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The Juggernaut / Video Games

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Juggernauts in video games.


  • In Arknights:
    • Patriot, the boss of the game's seventh chapter. He is a massive Stone Wall boss, with extremely durable Power Armor and a massive shield. Absolutely nothing can sop him, and he weathers even the strongest attacks that Rhodes Island's personnel throws at him. Even when his armor is finally breached and he suffers fatal wounds, they only slow him down rather than stop him, and even on the brink of death he continues pushing forward until he finally dies on his feet. In-game this is shown by his extremely high defense and resistance stats, as well as a titanic HP pool. This renders all attempt to hurt him down to Scratch Damage, save the special mines you are given in the boss map, as well as a couple of your Operators who are able to deal True Damage. In addition, putting Operators in his path to slow him down doesn't work, because he can one-shot most of the units in the game. Once you finally reduce him to zero health, he switches to his second phase in which he moves faster, and while he doesn't hit as hard in melee he will periodically hurl his spear at ranged Operators which is an almost certainly a one-hit kill. This turns his second phase into a race to kill him before he wipes out all of your Medics, which will be the only thing keeping him from grinding down your melee units.
    • With the revamping of the game's class system, Juggernauts are a subclass of the Defender type. Defenders are already well-known for being a Damage-Sponge Boss to the mooks they are blocking, but Juggernauts take this up a notch. As it stands, they tend to have the ability to block up to three mooks and sport some decent attack power, in exchange for more DP needed to summon them and the inability to heal them normallynote . What they lose in terms of direct healing, Juggernauts gain in the form of Life Drain in one way or another...properly-managed and supported, a Juggernaut is extremely difficult to kill.
    • Mudrock, in both forms:
      • Before we fought Patriot, Mudrock was a boss that haunted most nightmares. On top of her whopping high HP, DEF, and ATK values, she also had regenerating Deflector Shields, letting her attack up to six times in any mission will give her a permanent ATK buff, allowing her to mash pretty much any Operator with a swing of her massive hammer.
      • Now that she's Promoted to Playable, she is fittingly classified as the above-mentioned Juggernaut-class Defender. She still has her regenerating Deflector Shields, and can practically heal herself with each shield that gets broken, but her true power comes after she's promoted to Elite 1, where she can practically make short work of a Zerg Rush all by her lonesome,a nd perhaps even solo a single boss if she's managed well enough. Most notably, Mudrock is one of the few Operators who can stand toe-to-toe with Patriot and survive for more than a couple of hits.
    • The Contingency Contract game mode lets you create these with each level of Risk you add to the map. High-end Contingency Contracts can dramatically boost boss attacks, health, and defense values, as well as making lesser enemies into juggernauts themselves. Often these high-risk contracts will also include limitations on the number of Operators you can deploy, what kind of Operators you can deploy, and apply debuffs to your Operators.
  • Carmageddon II features Psycho Pitbull and his vehicle, Big Dump - a 35-ton Caterpillar 789 dump truck that towers over all the other vehicles. Fitting the trope, it has a strength of 80 note  on the 1-to-5 rating scale and can run right over smaller vehicles, wasting them without even breaking stride. The mission where you have to take him down is a notorious rough spot in an already difficult single-player campaign.
  • The Dreadnaught ability in Devil May Cry 4, activated in its full power with the Royalguard Style, temporarily turns Dante into this, giving him a full, impenetrable body armor. As long as Dante has a Royal Gauge, he can't run, only walk in that form, but that just makes him all the more frightening because he still has access to his other weapons and movesets.
  • A few characters in Dusty Diamonds All Star Softball are quite good at knocking over infielders in their path as they run the bases. Fuji, Johnny and Bruno all excel at this, as does Diablo despite his atrocious running speed.
  • In The Elder Scrolls series, the HoonDing is the Yokudan (Precursors of the Redguards) spirit of perseverance over infidels and the "Make Way" god. The HoonDing has historically manifested whenever it is needed to "make way" for the Yokudan/Redguard people. It usually manifests as a weapon that can destroy any enemy, but it can also manifest itself using mortal avatars. According to some interpretations, these avatars aren't necessarily the HoonDing itself, but the HoonDing taking over and/or working through the avatar. The key feature of the HoonDing is that no matter what, nothing will stop it from making way. One such manifestation was as Cyrus the Restless, hero of The Elder Scrolls Adventures: Redguard spin-off game.
  • In general, any Fighting Game character who is Immune to Flinching (whether temporarily as a special or innately) can do this if they don't mind sucking up some damage in exchange.
  • Fate/stay night:
    • Berserker aka Herakles and especially during his fight against Gilgamesh in UBW Route. His opponent is the world's First Hero with access to stronger versions of almost all Noble Phantasms that ever existed. So what does Berserker do? He literally storms his way through volleys of highly dangerous noble phantasms, all the while shielding his frightened master with his body. Gil gets angrier with every passing moment also showers him with volleys of NPs. He shrugs his way through them. Then he is trapped by Enkidu, an ancient chain specifically designed to restrain beings of divine origin, like Herakles and skewered by another volley of NPs. Berserker's immortality had run out by then. So what does he do? He breaks the God binding chains with raw strength and charges at his enemy once again. In the end, Gil gets really tired of this and pierces Herakles's heart with Gae Bolg, the spear designed to reduce the victim's hitpoints to 0. Even then, Berserker keeps himself alive with sheer willpower long enough to ensure that his frightened & injured master could die in peace before fading away.
    • Gilgamesh himself also is a great example of this trope, as he´s capable of smashing through every other character in the game at not even a fifth of his full power and is almost completely invincible due to his golden armor, which can block a salvo of about 50 hits from Saber without a scratch. He only gets injured four times in the entire game; twice in Fate with the first being when Shirou using Avalon to reflect a Sword Beam back at him, though he is still mostly unharmed, and the second when Saber hits him with a point-blank Excalibur to kill him, and even then his body is still intact and able to give a dying speech. Once in Unlimited Blade Works, where he loses an arm to Shirou (since he didn´t put on his armor). This one doesn't even slow him down, and it takes a black hole manifesting inside his body to actually give him pause... until he starts dragging his way out of it with the previously mentioned chains. He's finally consumed by the black hole because Archer came and threw a dagger into his face. Had THAT not distracted him for a second, he would've climbed out anyway. And the final time is in Heaven's Feel when he gets jumped by the Shadow, which only happens because he lets his guard down while trying to kill its source and again wasn't wearing his armor, and it mauls him before he gets eaten, and even then if it didn't break him down and tried to corrupt him into a slave he might have just taken it over from the inside. Let's just say there´s a reason this guy is an Ensemble Dark Horse.
