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** Protoss Immortals in ''VideoGame/StarCraftII'' were the first game's Dragoons, retrofitted with special plasma shields that reduce all damage to 10 or less as long as they have shields. While this lets them counter hard-hitting units like siege tanks (and weak to ZergRush, which relies on lots of weak attacks) and they aren't nearly as vulnerable as Archons without shields, their actual hull isn't well armored against scratch damage. Immortals invert this trope completely in ''VideoGame/LegacyOfTheVoid'' where they lose the hardened shields in exchange for a 3-second barrier that simply absorbs 100 damage and had no armor bonuses at all.

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** Protoss Immortals in ''VideoGame/StarCraftII'' were the first game's Dragoons, retrofitted with special plasma shields that reduce all damage to 10 or less as long as they have shields. While this lets them counter hard-hitting units like siege tanks (and weak to ZergRush, which relies on lots of weak attacks) and they aren't nearly as vulnerable as Archons without shields, their actual hull isn't well armored against scratch damage. Immortals invert this trope completely in ''VideoGame/LegacyOfTheVoid'' where they lose the hardened shields in exchange for a 3-second barrier that simply absorbs 100 damage and had has no armor bonuses at all.
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** Protoss Immortals in ''VideoGame/StarCraftII'' were the first game's Dragoons, retrofitted with special plasma shields that reduce all damage to 10 or less as long as they have shields. While this lets them counter hard-hitting units like siege tanks (and weak to ZergRush, which relies on lots of weak attacks) and they aren't nearly as vulnerable as Archons without shields, their actual hull isn't well armored even against scratch damage. Immortals invert this trope completely in ''VideoGame/LegacyOfTheVoid'' where they lose the hardened shields in exchange for a 3-second barrier that simply absorbs 100 damage with no armor bonuses.

to:

** Protoss Immortals in ''VideoGame/StarCraftII'' were the first game's Dragoons, retrofitted with special plasma shields that reduce all damage to 10 or less as long as they have shields. While this lets them counter hard-hitting units like siege tanks (and weak to ZergRush, which relies on lots of weak attacks) and they aren't nearly as vulnerable as Archons without shields, their actual hull isn't well armored even against scratch damage. Immortals invert this trope completely in ''VideoGame/LegacyOfTheVoid'' where they lose the hardened shields in exchange for a 3-second barrier that simply absorbs 100 damage with and had no armor bonuses.bonuses at all.
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Mighty Glaciers have poor mobility.


** The Terran Thor and Protoss Colossus are an [[InvertedTrope inversion]]: They're well protected with hit points, and have powerful weaponry, but have minimal armor values. This means that even hits from ScratchDamage will be absorbed with almost full effect, making them vulnerable to swarming unless supported. The Colossus is even more vulnerable thanks to being tall enough for anti-air weapons to makes huge dents in their hit points. They're [[MightyGlacier mighty glaciers]] with less emphasis on survival and more on damage throughput and decent mobility.

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** The Terran Thor and Protoss Colossus are an [[InvertedTrope inversion]]: They're well protected with hit points, and have powerful weaponry, but have minimal armor values. This means that even hits from ScratchDamage will be absorbed with almost full effect, making them vulnerable to swarming unless supported. The Colossus is even more vulnerable thanks to being tall enough for anti-air weapons to makes huge dents in their hit points. They're [[MightyGlacier mighty glaciers]] with They have less emphasis on survival and more on damage throughput and decent mobility.
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** The Terran Thor and Protoss Colossus are an [[InvertedTrope inversion]]: They're well protected with hit points, and have powerful weaponry, but have minimal armor values. This means that even hits from ScratchDamage will be absorbed with almost full effect, making them vulnerable to swarming unless supported. The Colossus is even more vulnerable thanks to being tall enough for anti-air weapons to makes huge dents in their hit points. They're [[MightGlacier mighty glaciers]] with less emphasis on survival and more on damage throughput and decent mobility.

