth Ring's component stats having to do with physical and mental resilience to a ton of magical effects related to Earth providing fairly large chunks of damage reduction in an otherwise rather lethal setting. The more pacifistic among the Earth Shugenja are prone to exploiting this, simply responding to violence by armoring themselves up and waiting for the aggressor to give up once it becomes obvious they're not accomplishing anything.

[[folder:Video Games]]
%% * M. Frame from the ''[[VideoGame/RushingBeat The Peace Keepers]]''.
* Captain Silver from ''VideoGame/BattleCircuit''. His power-up deals with him and everyone getting a huge defense boost, but it doesn't power his nor anyone else's offense in anyway.
%% * One level in Nekketsu Oyako features ''literal'' stone walls that block in the way of players, who can beat 'em down.

[[AC:Collectible Card Games]]
* ''VideoGame/KantaiCollection'': Wa-class transport ships have pathetic firepower, outright nonexistent in their most basic form. However, even the basic form has higher HP than a heavy cruiser, while the stronger forms have HP on par with battleships.
* ''VideoGame/{{Elements}}'' has one unit named "Armagio" who has 1 attack point, but 25 health points (the highest of any normal unit in the game). It's ability "Gravity Pull" lets it figuratively turn itself into a shield by directing damage the would go against the player onto itself instead.
* ''VideoGame/{{Culdcept}}'': Wall cards had either little or no attack power depending on their element. However, not only were they cheap to put on a board, they were very tough and often had special abilities to improve their survival rate (ie regeneration or temporary increase of health during a battle).

* ''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/StreetFighterII Guile's]] traditional playstyle is very rigid: you throw Sonic Booms across the stage and wait for your opponent to jump, then punish with a Flash Kick. You still want to be moving on your opponent as Guile has some good moves to open up someone up close but by and large, it's a very patient game when it comes to Guile because his attacks force him to charge his specials before executing them, requiring time.
* ''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 [[Franchise/{{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/TeamFortress2'':
** 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.
* [[LuckilyMyShieldWillProtectMe Shield Operators]] in ''VideoGame/RainbowSixSiege'' sacrifice their ability to carry a primary weapon for the defense of a ballistic shield, which cannot be penetrated by any normal gunfire at all. They wield handguns alongside the shield, but cannot fire them accurately without moving the shield away from their face to aim. Therefore their offensive power is very poor outside of extreme close range, but they are also nigh-unkillable from the front without exceptional aim (to target the hand extended to hold their gun) or the use of [[StuffBlowingUp explosives]] or Smoke's [[DeadlyGas gas]]. A melee attack, as well as being electrocuted by Bandit, will cause them to lower their shields momentarily, allowing a follow-up attack. Montagne, however, takes the cake, as he is a shield operator whose special ability allows him to extend his shield down and outwards, fully covering him from the front and sides at the cost of his ability to attack.
* 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.
* In ''VideoGame/{{Overwatch}}'', Reinhardt is the only character who does not have a ranged weapon and despite it being a [[DropTheHammer giant space-age hammer]], its damage output isn't too stellar. His only ranged attack has a cooldown and his strongest attack is a hard-to-aim charge (that also has a cooldown). But to make up for this, he has a ton of health (most of it being armor) and he can deploy a front-facing barrier that can absorb massive amounts of damage and is big enough cover any teammate that's behind him.
* Among the Heroes of ''VideoGame/StarWarsBattlefront 30-5'', Leia and Palpatine serve as this. They have high health, the ability to block incoming fire and (in some modes) healing pick-ups, but their defensive abilities leave them with a rather one-dimensional offensive moveset.
* In ''VideoGame/{{Paladins}}'', Fernando has the lowest attack of any champion, but his defense is unmatched. With a massive 5,500 HP (By comparison, most heroes only have around 2-3 thousand HP.) and packing a shield that can withstand another 8,000 for a total of 13,500 HP, and you also start with cards that allow you to boost the health and shield even further (125-500 HP for Fernando and 500-2,000 HP for the shield). This is enough to withstand any ultimate bar the [[OneHitKill Dragon Punch]], and even then Fernando's own ultimate will [[NoSell stop the Dragon Punch cold]].