  • Fate/Grand Order has its own twist on the Juggernaut, that being the boogeyman of the cosmos itself: ORT. Something unique about it isn't its enduring will, but rather its complete lack of it—for better or worse, ORT is an Almighty Idiot that uses brute force to solve all of its problems. Its lack of self is demonstrated through its attempt to plow straight through Mexico City in its single-minded hunt for its heart, buried inside Mictlan's Sun, not even realizing until later that it can just go around its obstacle. For all of its unintelligence, however, ORT can more than make up for it with its persistence and strength. With instant adaptation, an absurd Healing Factor, and ionizing radiation emissions as a mere fraction of its skillset, ORT's "strategy" works for it; as the supreme being of its extraterrestrial domain, the Oort Cloud it has the power to do anything its instincts tell it to. Even the spider-shaped body it crawls around with is little more than what humans would consider their nails or hair—a favourable thing to keep around, but not at all necessary for survival. And killing it? Besides the laughable idea of slaying an Ultimate One (what has no concept of death cannot die), not even a successfully-planned murder scheme will put it down. After analyzing Chaldea's summoning formula through the Servants it consumed, ORT synthesized its own artificial history, where it was hailed as the greatest of heroes, and summoned itself as the highest standard of Servant there is: a Grand Servant. Specifically, the Grand Foreigner. All in all, it takes a deranged bat god, the Lostbelt King, the Alien God, a goddess capable of repelling another equally-formidable space threat, two other Underworld Guardians, an army of sapient, gun-slinging dinosaurs, a holy sword born from the planet itself, every Servant summoned by Chaldea, ever, and the Sun itself exploding to destroy it for good.
  • Warcraft:
    • Archimonde, the Big Bad of Warcraft III, becomes the Juggernaut for the last half a minute of the game's final mission. He charges at you, summoning demons into your base, casting a spell that kills everything with one hit, and blasting everything with a powerful attack. While he's not impossible to kill, it is very difficult because he has a special armor type that causes him to only take one point of damage from anything that doesn't have a rare type of attack damage and nothing you can build naturally has it, it literally Death of a Thousand Cuts a half dozen times over to stop him. However, the mission is won at this point, since he can't get to the end of the course you are defending in the remaining time.
    • One of the more infamous "trash" encounters in World of Warcraft, the Throne of Thunder's Gastropods, are basically slow-moving giant snails that are inordinately tough but lack any kind of standard attack whatsoever. They can barely move above a walking pace and are subject to normal aggro rules, so their path tends to be very predictable. However, they will eat anything they walk over, instantly killing it. Despite their drawbacks, casualties to the "snail boss" are consistently high (and embarrassing).
  • Call of Duty:
    • Call of Duty: Modern Warfare 2 features in the Special Operations mission the Juggernauts, soldiers fitted in heavy armour capable to absorb insane amounts of damage, including grenades, C4, and MG bullets. Usually the only way to kill them is to use heavy weapons like RPGs and some rounds of sniper rifles; the problem is that they charge on you on sight, and since they are armed with powerful weapons and have a nice firing accuracy it demands a lot of effort to turn them down. They reappear in Black Ops, where their armour was changed to resemble some modified riot gear (however with a military helmet). On the other hand, they became a good bit less durable, and a simple headshot from any assault rifle could insta-kill them.
    • In Call of Duty: Modern Warfare 3, Price and Yuri don Juggernaut armor and blast their way into the hotel where Makarov is hiding.
  • At the end of Legacy of Kain: Soul Reaver 2, Raziel becomes The Juggernaut when he picks up the Reaver Blade, turning him entirely invulnerable, and making the rest of the game — a long series of bosses — a complete walkover. And he can't drop or lose the blade.
  • In the original Vandal Hearts, a long series of optional quests makes it possible to transform the main character into the Vandalier, with incredible defenses, an evasion rate that bordered on Made of Air, and the ability to cast any spell in the game (including some utterly broken ones that are usually only available to the enemies) — a Game-Breaker if there ever was one. Everything in the game beyond that point, including the final boss, is a joke.
  • In Shadow Hearts: From The New World the de facto Big Bad, Lady, appears to be completely unstoppable, says almost nothing, and seems to have no real goals. She kills people largely because they happen to be in her way. She also sometimes kisses people.
  • FreeSpace 2 features the Shivans' Sathanas, which is even classified as a Juggernaut as it's bigger than anything the Galactic Terran-Vasudan Alliance has save their own Juggernaut-type ship, the Colossus (which is admittedly not as powerful). It grinds through the GTVA's star systems until a mission aimed specifically at crippling its overwhelming firepower gives the Colossus a fighting chance to finally destroy it in a climactic showdown. And then it goes From Bad to Worsea fleet of the things shows up, destroys the Colossus, and the Shivans blow up the Capella star system.
    • Shivans are rather fond of this trope: the first game featured the Superdestroyer Lucifer, a super-destroyer with shields so powerful that literally nothing in the Allied arsenal could bring it down. The Lucifer glasses Vasuda Prime, and sets course for Earth, destroying everything in its path. Then scientists uncover ruins of the Ancients — a race destroyed by the Shivans thousands of years ago — who left behind a dying message in the hopes of aiding some future race: Shivan ships can't use their shields in Subspace, and ships can be tracked into subspace (the means for which is provided in the message). Using this, you scramble a last-ditch attempt to pull this off, destroying the Lucifer just as it nears the exit to Earth. By the sequel, a GTVA destroyer is a match for a Lucifer-class ship, and the GTVA Colossus — a Juggernaut in its own right, designed to engage multiple Lucifer-class ships at once and win, embodies this trope for any ship that isn't Shivan. The Shivans, not to be one-upped, reveal the Sathanas in the sequel, which is somewhere around five kilometers in length, two-three kilometers in height and width, and bristling with twice as much firepower as the Colossus. Destroying one is a major effort in itself, even for the vastly-stronger Alliance in the sequel. When several of them start showing up after that, the GTVA command knows to prepare to destroy both jump nodes connecting the adjoining system to the rest of GTVA territory. This move saves them and is completely vindicated when EIGHTY of them show up, and then begin to make Capella's sun go supernova. Given how casually the Shivans sacrifice at least a dozen Sathanas's, several cruisers, and some destroyers, one has to wonder if they have something even bigger.
  • In Gears of War the Berserker fits this trope to a tee. She is blind, but has an acute sense of hearing that will lead her to charge towards the noise, and nothing can stop her — the only way for Marcus and Dom to kill the Berserkers they encounter is by using the Hammer of Dawn on one and when encountering one on a train, tricking her into either running onto a train carriage which is then severed from the train or a pile of explosives.
  • Left 4 Dead gives us their version of The Juggernaut in the Tank, a zombie that can best be described as at least 600 pounds of undead muscle and condensed hatred for anything that still has a pulse. Walls? It smashes through them. Cars? It punches them at the survivors. The only way to come out of a fight with a Tank is lots of firepower, LOTS of running, and good teamwork.
    • Chargers, from Left 4 Dead 2 are a minor example. They can charge through doors and windows and such, and have more health than any of the other normal special infected, but what qualifies them for this is what they do after they've charged a survivor. There is absolutely no way to get a Charger to release the person it's grabbed. Either it dies, or they do. And the extra health means that you can empty entire magazines of some weapons directly into them without killing them.
  • Legend of Legaia has a being literally called Juggernaut. It's a mountain sized Kaiju that possesses the ability to teleport, has a Breath Weapon energy beam attack that can demolish a structure as big as itself, never takes any damage throughout the adventure, (the game never even pretends that you can so much as scratch it) absorbs an entire town and would continue to grow until it engulfed the entire planet unopposed. It is only stopped by the heroes, whose power has surpassed even Tieg, attacking its weakest point, its heart. ITS HEART then proceeds to transform into a Reality Warping Eldritch Abomination that can summon a planet down on its foes and attack with a energy attack that is more powerful than the planets' collision damage. Even after it is defeated it takes the combined might of Ozma, Terra, and Meta whose Fusion Dance with the three main heroes let them surpass The Maker and a Heroic Sacrifice to free the town it absorbed.