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** The Terran Thor and Protoss Colossus are an [[InvertedTrope inversion]]: They're well protected with hit points, and have powerful weaponry, but have minimal armor values. This means that even hits from ScratchDamage will be absorbed with almost full effect, making them vulnerable to swarming unless supported. The Colossus is even more vulnerable thanks to being tall enough for anti-air weapons to makes huge dents in their hit points. They're [[MightGlacier [[MightyGlacier mighty glaciers]] with less emphasis on survival and more on damage throughput and decent mobility.
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None


** The Terran Thor and Protoss Colossus are an [[InvertedTrope inversion]]: They're well protected with hit points, and have powerful weaponry, but have minimal armor values. This means that even hits from ScratchDamage will be absorbed with almost full effect, making them vulnerable to swarming unless supported. The Colossus is even more vulnerable thanks to being tall enough for anti-air weapons to makes huge dents in their hit points. They're MightGlaciers with less emphasis on survival and more on damage throughput and decent mobility.

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** The Terran Thor and Protoss Colossus are an [[InvertedTrope inversion]]: They're well protected with hit points, and have powerful weaponry, but have minimal armor values. This means that even hits from ScratchDamage will be absorbed with almost full effect, making them vulnerable to swarming unless supported. The Colossus is even more vulnerable thanks to being tall enough for anti-air weapons to makes huge dents in their hit points. They're MightGlaciers [[MightGlacier mighty glaciers]] with less emphasis on survival and more on damage throughput and decent mobility.
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None


** The Terran Thor and Protoss Colossus are an [[InvertedTrope inversion]]: They're well protected with hit points, and have powerful weaponry, but have minimal armor values. This means that even hits from ScratchDamage will be absorbed with almost full effect, making them vulnerable to swarming unless supported. The Colossus is even more vulnerable thanks to being tall enough for anti-air weapons to makes huge dents in their hit points.

to:

** The Terran Thor and Protoss Colossus are an [[InvertedTrope inversion]]: They're well protected with hit points, and have powerful weaponry, but have minimal armor values. This means that even hits from ScratchDamage will be absorbed with almost full effect, making them vulnerable to swarming unless supported. The Colossus is even more vulnerable thanks to being tall enough for anti-air weapons to makes huge dents in their hit points. They're MightGlaciers with less emphasis on survival and more on damage throughput and decent mobility.
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None


** Protoss Immortals in ''VideoGame/StarCraftII'' were the first game's Dragoons, retrofitted with special plasma shields that reduce all damage to 10 or less as long as they have shields. While this lets them counter hard-hitting units like siege tanks (and weak to ZergRush, which relies on lots of weak attacks) and they aren't quite as vulnerable as Archons without shields, suddenly becoming a GlassCannon is not good for their health.

to:

** Protoss Immortals in ''VideoGame/StarCraftII'' were the first game's Dragoons, retrofitted with special plasma shields that reduce all damage to 10 or less as long as they have shields. While this lets them counter hard-hitting units like siege tanks (and weak to ZergRush, which relies on lots of weak attacks) and they aren't quite nearly as vulnerable as Archons without shields, suddenly becoming a GlassCannon is not good for their health.actual hull isn't well armored even against scratch damage. Immortals invert this trope completely in ''VideoGame/LegacyOfTheVoid'' where they lose the hardened shields in exchange for a 3-second barrier that simply absorbs 100 damage with no armor bonuses.
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None


** The Terran Thor and Protoss Colossus are an [[InvertedTrope inversion]]: They're well protected with hit points, and have powerful weaponry, but have minimal armor values. This means that even hits from ScratchDamage will be absorbed with almost full effect, making them vulnerable to swarming without support.

to:

** The Terran Thor and Protoss Colossus are an [[InvertedTrope inversion]]: They're well protected with hit points, and have powerful weaponry, but have minimal armor values. This means that even hits from ScratchDamage will be absorbed with almost full effect, making them vulnerable to swarming without support.unless supported. The Colossus is even more vulnerable thanks to being tall enough for anti-air weapons to makes huge dents in their hit points.
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None

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** The Terran Thor and Protoss Colossus are an [[InvertedTrope inversion]]: They're well protected with hit points, and have powerful weaponry, but have minimal armor values. This means that even hits from ScratchDamage will be absorbed with almost full effect, making them vulnerable to swarming without support.
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None


** Zerg Larva have the highest armor value of all units in the game outside of custom maps (along with their sibling, the egg) but have a mere 25 HitPoints. Also, this armor provides relatively less protection from attacks that emphasize quality over quantity. Notably, Siege Tanks and Reavers can kill them in one hit and can even make short work of eggs (200 [=HP=].