* 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[[note]]You can land on them, though, which will kill a few otherwise invincible obstacles[[/note]] 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.
%%* ''VideoGame/ShovelKnight'' 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'' pretty much relies on defense for their modus operandi. 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.
%%* The basic Protoss Zealot in ''VideoGame/StarCraft'' and its sequel is like this overall in the grand scheme of things. Their 16-damage [[note]]22 with max upgrades[[/note]] attack combined with a total 160 (150 in ''VideoGame/StarCraft2'') HitPoints may look intimidating, but the attack has a moderate "cooldown", and is actually two 8-damage attacks [[note]]11x2 with upgrades[[/note]] (one LaserSword on each arm) meaning that armor is applied twice to their attack. This weakness is obvious when fighting [[LightningBruiser Ultralisks]] who have up to 6 armor points with upgrades.
* The Dwarfs in ''VideoGame/TotalWarWarhammer'' have a vast variety of heavily-armoured melee troops backed up with devastating crossbows, gunners, cannons and even flamethrowers. However, they have no cavalry at all and their infantry are extremly slow, the only exception being the completely unarmoured and vulnerable [[DeathSeeker Slayers]]. Strategically speaking the Dwarfs are poorly suited to chasing down and outmanoeuvring the enemy and instead are better off holding their ground and daring the enemy to come to them.

* 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.
** The queen of the example belongs to Cresselia. Her HP is ridiculouslu high, with an amazing Defense and Special Defense stat to back her up as well as having access to several fantastic status moves. Thus making it impossible for most Pokemon to take Cresselia down with just one hit, even if it deals super effective damage to her. However, her offensive stats are pretty underwhelming, especially for a Legendary Pokemon.
** A good example is Umbreon, which is unusual for a Dark-type. Both of its Defense and Special Defense are incredibly high and it has very good HP as well, but its offensive stats are low. It does learn Foul Play, a move that used the target's Attack stat to deal damage.
** 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 allows her to take a few physical move. 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 one of the lowest stats 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 an absurdly high HP, but it cannot attack by itself. It has to rely on taking attacks and retaliates with either Counter and Mirror Coat. 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.
** 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.
** Aegislash in its Shield Forme possesses excellent defensive stats that even Legendary Pokemon may have a hard time dealing with it, along with its SecretArt King's Shield. Which not only blocks attacks, but also sharply lowers the target's Attack if it dares to make direct contact with it. Its offensive stats are pretty awful though, which isn't important as Aegislash can switch to [[GlassCannon Blade Forme]] whenever it uses an attacking move.
** Bastiodon's defenses are both incredibly high, and its offensive stats are both very low, though it has access to one move that gives it some offensive capability, Metal Burst, a [[CounterAttack counter-attacking]] move. It does have two double weaknesses, to Fighting and Ground, but it has the ability Sturdy, meaning it can't be knocked out with one hit.
** Toxapex boasts an incredible base 152 Defense and 142 Special Defense, plenty of resistances due to its Water/Poison type, can heal itself at will or when it switches out, making it incredibly difficult to take out without relying on stat boosts, can learn a move that boosts both its defenses, and has a SecretArt that blocks attacks and poisons whatever makes direct contact, but its offenses are quite lacking. It does have an ability that guarantees critical hits on poisoned enemies, but even then it's not much of an offensive powerhouse.
** Pyukumuku has solid defenses with 130 on each side, and it can have an ability that ignores stat boosts, but it is completely incapable of attacking and is in a three-way tie for the slowest Pokémon in the series. Fortunately, it learns a few useful support and debuff moves to make it somewhat worthwhile, and it can heal itself.
** [[spoiler:Cosmoem]] is a more extreme example, as its defenses are one point higher than Pyukumuku's, and it can buff itself with Cosmic Power and take advantage of Eviolite, but it can't do anything to an enemy ''period'' because it only learns three moves, all of which only affect itself.
** Rock and Steel type Pokémon are generally designed as impressive damage sponges. Normal attacks don't faze them as much as other types, they boast the greatest defences even if they don't hit like a Fire or Fighting type would in terms of raw power. Ice-types are also often designed as this, but [[KryptoniteIsEverywhere they really shouldn't be.]]
%%** ''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.
** Eviolite turns most Pokémon into this: it heavily boosts defensive stats, but it can only be used on a Pokémon that can evolve, meaning its attacking stats usually come out lackluster compared to its fully-evolved counterparts. The most favored Eviolite users are already {{Stone Wall}}s to begin with, since they aren't losing much, including Dusclops and Chansey, who end up being better than Dusknoir and Blissey at their jobs.
* ''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.
* Jimmy's Revolting Blob form in ''VideoGame/JimmyAndThePulsatingMass''. It suffers a penalty to offensive stats and it has no direct offensive skills, but it gains defensive bonuses and can [[DrawAggro provoke enemies to draw attacks]].
* ''VideoGame/YokaiWatch'':
** As a general rule, Tough tribe Yo-kai have high HP and Defense, at-best middling offensive power, and inspirits that buff allies. A handful of the sturdiest Tough Yo-kai (like Swosh, Castelius Max, and Impass) also have Soultimates that boost their own defense and draw enemy attention.
** Noway, Impass, and Walldin are literal expressions of the trope: they're living walls and are noted for being obstinate and unmoving in all matters.
* In ''Franchise/TheElderScrolls'' series, [[OurOrcsAreDifferent Orcs]] are this compared to the other races of Tamriel. While not as physically strong as the [[HornyVikings Nords]] or as skilled with large weapons, the Orcs are without doubt the best users of heavy armor in the setting and get the highest bonuses to their heavy armor skill. Thus, they are able to endure a level of punishment that would have killed anyone else dozens of times over. The Septim Empire specifically recruited Orcs to serve as elite heavy infantry in their Legions, and their success in this role helped them to become more accepted throughout the empire. Orcs also have an innate racial ability to activate a powerful [[TheBerserker Berserker]] [[UnstoppableRage Rage]], which temporarily turns them into a LightningBruiser, allowing them to take and ''dish out'' massive amounts of 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.
* In ''VideoGame/PocketArcadeStory'''s fighting mode, Mochipon-Jet is this. While his attacks are on the weak side and he's slow, his high level of defense more than makes up for it.