  • Rocky from Adventures of Lolo. While he can't kill Lolo, he is capable of overpowering the blue guy, and is almost never found in the same room as Magic Shots. Even if Lolo does find a Magic Shot or two, firing them at Rocky won't turn him into an egg, like most other monsters. If Lolo is backed into a corner by one or more Rockys, the only hope for him is to use a Puzzle Reset and try again.
  • Alex Mercer from [PROTOTYPE] has access to hyper-fast Le Parkour moves (he'll even climb a building running at full speed), but if traffic is too big, he can shift his arms into shields to push cars away (and crush people) or transform his whole body into a very thick armor made of his own hardened tissue.
  • Illith of Lusternia was known as both "the Leviathan" and "the Juggernaut" prior to her defeat, and with good reason: she rampaged unstoppably through the whole length and breadth of the planet, devouring everything in her path. It could take hundreds of years for her to reach your settlement, but once she got around to it...
  • Silent Hill 2: Pyramid Head is unstoppable that the only thing that can stop him is another Pyramid Head. This is proven in the battle where there are two of them and they kill each other if you avoid them long enough.
  • Not to be confused with the enemies called Juggernauts, Marathon had a Dummied Out monster called the Armageddon Beast that would basically be this.
  • PAYDAY: The Heist and PAYDAY 2: Bulldozers and their variants, which are practically impervious due to their armor, typically get labelled "juggernauts" by new players. Hector and the Commissar also qualify in their respective missions, despite not being quite as well-armored as Bulldozers.
  • Dog in Half-Life 2 and its Episodes is a heroic version of this trope; literally nothing in the game can stop him. Combine soldiers? Crushed. APC? Hurled aside. Dropship? Climbed on top of as it attempts to flee. Strider? Dog tears out its Goddamn brain. He even manages to injure one of the horrifically powerful Combine Advisors at the end of Episode Two, though it's easy to miss through your tears.
  • Mass Effect
    • In Mass Effect, it's possible to turn the player character into one using the right build. Wading through walls of light-speed bullets, high-tech rockets, and guns that shoot disruptions in space-time? Piece of cake.
      • Sovereign. During the battle for the Citadel in the first game, after Sovereign appears, the massed warships of the Citadel Council open fire on him. Sovereign doesn't even bother firing back; he just plows right through them and doesn't even get scratched.
    • Reapers in general can barely ever even be slowed down, let alone destroyed. On the rare occasion we actually see one get destroyed, the sheer amount of firepower aimed at it is nothing short of mind-boggling, and would probably be enough to reduce most conventional fleets to dust. An early cutscene in 3 shows a fleet of hundreds of turian cruisers in formation facing off against a mere six Reaper capital ships. All of them open fire and the Reaper ships don't even seem to notice as they begin to tear apart the turian fleet.
      • And that's just in space combat. Those same Reapers can also make planetfall, dwarfing high-rise towers as they lumber across a cityscape and lay waste to everything, often in large numbers.
    • Mass Effect 2's Shepard is definitely this, even alone, tears through enemies as if their armour was made of paper. Being enhanced through cybernetics and having enhanced tech makes about 50 enemies like a 4 minute fight. Takes a Reaper tech device at full power to bring him/her down. Even sedated, it doesn't stop him/her for long. In fact each dose of sedative had to constantly get increased because Shepard grew immune to it. His/her entire lone wolf "fight" through the facility afterwards confirms him/her as this even more. Among the classes, Sentinel Shepard is one of the most ridiculously tanky things in the universe, and in 3, Vanguard Shepard becomes an unstoppable living grenade that kills everything in their path.
    • Mass Effect 3 brings us the multiplayer-only Krogan Vanguard class. And then to top that, the final multiplayer DLC gives us the Geth Juggernaut, a class that can tank anything thrown at it, and gives absolutely zero fucks to anything.
      • The Juggernaut (basically a playable version of the Geth Prime mini-boss) is a ridiculously slow heavy weapons platform that can't run, dodge, roll, take cover, or do much of anything except shoot... and survive. They have the toughest base shields and armor of any class and can deploy large hexagonal shields onto the battlefield to protect themselves and teammates. More importantly, they are completely immune to staggers and sync-kills, which are normally instant deader-than-death to players. Its other two use-activated powers are Geth Turret, which deploys a mini turret that refills the shields of the Juggernaut and its allies if they're nearby, and Siege Pulse, which creates several charges that take the form of a series of brackets on the Juggernaut's right shoulder and make the Juggernaut even more resistant to damage than it already is. And if that wasn't enough durability as it is, the Juggernaut's heavy melee attack is a electrical arc that paralyzes the enemy hit by it and refills the Juggernaut's shields as long as the attack is going off. One of the most common uses of the Juggernaut is a sort of mobile fire-barricade for allied troops; the Juggernaut physically blocks a corridor or choke point with its body and shields, while allies pour fire around it at the helpless enemy.
    • In general, the krogans have a reputation for this, having evolved on a Death World. They are huge, immensely strong, often short-tempered, and their bodies have such features as redundant hearts. In-universe materials indicate that krogan in battle must be defeated either through immense skill or with the proper application of high explosives.
      • Similarly, the elcor are Gentle Giants and are very slow to anger... but if they're forced into a fight, they are a terrifying force. The average elcor, being a Heavy Worlder, has enough arm strength to punch through a bulkhead and the personal weapons they carry into combat have been compared to the artillery used by other races. One elcor proudly notes that he has heard his species' soldiers described as "living tanks" by others. Too bad we never actually get to see them in action.
    • Thresher maws. The standard procediment to kill one is using heavy weapons and armored tanks, and even then, success is not guaranteed. Among them is Kalros, who's basically an exaggerated version of a thresher maw, to the point that even the aforementioned krogan think is unkillable.
  • The Tower Defense game Defense Grid: The Awakening has an enemy that goes by this name. It can steal three cores (the max for any enemy), and it can take a lot of damage due to having high health AND Deflector Shields, without a lot of firepower this thing can simply walk into your tower network, take your cores and then run away. Fortunately for you, it is the slowest enemy unit in the game.
  • LIBERTY PRIME in Fallout 3. When he first appeared, it was a Mass "Oh, Crap!" moment for the Enclave. The Brotherhood doesn't need to do much fighting while he plows through the Enclave, one-shots their Vertibirds, and dispenses with their forcefield blockades simply by walking through them.
    • If you weren't able to cripple limbs, Deathclaws would certainly be this. They can take you out with a couple of hits since their claws completely ignore armor as if you weren't wearing any. And once they spot you, they sprint towards you and their hitpoints are far too high for you to kill them using anything short of the alien blaster or fat man before they close the distance. The only way to kill them safely is to cripple their legs with a sniping weapon before they notice you. Unless you have a dart gun, that is. Unfortunately in Fallout: New Vegas, they axed the Dart Gun and made the Deathclaws even tougher. Fitting this trope even better is the Legendary Deathclaw from that game.