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** Zerg Larva have the highest armor value of all units in the game outside of custom maps (along with their sibling, the egg) but have a mere 25 HitPoints. Also, this armor provides relatively less protection from attacks that emphasize quality over quantity. Notably, Siege Tanks and Reavers can kill them in one hit and can even make short work of eggs (200 [=HP=].[=HP=]).
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* Several ''VideoGame/TheLegendOfZelda'' enemies have some kind of (often completely invincible) armor that can be removed with the right item (usually a grappling hook or its analogue), exposing or stunning them so they can be taken out with a single sword slash.

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* Several ''VideoGame/TheLegendOfZelda'' ''Franchise/TheLegendOfZelda'' enemies have some kind of (often completely invincible) armor that can be removed with the right item (usually a grappling hook or its analogue), exposing or stunning them so they can be taken out with a single sword slash.
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* In the first ''VideoGame/{{Borderlands}}'' game, [[spoiler: [[EliteMook Eridian Guardians]]]] have very powerful shields that can take almost every attack like a champ... Unless you're using a [[ShockAndAwe Shock-elemented]] weapon/attack to quickly wear down their shields and expose their fragile frames, killing them instantly. In fact, there are ways to bypass the shields, such as [[FriendlySniper Mordecai's]] [[ArmorPiercingAttack Trespasser ability]].

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* In the first ''VideoGame/{{Borderlands}}'' game, [[spoiler: [[EliteMook Eridian Guardians]]]] have very powerful shields that can take almost every attack like a champ... Unless you're using a [[ShockAndAwe Shock-elemented]] weapon/attack to quickly wear down their shields and expose their fragile frames, killing laughably low hit points. After that, a few hits will kill them instantly.instantly, even if your attacks don't land a CriticalHit on their [[BoomHeadShot small heads]]. In fact, there are ways to bypass the shields, such as [[FriendlySniper Mordecai's]] [[ArmorPiercingAttack Trespasser ability]].
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* In the first ''VideoGame/{{Borderlands}}'' game, [[spoiler: [[EliteMook Eridian Guardians]]]] have very powerful shields that can take almost every attack like a champ... Unless you're using a [[ShockAndAwe Shock-elemented]] weapon/attack to quickly wear down their shields and expose their fragile frames, killing them instantly. In fact, there are ways to bypass the shields, such as [[FriendlySniper Mordecai's]] [[ArmorPiercingAttack Trespasser ability]].
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Sounds like there's nothing in the mechanics or story that particularly promotes this being a thing.


* ''TabletopGame/MagicTheGathering'' has mechanics like Regenerate (now deprecated) and keywords like Totem Armor which are in this vein if they are applied to creatures with 1 life. These creatures would typically be destroyed by an attack from ''anything'', even the [[CherryTapping cherriest of taps]], but these abilities allow them to survive a hit from almost anything, even the game's ultra powerful {{Eldritch Abomination}}s.



* ''Franchise/TheElderScrolls'' series plays with this trope throughout. In most cases, heavily armored [=NPCs=] have relatively high amounts of health as well, averting the trope. However, unless armor is specifically enchanted to Resist or Absorb magic (both rare and powerful enchantments), armor does ''nothing'' to protect from magic. Blast a heavily armored foe with powerful spells and you can kill them with relative ease. Additionally, you can choose to invoke this trope by equipping a low-health PlayerCharacter with elite armor.
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Adding examples

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* ''TabletopGame/MagicTheGathering'' has mechanics like Regenerate (now deprecated) and keywords like Totem Armor which are in this vein if they are applied to creatures with 1 life. These creatures would typically be destroyed by an attack from ''anything'', even the [[CherryTapping cherriest of taps]], but these abilities allow them to survive a hit from almost anything, even the game's ultra powerful {{Eldritch Abomination}}s.


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* ''Franchise/TheElderScrolls'' series plays with this trope throughout. In most cases, heavily armored [=NPCs=] have relatively high amounts of health as well, averting the trope. However, unless armor is specifically enchanted to Resist or Absorb magic (both rare and powerful enchantments), armor does ''nothing'' to protect from magic. Blast a heavily armored foe with powerful spells and you can kill them with relative ease. Additionally, you can choose to invoke this trope by equipping a low-health PlayerCharacter with elite armor.
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** Zerg Larva have the highest armor value of all units in the game outside of custom maps (along with their sibling, the egg) but have a mere 25 HitPoints. Also, this armor provides relatively less protection from attacks that emphasize quality of quantity. Notably, Siege Tanks and Reavers can kill them in one hit and can even make short work of eggs (200 [=HP=].