* 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. He has slightly less durability than a Wall-Nut, but he can instantly regenerate himself to full health periodically, as long as his projector exists. Using Plant Food on him will make him project a force field that shields the entire row from zombies. Primal Wall-Nut was also added, who recharges faster then the Wall-nut, and can survive two Gargantuar smashes. When placed on the far right side of the lawn, Red Stinger is also completely defensive, although he's not very good at it, having less than half the health of a Wall-nut for triple the price.
* 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).
* ''VideoGame/TheBattleCats'': The Tank Cat line of units, which all have high health coupled with [[ZergRush low cost and cooldown]], but exceptionally weak attack power. [[LampshadeHanging Lampshaded]] in the descriptions, which all state their durability, followed by "Strong enough to move a pebble/small rock/two small rocks.", depending on evolutionary stage.

* 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]].
* ''Creator/NipponIchi'' games tend to have [[RocketTagGameplay offense-only]] in the late game, but sometimes a defensive character just stands out.
** Knights from ''VideoGame/{{Soul Nomad and the 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%.
** ''VideoGame/Disgaea5AllianceOfVengeance'' gives us Usalia, who [[UpToEleven kicks this trope up and down the Item World]]. She defaults with having higher than normal DEF, RES and SPD attributes and has defense-oriented Evilities, including one which improves her evasion from any direction and a default which reduces damage for herself and everyone around her based on the number of folks in proximity. While placement is key, unlike the typical "fire-and-forget" tank, proper outfitting and play make Usalia [[GameBreaker stupidly unkillable]], on top of having decent offenses by NIS standards and one of the best [[LimitBreak Overloads]] in the entire game.
* Although a party game with several mini games in it, ''VideoGame/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.\\
%%** 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.
** 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.
** 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. However, the very same bonuses that make them so strong defensively also make them suck on offence; the Mehal Sefari's boost stops working when travelling to attack far-off cities and, as Ethiopia conquers enemy cities, it will eventually have more cities than the enemy, thus disabling that other bonus too.
** Babylon. Its Unique Building, Walls of Babylon, provides a larger bonus to city strength and HP than normal Walls, but does nothing for offence. While its Unique Unit, the Bowman, is stronger than the normal Archer, it obsoletes quickly. Thus, Babylon is hard to invade, but has no edge over anyone else offensively.
* 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. A simple yet effective strategy is to fill a lane with push units (with an armored one at the front), and buff the lane's health and/or armor. 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 advances an be hard to stop as he has plenty of armored troops to put at the front of a line.
* 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.
* In ''VideoGame/{{Nectaris}}'', the M-77 Trigger mine has the same attacking and movement potential of a literal stone wall (i.e. none whatsoever). However, for gameplay purposes, it is a proper unit that, like other units, can be supported by other adjacent allied units (including other mines), and can gain experience from successfully defending against attacks, which commonly happens since it's tied with the [[MightyGlacier Giant]] for best defense in the game.
* Rampart in ''VideoGame/AtlasReactor'' has the highest HP in the game, and his signature move Bulwark deploys a giant shield that {{No Sell}}s all attacks from a single cardinal direction. Rampart pays for this with having no [[EscapeBattleTechnique dash]] outside his [[LimitBreak ultimate]], low energy gain, and his offensive moves are limited in range and damage.
* ''VideoGame/MordheimCityOfTheDamned'': The Sisters of Sigmar as a faction. Their units have universally below-average strength [[WeakButSkilled but rather good weapons skill]], so even if the damage of their strikes isn't high they still hit reliably and parry well. The real draw off the Sisters though is their robust HP, near-universal ability to equip heavy armour, exceptional morale and plethora of support magic to back up their troops. Between all this, the Sisters are hard to shift and a menace in open combat.