    • In another interesting example, Yao Guai, giant mutated black bears, are nearly as powerful as Deathclaws, and with a certain perk, can fight on your side. Like Deathclaws, they can be taken down easily by shooting them first with the Dart Gun, which instantly cripples the legs of these fast powerhouses.
    • Then there's the Albino Radscorpions, only encountered if you have the Broken Steel DLC. They have loads of health, staggering offense and damage resistance, and unlike the Deathclaws or Yao Guai, cannot be crippled with the Dart Gun. Good luck.
    • From 2, we have Final Boss and Secret Service member Frank Horrigan, a gigantic, super-mutant behemoth clad in power armor that you're lucky to have him consider you Not Worth Killing until the final battle in the game, because he'd just murder you without any trouble. He can punch Deathclaws to death easily, frequently makes One-Man Army runs against Enclave enemies, and is justly feared as the deadliest thing to have walked the wastelands, at least until you came along. Of note: Against most tradition when it comes to Fallout games, Frank Horrigan is utterly impossible to reason with, and the only way to the end is through him.
    • And finally, we have the Feral Ghoul Reaver. Not only does this thing send you flying as far as a deathclaw can with its also armor-piercing Deadly Lunge, but it also can Flash Step spaz and become nearly invincible. The twitchy dance of doom that the F3 Reaver does is ultimate Nightmare Fuel. Later, in New Vegas and 4, the Reaver becomes a simple, non-threatening mook.
    • Liberty Prime makes a triumphant return in the Brotherhood of Steel version of 4's main quest, plowing through the Institute synths as though they weren't even there. Just like in 3, the Brotherhood and Sole Survivor barely even need to do anything.
      • If you side with the Institute however, the Brotherhood will be on the receiving end of Liberty Prime's wrath, after you reprogram it to see them as Communists.
  • Vampire: The Masquerade - Bloodlines gives us the werewolf; your weapons do nothing, your Disciplines do nothing, and the only way to survive the beast is either to evade it for four minutes and escape on the tram or crush it to death with the doors to the observatory.
  • The Hybrid Reaver in the secret mission in StarCraft II. While the ones fought in the Protoss mini-campaign are killable, this one will shrug off anything done to it. The only weapon that is effective against it is a device that slows down time — this only slows it down for a few seconds. Once it appears, the only goal in the mission is to get the hell out of Dodge.
    • The Ultralisk in the cinematics. It can shrug off Siege Tank fire and swipes aside a Viking in one hit without breaking stride. In-game, its Frenzied passive makes it No-Sell stun/snare abilities that would bring other giants to a halt.
  • It's not too hard to make the Grey Warden into a Juggernaut if he/she uses an Arcane Warrior build. It's ridiculously easy to do this in Awakening thanks to the new equipment available and the new Mage spells/talents and Battlemage specialization, all of which seem tailormade to make Arcane Warriors even more broken. Soloing everything on Nightmare with the possible exception of the Superboss becomes utterly trivial. As a possible Lampshade, the unique set of armor that can be found in the same area as the Arcane Warrior specialization is called the Juggernaut set.
  • Resident Evil:
    • Mr. X in Resident Evil 2, is a walking dispenser of pain and terror. Smashing through walls in the police station just as players pass by, and the cut-scene where he stands back up repeatedly... The remake gives him a ton of additional Juggernaut points, too; now he simply refuses to go down to anything, walking through fire, bullets and explosions like nothing, and at most getting stunned for less than a minute if the player pours out all their firepower. And then he'll get back up and resume his chase, with no remarkable injury no matter what you hit him with. He'll smash through walls, wreckage and fellow zombies without slowing his stride, and he is always after you, systematically searching the area if he loses your trail and reengaging his unbreakable Menacing Stroll once he does. When Mr. X shows up, all you can do is run.
    • The Nemesis in Resident Evil 3: Nemesis is a walking juggernaut of Nightmare Fuel. He can appear anywhere, will relentlessly pursue you from room to room, and gets back up quickly after you knock him down. Don't forget the rocket-launcher on his arm.
    • The Ustanak from Resident Evil 6 can not be stopped. Shooting him does nothing. Blowing him up does nothing. Boring a frigging mining drill through his chest? Yeah, that stops him for about five minutes.
    • Jack Baker in Resident Evil 7: Biohazard shows how much of one he is repeatedly to Ethan. All shooting him does is knock him down for a couple minutes. Just to show how damn near unkillable he is, after the first boss fight, he blows his own brains out and comes back after you. The End of Zoe DLC shows that he's still alive after the events of the main game as the "Swamp Man", with documents from Umbrella noting that Jack's unique genetic structure gives him an enhanced Healing Factor. It takes a Megaton Punch from a Power Fist that obliterates his upper body to put him down for good.
    • Alcina Dimitrescu in Resident Evil Village combines the free-roaming, systematic-searching characteristics of Jack Baker and Remake!Mr. X, and combines them with a Healing Factor so powerful that she is truly unstoppable: bullets, grenades, rockets, and even New Game Plus weapons do absolutely nothing to stop her, or even stun her! Once she comes into play and sets her sights on you, your best option is to save your ammo and just run as fast and as far away as your legs will carry you!
  • The Ultimate Chimera from Mother 3. Can nothing kill it? Certainly not in Super Smash Bros. Brawl! At least, in its game of origin, it can be stopped by hitting the switch on its back (something only achieved once, in a cutscene). However, the little yellow bird it's always paired with can simply switch it back on again...
  • The mutated rancor in Jedi Academy. The whole level it's on is all about running away from it as it ploughs through more regular enemies and breakable scenery. When you make it to a new area that is inaccessible to a creature of its size, it will bang on the wall or other obstacle until its shatters, and go on coming. It's invulnerable to all attacks (except the trick at the very end that kills it, of course) and possesses some mean ones of its own.
  • In Batman: Arkham Asylum, Killer Croc technically qualifies. You never actually BEAT him; you either set off a shock-collar that throws his whole nervous system out of whack for a few seconds so he doesn't run you over like a bulldozer and bring you home for dinner, or blow out a floor to send him hurtling to the stygian depths. After which he can be heard YELLING UP AT YOU for a few seconds. And, depending on the random generator during the ending sequence, you might see his hand burst from the water to grab a surviving case of Titan.
  • Evil Otto from Berzerk, a taunting, invincible smiley face.
  • The game Juggernaut. Okay, so there aren't any characters that fit the description, but when you get to the end and realize that the priest who has been helping you is an unstoppable, evil force bent on selling souls to Satan and corrupting innocent people, the title makes more sense.
  • inFAMOUS 2 introduces the Beast, an incredibly powerful Conduit. His fire powers are powerful enough to destroy entire cities, and any damage done to him is quickly healed. The entire game is spent trying to get Cole powerful enough to face him. During this time, the Beast is slowly making his way down the United States' east coast to kill Cole, destroying everything and everyone in his path. The only way to kill the Beast is to use a very strong Power Nullifier, at the cost of killing several thousand innocent people. However, if the player chooses not to use the Power Nullifier The Beast stops himself instead, by passing his mantle and powers to Cole.