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** Zerg Larva have the highest armor value of all units in the game outside of custom maps (along with their sibling, the egg) but have a mere 25 HitPoints. Also, this armor provides relatively less protection from attacks that emphasize quality of over quantity. Notably, Siege Tanks and Reavers can kill them in one hit and can even make short work of eggs (200 [=HP=].
Is there an issue? Send a MessageReason:
None


** Zerg Larva have the highest possible armor value of all units in the game (along with their sibling, the egg) but have a mere 25 HitPoints. Also, this armor provides relatively less protection from attacks that emphasize quality of quantity. Notably, Siege Tanks and Reavers can kill them in one hit and can even make short work of eggs (200 [=HP=].

to:

** Zerg Larva have the highest possible highest armor value of all units in the game outside of custom maps (along with their sibling, the egg) but have a mere 25 HitPoints. Also, this armor provides relatively less protection from attacks that emphasize quality of quantity. Notably, Siege Tanks and Reavers can kill them in one hit and can even make short work of eggs (200 [=HP=].
Is there an issue? Send a MessageReason:
None


** Zerg Larva have the highest possible armor value of all units in the game (along with their sibling, the egg) but have a mere 25 HitPoints, and this armor provides relatively little protection from attacks that emphasize quality of quantity. Notably, Siege Tanks and Reavers can kill them in one hit and can even make short work of eggs (200 [=HP=].

to:

** Zerg Larva have the highest possible armor value of all units in the game (along with their sibling, the egg) but have a mere 25 HitPoints, and HitPoints. Also, this armor provides relatively little less protection from attacks that emphasize quality of quantity. Notably, Siege Tanks and Reavers can kill them in one hit and can even make short work of eggs (200 [=HP=].

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* ''VideoGame/StarCraft'': Archons are Protoss heavy-assault EnergyBeings with a tremendously powerful {{Deflector Shield|s}} (more than twice as strong as a human Siege Tank) and an absolute pittance in Hit Points (one quarter those of a puny zergling). This lets them recover easily between fights, but makes them tremendously vulnerable to {{EMP}}s, which strip the shields in an instant.

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* ''VideoGame/StarCraft'': ''VideoGame/StarCraft'':
** Zerg Larva have the highest possible armor value of all units in the game (along with their sibling, the egg) but have a mere 25 HitPoints, and this armor provides relatively little protection from attacks that emphasize quality of quantity. Notably, Siege Tanks and Reavers can kill them in one hit and can even make short work of eggs (200 [=HP=].
**
Archons are Protoss heavy-assault EnergyBeings with a tremendously powerful {{Deflector Shield|s}} (more than twice as strong as a human Siege Tank) and an absolute pittance in Hit Points (one quarter those of a puny zergling). This lets them recover easily between fights, but makes them tremendously vulnerable to {{EMP}}s, which strip the shields in an instant.



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* Mad Pierrot from ''Anime/CowboyBebop'' is a highly powerful assassin equipped with a personal force field that deflects bullets and other high-speed projectiles, rendering him invincible for most of his fight against Spike. He's also a PsychopathicManchild with no pain tolerance, so a single throwing knife (moving slow enough to not be stopped by the shield) to the leg is enough to cause a complete mental breakdown and take him out of the fight.

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* Mad Pierrot from ''Anime/CowboyBebop'' is a highly powerful assassin equipped with a personal force field that deflects bullets and other high-speed projectiles, rendering him invincible for most of his fight against Spike. He's also a PsychopathicManchild with no pain tolerance, so a single throwing knife (moving slow enough to not be stopped by the shield) shield - it only stops things moving above a certain speed) to the leg is enough to cause a complete mental breakdown and take him out of the fight.

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* ''VideoGame/HeroesOfTheStorm'': Fenix has the lowest maximum health of all Ranged Assassins in the game. However, his trait grants him a permanent shield that takes damage before his health and rapidly regenerates while out of combat. Combined, he actually has the highest total health for a Ranged Assassin, but a large chunk of it can't be recovered in the middle of a fight.