* 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]]
* In ''VideoGame/{{Meteos}}'', [[AsteroidThicket Arod]] functions in this way. ''Meteos'' is a FallingBlocks puzzle game where each civilization has different physics. Arod is the one with the weakest gravity, so blocks fall slowly and are cleared slowly. In multiplayer, this creates the effect of Arod being slow to attack with garbage blocks, and when it does, it doesn't usually hit that hard. However, the slowness also means attacks from opponents come slowly, allowing the Arod player ample time to defend and withstand those attacks. Arod wins matches by sheer endurance, waiting for the opponent to slip up and destroy themselves.

[[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}}.
* O-Chul of ''Webcomic/OrderOfTheStick'' has spent his entire career taking every survivability feat possible. This pays off when he get captured and tortured to the brink of death for months on end.

[[folder:Western Animation]]
* ''WesternAnimation/MyLittlePonyFriendshipIsMagic'''s King Sombra ("The Crystal Empire") plays with this. Physically, he's a MightyGlacier; but tactically (CrazyPrepared, DeadManSwitch, PowerNullifier, TrapMaster, etc.), he's the most defensive among the villains.
** And in his BadFuture in "The Cutie Re-Mark," while he does become more offensive in terms of tactics, his only physical feat involves summoning an enormous GemstoneAssault wall to defend himself.
* 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!]]
* ''WesternAnimation/StevenUniverse''
** The title character has the power to create shields both of the [[LuckilyMyShieldWillProtectMe weapon]] and [[DeflectorShield bubble]] variety that, combined, can withstand even the strongest Gem weaponry. Unfortunately, he does not have any meaningful offensive abilities, so his teammates must end fights for him. This changes in the third season, when he begins to develop a few offensive abilities, including a spike version of the his shield and greater physical strength.
** Peridots, [[OlderIsBetter at least modern ones]], are [[SuperToughness very durable]] but possess no other exceptional physical abilities without the aid of technology. Given they're a ServantRace of technicians, this durability was probably protection against mechanical accidents. [[spoiler:The Peridot the cast are familiar with discovered [[ExtraOreDinary ferrokinesis]] strong enough to impale another gem with an iron bar, so she's not exactly toothless anymore.]]
* In ''WesternAnimation/AvatarTheLastAirbender'', waterbending is a primarily defensive art. Waterbenders do not have the more typically aggressive offensive moves, instead focusing on redirecting their opponents' moves away from themselves, and most of their offense comes from their defense by turning their opponents' energy against them. In the context of the Hundred Years War, the Northern Water Tribe demonstrates this strategy as a whole. As Zhao pointed out, they were able to survive a hundred years of war as the landscape itself was an icy fortress. However, they lacked the ability or resources to mount any offensive campaigns against the Fire Nation.

[[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.

* 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.
* [[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.
* Switzerland has traditionally adopted this as its military style. They remain famously neutral, never going on offense - but to this day, it remains one of the most strongly fortified countries on earth. Their military capabilities are almost entirely focused on defending against invasion, so while they could never have invaded their neighbors, they've also remained uninvaded themselves - a claim their more powerful neighbors cannot make.
* [[https://en.wikipedia.org/wiki/Ilyushin_Il-2 The famous Il-2 Sturmovik]], was nicknamed the Flying Tank because it had steel armour protecting the cockpit, engine, fuel tanks and other vital parts from enemy AA-guns and a rear gunner to keep away enemy fighters. The payoff was that it had a much lower speed than lighter armoured single seat ground attack planes like the P-47 Thunderbolt and Hawker Typhoon as well as a much smaller payload in bombs and rockets. Most attack planes since have been {{FragileSpeedster}}s with few exceptions like the A-10 Warthog and the Su 25 Frogfoot.
* The real life military tactic of the Shield Wall was essentially this. Soldiers would form a line where their large shields either touching or overlapped, extend their spears, and wait. Trying to go on the offense with an intact shield wall was slow and difficult, because everyone would have to move at the same pace, which could be tripped up by differing terrain, or someone getting tired and not being able to hold up the heavy and cumbersome shield for defense. Trying to attack a shield wall was a daunting task without overwhelming numbers, however, because while simply standing with a raised spear or making a short stab with a sword isn't very impressive offense, it's very good at keeping the men in the shield wall protected while the attackers either die or wear themselves out trying to breach it. As such it was the backbone of the Greek phalanx, the Roman legions, and continued in use all the way to the late Middle Ages.