  • In Asura's Wrath... Asura himself. The intro sequence of the game involves him fighting alongside an entire fleet of warships numbering in the tens of thousands, and he's doing more damage than all of them with his bare hands as he tears apart the Gohma fleets. Later on, when he is killed and cast into Naraka, he climbs his way out, propelled by nothing but pure hatred. From that point on, he starts punching out city-sized spaceships, entire armies, and a planet-sized Buddha without ever really slowing down except to die. No, really, about all that can slow down Asura by the midpoint of the game is literally killing him, and he comes back faster each time he dies. And this is topped by the final level of the DLC, where he is plowing through entire planets and stars at faster-than-light speeds just to punch God in the face.
  • The Legend of Spyro: The Destroyer is an ancient elemental being the size of a mountain that is virtually unstoppable once it gets going and, if it's allowed to reach the volcano it emerged from again, it starts The End of the World as We Know It. The only way to hope to defeat it is to slow it down long enough to destroy every single Dark Crystal on its massive body, including going inside it and blowing up its heart. And even that fails if the Big Bad just so happens to have a backup crystal handy... the Golem probably counts as well, as it's virtually unstoppable until a lucky attack uncovers its brain, allowing Spyro and Cynder to kill it.
  • The Dahaka in Prince of Persia: Warrior Within is a classic example — silent, unstoppable, and scary as hell. He's been chasing the Prince relentlessly for seven years, and he'll chase you throughout the game. You can't even try to fight him without the secret Infinity +1 Sword.
  • Metroid:
    • The SA-X in Metroid Fusion, an alien duplicate of Samus at her most powerful (though, granted, Samus herself has just picked up the Bag of Spilling). It can't be fought, only escaped, until the very end — and it puts up a hell of a fight even then. The ultimate proof of its power can be seen here, where a clever player manages to Speed Boost right into the SA-X... and through it.
    • Considering her incredible attack power and ridiculous amounts of health, Samus herself would qualify as this in most of the games. In some of the Space Pirate Logs you can find and read in the Metroid Prime series, the Space Pirates generally consider her to be a goddess of destruction and bloodshed known as "The Hunter." In Metroid Prime 2: Echoes, when the Space Pirates learn of the existence of Dark Samus (her evil twin made up of extremely toxic and mutagenic Phazon), their reaction is somewhere between Oh, Crap!! and You Have GOT to Be Kidding Me!.
  • Agarest Senki subverts this with the Black Knight. It firstly appears to be a boss that takes Leonhardt out easily with an ability to self-recover at the same amount of max health and hit more than 1000 HP per combo while Leo has around 300, just to make sure the players can't cheat their way out alive. When you faces him again, he's not as tough anymore.
  • The (mechanical?) monster from Dungeons & Dragons makes an appearance in the D&D Real-time Strategy game Blood & Magic in the final levels of one of the campaigns. And don't even get into fighting the Tarrasque. Yeah... THAT thing. Respawns times two every time it dies? Nigh-unstoppable normally? Insta-Terror the moment you so much as glimpse it's form? No thank you.
  • City of Heroes has a Juggernaut in the Minds of Mayhem trial: the Player Characters have to find a way to stop a psychic projection of Mother from reaching a symbol of the local Sentient Cosmic Force, or that section of the raid effectively resets. Mother's projection does not attack during this phase; it slowly...methodically...floats...toward its goal, and can only be stopped by using manifestations of its own nightmares against it. While it's not as invulnerable as other examples, Mother's manifestation is still almost impossible to defeat in time without using this little trick.
  • Halo: The Hunters, who were Glass Cannons in Halo: Combat Evolved, have become this in the later games, especially in Halo 5: Guardians, where they are outright Lightning Bruisers who are very difficult to hit in their weak points, take buckets of damage, and will chase you down and One-Hit Kill melee you once you get close, if their Fuel Rod Cannons don't kill you first.
  • Command & Conquer:
    • Command & Conquer: Red Alert 3: Uprising the Empire's Giga Fortress is a massive naval unit that can transform into a flying fortress. It can dish out an immense amount of firepower on both forms, and can take a massive amount of punishment. In fact, it's so large, it has to be deployed from a nanocore like a building.
    • Vanilla Red Alert 3 had a campaign exclusive example with the Shogun Executioner, a Humongous Mecha dwarfing any unit or building that can normally built. It can easily destroy Tier 3 armor units in a few attacks, have has far more health than anything else and has a special attack that instantly destroys everything caught in a radius that extends somewhat beyond the player's line of sight. The mission where it's introduced has the player using it to wing in place of building an army when it reappears it's mentioned it cut a path of destruction across the Soviet Union with nothing able to stop it. Part of this however comes from it being designed specifically to be used against the Soviets as their telsa weapons heal it back to full health instead of damaging it, and they keep sending them at it anyways.
    • Command & Conquer: Red Alert has Monster (or Super) Tanks in one mission on The Aftermath. If they attack you, you're already too late to reach the objective building, because they've destroyed it. Until then, watch these remodelled Mammoth Tank crush multiple Soviet bases. They also have an in-built Iron Curtain and may explode like nukes. Even if you could fight them before the mission becomes unwinnable and protected your War Factory and Construction Yard from destruction (near-impossible in this mission) you'd have no chance.
  • Team Fortress 2 has the Tank in Mann vs Machine. There is absolutely no way to slow it down, has nothing resembling a weak point, and will mindlessly plow into anything in its (preset) path until it reaches your base and drops a bomb inside. Worse yet, it acts as a distraction for the robots who can attack you, and carry their own bomb. Taking it down usually requires several crit canteens and focused fire from everyone on your team.
  • Alexander, the murderous, genocidal General Ripper villain from Inotia 4. He arrives through a faulty portal gate that was explicitly stated to have killed a good percentage of his men, effortlessly bypasses ancient elven enchantments that hundreds before him fell victim to, shrugs off an avalanche, curbstomps the protagonist, and THEN decides to drink a potion that makes him 10 times stronger, so he can massacre an entire village for the heck of it. Ancient guardian machines go haywire when he approaches so his men can effortlessly loot them. And that's BEFORE he turns himself into a dragon. His mission? Kill a sick woman for not endorsing a war. This guy eats Terminators for breakfast.
  • Kratos from God of War. Once he's fixated on a goal, nothing will stop him. Even if you manage to kill him, he'll climb back out of Hades even angrier than before.
    • After getting Older and Wiser and taking a level in kindness, Kratos meets his match at the start of God of War (PS4); A Tattooed Stranger (A.K.A Baldur), who can Feel No Pain. In his boss fight he takes every hit Kratos dishes out thanks to his Healing Factor and bites back hard by launching him over his own log cabin with one punch. The Stranger persists even when Kratos reverts back to Unstoppable Rage, and survived getting crushed by a boulder. This ended when Kratos manages to beat the Stranger into a wet noodle and snap his neck. ... Except he comes back for two more boss fights because he's fucking immortal! Because his own mother cursed him with absolute invincibility (Side effect, he can feel nothing). Even after he touches mistletoe, which removes the curse, the guy still puts up enough of a fight that even Atreus and Kratos tag-teaming the hell out of him and having Jormungandr the World Serpent slam him about isn't enough to make him stop.