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* ''VideoGame/HeroesOfTheStorm'': ''VideoGame/HeroesOfTheStorm'':
**
Fenix has the lowest maximum health of all Ranged Assassins in the game. However, his trait grants him a permanent shield that takes damage before his health and rapidly regenerates while out of combat. Combined, he actually has the highest total health for a Ranged Assassin, but a large chunk of it can't be recovered in the middle of a fight.fight.
** Garrosh's trait grants him armor based on his missing health, reducing incoming damage by a percentage. This makes him resilient to poke damage and [[WhyWontYouDie quite hard to finish when he's nearly dead]], but makes him totally defenseless if he takes a large hit early on. He also has the lowest health of all main tanks.

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* ''VideoGame/HeroesOfTheStorm'': Fenix has the lowest maximum health of all Ranged Assassins in the game. However, his trait grants him a permanent shield that takes damage before his health and rapidly regenerates while out of combat. Combined, he actually has the highest total health for a Ranged Assassin, but a large chunk of it can't be recovered in the middle of a fight.



** Protoss Immortals in StarcraftII were the first game's Dragoons, retrofitted with special plasma shields that reduce all damage to 10 or less as long as they have shields. While this lets them counter hard-hitting units like siege tanks (and weak to ZergRush, which relies on lots of weak attacks) and they aren't quite as vulnerable as Archons without shields, suddenly becoming a GlassCannon is not good for their health.

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** Protoss Immortals in StarcraftII ''VideoGame/StarCraftII'' were the first game's Dragoons, retrofitted with special plasma shields that reduce all damage to 10 or less as long as they have shields. While this lets them counter hard-hitting units like siege tanks (and weak to ZergRush, which relies on lots of weak attacks) and they aren't quite as vulnerable as Archons without shields, suddenly becoming a GlassCannon is not good for their health.
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None


* In ''VideoGame/ShiningForceII'', you can recruit a character named Kiwi. Kiwi has by far the worst HP growth in the game, but his defense is so high that very few enemies will ever do more than a single point of damage to him. However, he has no defense against magic or FixedDamageAttacks, meaning his usefulness decreases by the end game, when these types of attacks are very common.

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* In ''VideoGame/ShiningForceII'', you can recruit a character named Kiwi. Kiwi has by far the worst HP growth in the game, but his defense is so high that very few enemies will ever do more than a single point of damage to him. However, he has no defense against magic or FixedDamageAttacks, [[FixedDamageAttack Fixed Damage Attacks]], meaning his usefulness decreases by the end game, when these types of attacks are very common.
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* In ''VideoGame/ShiningForce2'', you can recruit a character named Kiwi. Kiwi has by far the worst HP growth in the game, but his defense is so high that very few enemies will ever do more than a single point of damage to him. However, he has no defense against magic or FixedDamageAttacks, meaning his usefulness decreases by the end game, when these types of attacks are very common.

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* In ''VideoGame/ShiningForce2'', ''VideoGame/ShiningForceII'', you can recruit a character named Kiwi. Kiwi has by far the worst HP growth in the game, but his defense is so high that very few enemies will ever do more than a single point of damage to him. However, he has no defense against magic or FixedDamageAttacks, meaning his usefulness decreases by the end game, when these types of attacks are very common.
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Never got added in TLP.

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* In ''VideoGame/ShiningForce2'', you can recruit a character named Kiwi. Kiwi has by far the worst HP growth in the game, but his defense is so high that very few enemies will ever do more than a single point of damage to him. However, he has no defense against magic or FixedDamageAttacks, meaning his usefulness decreases by the end game, when these types of attacks are very common.
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* The Sea Maggot from ''DarkestDungeon'' has enough Protection to cause attacks against to be reduced to a fourth of their damage but even the toughest variant just barely scrapes double digits in hit points.

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* The Sea Maggot from ''DarkestDungeon'' ''VideoGame/DarkestDungeon'' has enough Protection to cause attacks against to be reduced to a fourth of their damage but even the toughest variant just barely scrapes double digits in hit points.
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* The Sea Maggot from ''DarkestDungeon'' has enough Protection to cause attacks against to be reduced to a fourth of their damage but even the toughest variant just barely scrapes double digits in hit points.


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** Shuckle is an extreme example, with the highest Defense and Special Defense of any Pokemon (230 for both) protecting a mere 20 base HP.
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Shortened the pothole link to just a part of the sentence, cleaned up the punctuation/run on sentence, added another example.


A character or enemy in a video game who has a high defensive stat or ability would be expected to have at least a decently-sized pool of HP to go with it, but this isn't always the case. Some characters instead have a dangerously low pool of health, and use their high defense to balance it out, much like how a FragileSpeedster would use their superior evasive skills for the same effect. Common tactics against such an opponent include [[DeathOfAThousandCuts wearing them down with lots of quick-but-weak attacks since they'll often do the same amount of damage as a single hard-hitting attack,]] or utilizing some kind of AntiArmor technique or ArmorPiercingAttack.

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A character or enemy in a video game who has a high defensive stat or ability would be expected to have at least a decently-sized pool of HP to go with it, but this isn't always the case. Some characters instead have a dangerously low pool of health, and use their high defense to balance it out, much like how a FragileSpeedster would use their superior evasive skills for the same effect. Common tactics against such an opponent include [[DeathOfAThousandCuts wearing them down with lots of quick-but-weak attacks attacks]] since they'll often do the same amount of damage as a single hard-hitting attack,]] or attack, utilizing some kind of AntiArmor technique or ArmorPiercingAttack.
ArmorPiercingAttack, or a FixedDamageAttack which disregards the defenses.
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Fixed incorrectly typed "e" in the Pokemon exmples.


** Shedinja is a (literal) OneHitPointWonder, whose Wonder Guard ability prevents any damage from an attack type that it isn't weak to. However, Wonder Guard also does ''not'' protect it from DamageOverTime like [[UniversalPoison poison]] and [[ManOnFire burns]], from damage inflicted by [[WeatherManipulation weather]] or [[{{Caltrops}} entry hazards]], or from Pokémon with abilities like Mold Breaker (which makes the user's attacks [[AntiMagic bypass other abilities]]).

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** Shedinja is a (literal) OneHitPointWonder, whose Wonder Guard ability prevents any damage from an attack type that it isn't weak to. However, Wonder Guard also does ''not'' protect it from DamageOverTime like [[UniversalPoison poison]] and [[ManOnFire burns]], from damage inflicted by [[WeatherManipulation weather]] or [[{{Caltrops}} entry hazards]], or from Pokémon Pokémon with abilities like Mold Breaker (which makes the user's attacks [[AntiMagic bypass other abilities]]).



** Then there's Eviolite, a held item for not-fully-evolved Pokémon (most of which have relatively low hp) which causes them to take 33% less damage from attacks. Or the Fur Coat ability possessed by Furfrou and Alolan Persian, which halves damage from physical attacks.

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** Then there's Eviolite, a held item for not-fully-evolved Pokémon Pokémon (most of which have relatively low hp) which causes them to take 33% less damage from attacks. Or the Fur Coat ability possessed by Furfrou and Alolan Persian, which halves damage from physical attacks.
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Created from YKTTW

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A character or enemy in a video game who has a high defensive stat or ability would be expected to have at least a decently-sized pool of HP to go with it, but this isn't always the case. Some characters instead have a dangerously low pool of health, and use their high defense to balance it out, much like how a FragileSpeedster would use their superior evasive skills for the same effect. Common tactics against such an opponent include [[DeathOfAThousandCuts wearing them down with lots of quick-but-weak attacks since they'll often do the same amount of damage as a single hard-hitting attack,]] or utilizing some kind of AntiArmor technique or ArmorPiercingAttack.

When taken to the logical extreme they're a OneHitPointWonder underneath their armor. When their defensive ability is granting them more HP, it's BodyArmorAsHitPoints. In certain genres, this frequently comes from a SingleUseShield.

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!!Examples:

[[AC:Tabletop Games]]
* ''TabletopGame/{{Champions}}''
** A PlayerCharacter or NonPlayerCharacter can be created with very high defenses against certain attacks such as PD (Physical Defense), ED (Energy Defense) and Damage Reduction, but with very low Body (the ''TabletopGame/{{Champions}}'' version of HitPoints). It takes a tremendously powerful attack to get through their defense, but when it does, the target will go down quickly.
** An object can be created of very strong materials which gives it a high Defense, but also have a low Body. Any attack against it must overcome its Defense, but any damage that gets through reduces the Body. Thus, such an object is immune to low damage attacks but vulnerable to high damage attacks.
* ''TabletopGame/DungeonsAndDragons''. When she first appears in 1st Edition Advanced D&D products, the drow deity Lolth has an Armor Class of -10 (which is incredibly hard to hit even for a deity), but only has 66 HitPoints, which is very low for a deity. Almost all deities of that period had at least 100 HitPoints, and some had up to 400 HitPoints.
* ''TabletopGame/Warhammer40K'': SpaceMarine Dreadnoughts are huge armored sarcophagi on legs outfitted with heavy weaponry, each containing a Space Marine too critically wounded to survive outside of a HealingVat. If anything manages to get past the armor, the Marine inside can't do anything to defend himself (sometimes they're missing entire limbs), and so in the fluff they're considered just short of TooAwesomeToUse, instead sleeping for centuries between battles so their experience can benefit the Chapter.