  • The original Drakengard has its protagonist Caim, who regularly slaughters entire armies singlehandedly. It's to the point that when he goes Rogue Protagonist in Drakengard 2 and has to be put down, it's noticeably easier to kill him through the 83-foot tall dragon he bonded his soul with than to defeat him in single combat.
  • NieR has several boss Shades that fall under this.
    • The Disc-One Final Boss is a massive Shade called the Knave of Hearts that attacks Nier's village. It shrugs off most of Nier and Kaine's attacks, even their superpowered finishers, until they team up to cut it in half and shoot it full of magical lances...and even then, all that destroys is the main body. The head still remains, and it proves to be so hard to kill that Kaine allows herself to be petrified just to lock it away. After a Time Skip, Nier shows off how much stronger he has become when he brutally dispatches the Knave so he can free Kaine.
    • Goose, a massive boar shade that turns up in The Very Definitely Final Dungeon, and absolutely will not stop.
  • In Stampede Run, the Bull Ride bonus lets you jump on a bull's back and go plowing through obstacles that you normally would have to avoid.
  • In Dynasty Warriors, Lu Bu in almost every battle except Xia Pi.
  • The Giant from Mini Robot Wars, which can take huge amounts of damage before dying & kill your units with 1 slam. The Titan is even worse, because it has twice as much health & can smash 3 minirobots with 1 attack!
  • A lot of the enemies in Plants vs. Zombies could count (since they are zombies), but the giant hulk known as the Gargantuar certainly takes the cake. It has so much health that it requires 150 points of damage to kill (instant kill plants only deal 90 damage) & it smashes your plants instead of eating them. The Giga-Gargantuar is even worse because it has twice as much health & moves just as fast.
  • Metal Gear:
    • The Shagohod from Metal Gear Solid 3: Snake Eater. While its Metal Gear successors have pretty obvious and vulnerable weak points (or "character flaws"), the Shagohod is a bulky, rocket-fuelled behemoth of a tank. Even blowing up the entire building it's in with C3 doesn't put a dent in it, nor do any of the infinite RPG rounds you can pump into it during the ensuing motorcycle chase. The only reason it gets destroyed in the end is because its driver is forced to detach the back half of it to avoid falling into a river, exposing weak plating.
    • Metal Gear Rising: Revengeance has the final boss, Senator Armstrong. He's practically invulnerable, as the HF blade Raiden could mangle entire Humongous Mecha with bounces off with Scratch Damage and punching him does even less. And he's freakishly strong, too, not only snapping the aforementioned blade off the hilt with one hand, but completely wrecking the biggest Metal Gear out there with a punch (as collateral damage, mind you). And if damaged, he can heal himself to the point of reattaching limbs. It takes Sam's sword, explicitly better than Raiden's now-shattered blade, in Raiden's hands to bring him down, and he does not stop swinging to kill until his heart's been torn out of his body after a lot of effort.
  • P.E.K.K.As from Clash of Clans are the last of the normal troopers to be unlocked and cost a lot to train one, but they're very hard to kill, super strong, and are immune to spring traps. Their only weakness is hidden teslas because their metal armor is conductive to electricity.
    • In one of the TV commercials, a P.E.K.K.A is chasing a butterfly with its sword. It doesn't notice the arrows from an archer tower nor the fallen trees (and said tower) it carelessly left in it's wake.
  • Interestingly, Yurnero the Juggernaut from Defense of the Ancients (and its sequel) is more complicated than you'd think. As an agility-based hero, he is fast, but squishy, rather than the muscle-bound brute you'd expect from hearing the name. He does live up to his title in a certain way, however, since one of his abilities give him temporary magic immunity while in use, and another flat-out makes him invulnerable (and both dish out a lot of pain on anything around him). And if you meet him alone with his ultimate on? Let's just say he'll just stomp you dead with tons of damaging slashes concentrated just on you.
  • Iosa the Invincible, from Iji. She gained her title by taking an Alpha Strike to the face and surviving.
  • Azrael from Blazblue definitely counts; it says a lot that he had to be dealt with by sealing him away into a specially-designed prison (which involved being frozen at absolute zero), or the fact that he shrugs off pretty much the entire cast's attacks no matter what they throw at him. Most fights against him in Story or Arcade Mode show the character, even ones like Ragna or Kagura just trying to survive.
  • From Medal of Honor: Airborne there's the Nazi Storm Elite - A slow walking, nigh-invulnerable masked SS soldier who wields a portable MG42 as it's primary weapon. Keep in mind that the MG42, usually only seen as a mounted weapon, takes considerable strength and a great skill in the use of weapons to be able to control the fire and use effectively as a portable weapon because of it's extreme rate of fire combined with its high caliber round, which made it very unstable when handheld. This guy uses it as his primary weapon. Also, this guy can take incredible punishment compared to the other German soldiers in the game. It can take up to two full clips from a machine gun to the torso to kill it and it can survive a direct hit from a rocket launcher or a Gammon grenade. Fortunately, two headshots from a Springfield usually kill it, or one shot to the eye, but it takes either Improbable Aiming Skills or Accidental Aiming Skills to hit it in the eye. A second hit from a Gammon grenade or rocket launcher will also finish it off.
    • The first encounter with the Storm Elite is an inverse of the Mook Horror Show - A train arrives in the railyard you're supposed to secure, and the squad takes cover, ready to attack. A masked figure slowly walks out through the steam as one of the soldiers asks, "What is that?". The Storm Elite then starts shooting, mowing down everyone except you and another soldier, who immediately fires his Thompson at it. It simply shrugged it off and killed him.
  • Civilization: Beyond Earth has Siege Worms. While not aggressive per se, typically only attacking things which move adjacent to them and meandering their way around the landscape, they are incredibly tough, typically being on par with late-game units. A player in the early game should treat them more like a force of nature than anything else, and simply try to get out of their way and clean up what gets wrecked by their passing - throwing early game units at them will not even slow them down.
    • In the late game there is the Xeno Titan unit. The ultimate unit for the Harmony affinity, it is essentially a bio-engineered Kaiju with the greatest melee combat strength of any unit in the game, capable of pulping Siege Worms without trouble. According to the flavor text its design is based off a mantis shrimp and it punches hard enough to create diamonds in carbonaceous material.
  • Jeff Wayne's War of the Worlds has the Tempest for the Martians, which is a machine that is even TALLER than the iconic Fighting Machines, wields TWO heavy Heat-Rays and a Canister Launcher and is also heavily armored, so much that it can go one-on-one with the Human's strongest ironclad in the game without hesitation.
  • Juggernaut in Spider-Man and the X-Men in Arcade's Revenge certainly lives up to his name. He chases Wolverine for an entire level and has an obscene amount of health, to the point where Wolverine needs to spend pretty much the entire stage alternating between attacking him and running away. Juggernaut also serves as a living Advancing Wall of Doom, since if he ever catches up to Wolverine, he murders him in one shot.
  • League of Legends:
    • Juggernauts are a subcategory of the 'Fighter' class of champions, combining (supposedly) low mobility with high damage potential and high survivability. Including Mordekaiser, Darius, Garen, Nasus and Illaoi, the class was codified during the 'Juggernaut rework' patch, with the intention that they be almost impossible to stand and fight against one-on-one (or even two-on-one) but are comparatively easy to escape from or kite around.