[[AC:Video Games]]
* ''VideoGame/AssassinsCreedII'': Ezio's health depends [[ArmorAsHitPoints entirely on what armour he's wearing]]. If you don't equip any armour on him, his health will be stuck on the same base level regardless of what point in the game you're in. As a result, you can be an absolute tank with an armour on and go down in two hits without it.
* ''VideoGame/TheBindingOfIsaac'' has Soul Hearts and other similar hearts that act as temporary HP, and there are various items and characters that revolve around a play-style of shielding your low or even outright non-existent pool of normal health with a plethora of Soul Hearts.
* The Iron Golem from ''[[VideoGame/CastlevaniaChroniclesOfSorrow Castlevania: Dawn of Sorrow]]'' has a mere 50 HP, but its defense is so absurdly high that any and all attacks against it deal a whopping 1 point of ScratchDamage, making lots of rapid-fire attacks the optimal strategy against it.
* Metal Slimes from the ''VideoGame/DragonQuest'' series, on top of being absurdly fast and running almost instantly, are only capable of taking 1 point of damage from attacks, but their HP is always somewhere in the single digits. Their stronger iterations can only be taken down by a CriticalHit due to subverting this trope with HP in the dozens or hundreds.
* In the ''VideoGame/PaperMario'' series this is part of the GameBreaker "Danger Mario" build, which involves [[MaximumHPReduction lowering Mario's maximum hit points to 5]] in exchange for higher stats in other areas, then equipping him only with items which [[CriticalStatusBuff increase his attack and defence while at 5 HP or less]].
* In ''VideoGame/PlantsVsZombies'', several zombie variants use armors and shields to tank damage, but are only as tough as a basic zombie without them. The Magnet-Shroom is useful because it can take away the armors, making the zombies much weaker. Fume-Shroom's fumes and the Pult plants can also bypass shields wielded by the Screendoor Zombie or the Ladder Zombie, so they can kill them without needing to destroy the shields.
* ''Franchise/{{Pokemon}}''
** Shedinja is a (literal) OneHitPointWonder, whose Wonder Guard ability prevents any damage from an attack type that it isn't weak to. However, Wonder Guard also does ''not'' protect it from DamageOverTime like [[UniversalPoison poison]] and [[ManOnFire burns]], from damage inflicted by [[WeatherManipulation weather]] or [[{{Caltrops}} entry hazards]], or from Pokémon with abilities like Mold Breaker (which makes the user's attacks [[AntiMagic bypass other abilities]]).
** Stakataka has a very high base defense of 211, the fourth highest in the game in fact, and not counting Megas, it's only behind Shuckle. Its special defense is quite good too at 101. However, its HP is a mediocre base 61.
** Other examples include Dusknoir ([=HP 45, Def 135, SpDef 135=]), Wishiwashi ([=HP 45, Def 130, SpDef 135, takes massive stat penalties while at 25% HP or less=]), Cloyster ([=HP 50, Def 180, SpDef 45=]), Mega Sableye ([=HP 50, Def 125, SpDef 115=], reflects {{Status Ailment}}s back at the attacker), Mega Mawile ([=HP 50, Def 125, SpDef 95=]), Deoxys Defence Forme ([=HP 50, Def 160, SpDef 160=]), Carbink and Diancie (both [=HP 50, Def 150, SpDef 150=]), Toxapex ([=HP 50, Def 152, SpDef 142=]), Bastiodon ([=HP 60, Def 168, SpDef 138=]), Probopass ([=HP 60, Def 145, SpDef 150=]), Aegislash Shield Forme ([=HP 60, Def 150, SpDef 150=]), Aggron ([=HP 70, Def 180, SpDef 60=]), Mega Aggron ([=HP 70, Def 230, SpDef 80=]), Steelix ([=HP 75, Def 200, SpDef 65=]), Mega Steelix ([=HP 75, Def 230, SpDef 95=]), the Regi trio ([=HP 80, and either 100/200 or 150/150 defences=]).
** Then there's Eviolite, a held item for not-fully-evolved Pokémon (most of which have relatively low hp) which causes them to take 33% less damage from attacks. Or the Fur Coat ability possessed by Furfrou and Alolan Persian, which halves damage from physical attacks.
* Sonic in most ''VideoGame/SonicTheHedgehog'' games is a OneHitPointWonder who uses rings and occasionally shields as a damage buffer. If he's caught without rings, he's a dead hedgehog, but as long as he can catch at least one of the rings that fly out of him upon damage, he's effectively invincible.
* In ''VideoGame/SoulKnight'', the Paladin starts off with [[OneHitPointWonder exactly 1 HP]] (which can be boosted to 2 as he levels up). This is mitigated by his extremely high armor of 8 and his Energy Shield.
* The titular ''VideoGame/SpyroTheDragon'' is a OneHitPointWonder, but his partner Sparx will take the hit for him if he's damaged. Sparx can take 3 hits before disappearing, leaving Spyro alone unless he can find butterflies for Sparx to eat.
* ''VideoGame/StarCraft'': Archons are Protoss heavy-assault EnergyBeings with a tremendously powerful {{Deflector Shield|s}} (more than twice as strong as a human Siege Tank) and an absolute pittance in Hit Points (one quarter those of a puny zergling). This lets them recover easily between fights, but makes them tremendously vulnerable to {{EMP}}s, which strip the shields in an instant.
** Protoss Immortals in StarcraftII were the first game's Dragoons, retrofitted with special plasma shields that reduce all damage to 10 or less as long as they have shields. While this lets them counter hard-hitting units like siege tanks (and weak to ZergRush, which relies on lots of weak attacks) and they aren't quite as vulnerable as Archons without shields, suddenly becoming a GlassCannon is not good for their health.

* ''VideoGame/{{Warframe}}:''
** Corpus units tend to heavily rely on their DeflectorShields to survive punishment. It's fairly easy to mod for gas damage to bypass it completely and quickly mow down their meager health. This is particularly noticeable in sortie missions where their shield capacity is greatly increased: they won't take that much longer to kill because they'll choke on poison gas regardless.
** In a similar vein, Hildryn is a Warframe that relies on her shields for protection and to power her abilities. As a result, her shield pool is enormous compared to other Warframes, but her health is pitifully low by comparison. This forces her to micromanage her shields and constantly replenish them by stealing it from her opponents.
* Several ''VideoGame/TheLegendOfZelda'' enemies have some kind of (often completely invincible) armor that can be removed with the right item (usually a grappling hook or its analogue), exposing or stunning them so they can be taken out with a single sword slash.

[[AC: Non-Game Examples]]
* Mad Pierrot from ''Anime/CowboyBebop'' is a highly powerful assassin equipped with a personal force field that deflects bullets and other high-speed projectiles, rendering him invincible for most of his fight against Spike. He's also a PsychopathicManchild with no pain tolerance, so a single throwing knife (moving slow enough to not be stopped by the shield) to the leg is enough to cause a complete mental breakdown and take him out of the fight.
* The titular Radd from ''Webcomic/KidRadd'', being a platform game character who's mechanics followed him out into the comic's setting, has a measly 4 points of health. However, ''anything'', from a light poke from a character with CollisionDamage to a nuclear bomb, only does a single point of damage, and his MercyInvincibility prevents enemies from chaining together attacks against him.
* ''LightNovel/ACertainMagicalIndex'': Accelerator is the [[WorldsStrongestMan world's strongest esper]], with his control over direction allowing him to wrap himself in an automatic [[AttackReflector reflection field]] that renders him immune to conventional attack. However, due to growing up protected even from things like muscle tearing and ultraviolet light, his body is scrawny and underdeveloped - if anyone finds a way around his defences (such as Touma's AntiMagic right fist) he goes down like a chump.
* In Stephen King's ''Literature/TheDarkTower'', Roland tells a story of a heavily armored giant named Lord Perth who wants to conquer the world. Just as his journey starts a boy strikes him in the knee with a rock, knocking him over and killing him. Roland's friends compare it to David and Goliath.

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