    • Nautilus, the Titan of the Depths isn't official considered a Juggernaut by Riot (despite his toe-curlingly low base movement speed his Dredge Line gives him more mobility than the others and he lacks the massive damage potential of a true juggernaut) but he fits the trope perfectly in 'A New Dawn', where he's portrayed as a titanic metal colossus who crushes all who stand before him, shatters the earth with a single stomp and shrugs off the explosive shells of Graves' shotgun like it was rain. It takes a gigantic stone pillar being dropped on him to finally bring him down. His backstory is being trapped underwater, and just walking to the shore, losing a lot of his mind but never giving up.
  • World of Tanks features the American-made T95 and T110E3 tank destroyers. Both are known for three things—slow speed, big guns, and a foot-thick layer of frontal armor. Very few tanks have the firepower to challenge either machine from the front, and as a result they tend to slowly meander in the direction of the enemy, casually shrugging off even artillery fire if they have a spall liner fitted. It's not unheard-of to see tier 10 gold rounds (the most expensive ammunition in the game bar none) just skip right off the gun mantlet of a T95 while it lines up a shot with the gigantic boom stick sticking out the front of it. It almost impossible to stop with a pure head-on defense; the only way to bring one down is to get behind it to Attack Its Weak Point.
  • In Path of Exile Juggernaut is one of the Ascendancy Classes available to the Marauder. His class skills are mainly focused on shrugging off enemy attacks and debuffs, such as Unstoppable note  or Unbreakable note .
  • Rare heroic example with Metroplex in Transformers: Fall of Cybertron. When aiding the outnumbered Autobots against the Decepticons he spends the entire level getting shot at which has no effect on him. Getting blasted in the face by a Wave-Motion Gun only temporally knocks him out, when he gets back up he proves such a big threat that Decepticons avoid attacking the Autobots' base in Iacon for the rest of the game.
  • M.U.G.E.N. In a Massive Multiplayer Crossover like this one, there are many candidates. Some of the most memorable are Chuck Norris and The Duane
  • The Margrave from Gigantic is a near unstoppable tank. He has the highest health and armor values in the game and possesses a natural immunity to critical hits, meaning that he can soak up ludicrous amounts of damage before dying and usually requires multiple teammates to take down. On top of this his abilities give him high damage, area-of-effect stuns, additional armor and a surprising amount of mobility.
  • In Saints Row, the enforcer of Los Carnales, Victor Rodriguez, is one. Shooting him will only make him flinch, explosives won't work on him, the only way to kill this guy is by blowing up his car and attacking while he's on fire.
  • Playable character Krieg in Borderlands 2. Most Borderlands characters are impaired by things like being on fire, having no shields, or being shot repeatedly in the unprotected flesh. Krieg finds all of the above hilarious, and all of them make him harder to kill. An angry high-level Krieg is one of the hardest things to put down in the game - for your enemies, at least.
    • There's also Salvador, The Gunzerker. Specifically, if you invest in his "Brawn" skill tree, which puts emphasis on buffs to his HP and health regeneration. Fittingly, one of said skills is literally called "I'm the Juggernaut". A high-leveled Salvador is just as hard to kill as Krieg.
    • From the villain's side, we have Wilhelm from Hyperion. A few years prior to the second game, he very nearly killed all 4 of the original Vault Hunters at once, without even taking a scratch. When you finally fight him in the Tundra Express to get a shield core, Roland and Lilith abort the mission, tell you to forgo any idea of fighting him, and urge you to retreat immediately. Obviously, you win, but had Handsome Jack not poisoned him to set up a Batman Gambit to make Santuary vulnerable to his orbital cannons, things might have turned out very ugly for you.
  • From Overwatch:
    • Orisa has an ability called "Fortify", which makes her take half damage from all sources and makes her immune to all movement impairing effects, such as slows, stuns, and Roadhog hooks for its duration.
    • Reinhardt is the quintessential Tank in the game who can turn into a Juggernaut with 2 abilities. First, he can plod forward slowly but unflinchingly while his Barrier Field is up, and while it can be broken and deter him from advancing, it has a whopping 2000 health to break, and much harder to do so when his teammates are returning fire from behind it. Second is when he activate his Charge ability - get out of the way, because only a handful of abilities can stop that, and if he hits you with it, it's almost always an instant death unless you're a tank yourself.
  • Sunrider has the PACT flagship Legion, a three-kilometre long dreadnought with enough firepower to destroy a planet’s entire space fleet with one salvo, as well as a Wave-Motion Gun that it loves using to nuke cities from orbit. When fought as a boss it has maxed-out shields, maxed-out flak, extremely thick armor, and 26,000 hit points—almost twice as much health as its entire escort fleet combined. Even the Sunrider’s Vanguard Cannon will barely scratch it, and it takes Alliance battleships armed with specialized railguns to do any real damage to the Legion.
    • Sunrider Liberation Day has the Nightmare Ascendant, an ancient Ryuvian Ryder piloted by the Big Bad. Sola recognizes it and reacts to its arrival with uncharacteristic fear, which proves wholly justified when the Nightmare Ascendant takes out most of an Alliance fleet in seconds with a swarm of Attack Drones and then No Sells a direct hit from the Sunrider’s Vanguard Cannon. In gameplay terms it actually has more hit points than the Legion, and while the Nightmare Ascendant doesn’t have as much flak or armor it does have maxed-out shields, better evasion, and the ability to actually move. And all of this is before the Big Bad reveals that she can use the same Awakening skill as Sola and Asaga. It ultimately takes the combined firepower of two fleets, plus another shot of the Vanguard Cannon, to finally bring the Nightmare Ascendant down.
  • In Monster Hunter, the Hold the Line-type monsters, such as Lao-Shan Lung and Jhen Mohran. These hulking behemoths are constantly on their way to destroy something, and only death can truly stop them. Even with a full team of four, that can be very challenging. You can temporarily tie them down with ballista shots, but they break out after a few seconds. It takes the combined might of an entire team just to make them flinch, which slows them down for only a moment. A Dragonator can send them back a few paces, but they'll just come right back for more — and those machines essentially drive a huge pile-bunker into the beast's side! All the while, they're constantly advancing towards the objective and will not stop their assault on it. Even making them retreat is a feat in and of itself, and that entails surviving a frantic 30-minute defense against a relentless behemoth.
  • Kingdom Rush bosses (the first of which is incidentally named the Juggernaut) act like this, simply plowing through everything the towers can throw their way and only ever slowing down to personally plow through whatever measly troops are in their way. They almost always have insta-kill attacks that require you to keep them bogged in whatever you have available, spaced out to make sure they have to use it many times, while everything else in your arsenal bears down on them constantly.
  • Town of Salem has the aptly named Juggernaut role. The Juggernaut starts off weak, but gains power through every successful kill on a player. A fully-leveled up Juggernaut is able to perform an Unstoppable Attack, which goes through every single form of defense in the game as well as being able to kill any visitors to his target. Worth nothing however, is that the Juggernaut only has basic defense, meaning he is actually quite stoppable.
    • Pestilence fits this trope much better. Along with being able to attack all visitors to his target just like the Juggernaut, Pestilence is the only role that is truly invincible at night, able to survive every single attack in the game, including an attack by the aforementioned Juggernaut. The only way Pestilence can die is through being lynched at daytime or by leaving the game.
  • AI War: Fleet Command and its sequel have the Zenith Devourer Golem, basically the Doomsday Machine in less apocalyptic, but just as indestructible form. It will roam random worlds, destroy everything it can find around them, eat the scrap to fix itself, and move on to the next, and nothing anyone can throw at it leaves more than a small dent on its armor, nor hold back its armaments for more than a few seconds. Not even the AI can really do anything to stop the thing from eating up its worlds if it so desires, which means releasing it can be a gamble worth playing if you really think it's not gonna head for you instead.
    • AI War 2 has the Extragalactic War units in general, brought in from the armies the AI is using to fight whatever unnamed threat is outside the galaxy; they're all brought in when the situation inside the galaxy has gotten so far out of control it's starting to rival the exogalactic threats. However, it comes in five tiers, and the one meant to be the true Juggernaut is the Flenser, the Tier 5 Extragalactic War ship. Nothing is meant to last more than a second before it, not even the aforementioned Devourer Golem, nothing is meant to leave more than a tiny dent in its black hull, and it will inexorably warp its way to your homeworld to eradicate you from the face of the universe; barring unforeseen situations and crafty play, the only way to avoid death is to kill the AI Overlords before the Flenser can kill you... Or you could simply not be the Flenser's target in the first place, but if that's the case you're already having a really bad day as is handling the thing that is the target.
    • 2 also has the AI Overlord's second phase, upon which it will uproot itself, sprout massive amounts of new armament of all kinds, and slowly but surely set course towards your own Homeworld in one last attempt to kill you. You cannot slow it down, and it will not change direction for anything; it'll just plow right through, drowning everything nearby in return fire. The best you can do is retreat and hold the fort at a previously prepared chokepoint bristling with all the defenses you can plop down, and throw everything you have at it in that line of chokes hoping it's enough. The higher the difficulty, the harder it hits and the more HP it has, too, just to make sure it keeps up with its intelligence and budgets.
  • In Crying Suns, the aptly-named Juggernaut Frigate is a slow, heavily armoured hulk with complete immunity to any status effect that would reduce its speed. If it reaches the enemy battleship, it will inflict massive damage to it with its prow-mounted drill.
  • Adramelech in Monster Girl Quest! Paradox RPG is an XX-Class Apoptosis with the ability to revive whenever she's killed, and becomes stronger with each revival. In her first appearance, she breaks through all of the defenses in Administrator's Tower, kills La Croix and her zombie minions (but is greatly weakened in the process) and is then defeated by Luka's party... only to reappear soon after and try to drag Luka down into the void. She's only stopped when Marcellus cuts her in half. And in a later appearance, the Lilith Sisters and the three Seraphs work together to fight her, but while they kill her several times, she keeps coming back for more. This time, she's only defeated by (depending on the route) Nuruko, the Spirit of Chaos, or Sonya, a fellow XX-Class Apoptosis.
  • Stellaris: The Juggernaut is the most powerful naval ship class that can be built (a Colossus may technically be more powerful due to possessing an anti-planetary weapon, but it can't defend itself against enemy fleets). The average Juggernaut possesses 30-40k fleet power on its own, but it's likely to be used together with vast fleets of other ships. It's also The Battlestar, possessing its own Shipyard that can manufacture and repair other ships on the fly, making it effectively a mobile Starbase. They're so useful, however, that any given empire can only ever field one at a time.
  • Warframe has the Juggernaut, a special unit that only shows up in missions where the Infested are the main faction. They are spawned by killing enough infested units within a certain time limit after their roar is heard (and said roar will buff the enemy units). They have incredibly thick armor, a powerful spine-flinging attack, a fast charge with little windup, the ability to carpet bomb an area in toxic gas, and a stomp that spreads more infestation around, summoning more units. That said, they do have two weakspots — one on their back when they fire spines, and one on their stomach when they do the stomp. Defeating one can drop parts and the blueprint for Pherliac Pods, which can draw infested to them for quick crowd control. Some can be found wandering the Cambrion Drift on Deimos, and an immense one can be found guarding the Jordas Golem.
  • Deep Rock Galactic:
    • Glyphid Dreadnoughts (not counting Twins, who are less hardy to compensate) are full-on biological tanks that will pursue the dwarves at all turns once aware they're there, and try to stomp them into paste or burn them down where they stand. They will walk through everything the Dwarves can throw at them, and it's almost impossible to even give them pause, whether they're facing high explosives, enormous barrages of ordnance, extreme temperatures or the worst in chemical warfare the dwarves have to offer. Even being able to harm them requires cracking weak points in their armor, or going through an even more complicated process of weak point sniping if it's a Hiveguard. And they can dig, so you can't hide from them either.
    • Glyphid Bulk Detonators might qualify even more. They may be less armored, but their HP is off the charts, they are similarly enormous, and are even more relentless. At best, you can slow them down, but they will stop at nothing to stomp you into a fiery crater, even if they have to dig their way through a mile of rock to reach you in the first place. They will murder you as soon as you get anywhere vaguely close with their explosive stomps, and they will gladly eat every bullet you have in the process, shrugging off stuns, explosions, and low temperatures. And if you kill them, most likely after spending over half your ammunition, they may get the last laugh anyways.
  • Valkyria Chronicles pits you agaist Selvaria Bles, a badass soldier in her own right, but also the empire's secret weapon who wields an ancient and forbidden power. Said power causes her to glow blue, launch volleys of energy with absurd range that instantly kill anything they hit, and makes her all but invincible - she shrugs off bullets like they're nothing and can swat tank shells out of the air without any trouble. Basically, when she shows up in Valkyria form, your only chance is to get behind some sturdy cover or stay far, far away from her. Completing every mission in her DLC also unlocks a bonus mission where you get to control her in Valkyria form, and she's no less busted there; in fact, you can take out the entire enemy army with just her.
    • Valkyria Chronicles 4 continues the trend with another Valkyria named Crymaria, who is every bit as unstoppable and deadly as Selvaria was in the first game. One of your most prominent foes in the campaign is Klaus Walz, who drives a tank known as the Vulcan - a 50-ton behemoth that shrugs off anything you can hit it with, is incredibly fast and absolutely devastating to anything in its range. Your only hope for most of the campaign is to outmaneuver it or hide somewhere it can't reach.
  • Twisted Metal has Darkside as its best example. A large black semi-truck, it is very slow and its Special Weapon is an incredibly weak laser beam, but the player needs not bother with that since the moment Darkside makes physical contact with any other car in the game, it will drain their health through ram damage in seconds, and thanks to having the highest defense of all the non-boss cars in the game, it can easily outlast two or three cars head-on before ever needing a health refill. Darkside retains this title in its other game appearances in Black, Small Brawl and the 2012 reboot, with the last one getting an even bigger and invincible new semi-truck with trailer whose name is...JUGGERNAUT.
    • Axel seems to have picked up this role in Twisted Metal 2, being a complete monster when ramming is involved, although with not as big a defense stat as Darkside. This is funny, however, since Axel is meant to be a normal man merged with a two-wheeled contraption, yet he towers over every other car in-game...even the actual Monster Truck!

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