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** [[CaptainObvious Tanks are Tanks]]. They can also unleash massive damage (Reinhardt's hammer and Zarya's particle cannon). Roadhog tops all with the highest resilience, obscene close-range power, and he can heal himself via his Take A Breather ability.

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** [[CaptainObvious Tanks are Tanks]].Tanks. They can also unleash massive damage (Reinhardt's hammer and Zarya's particle cannon). Roadhog tops all with the highest resilience, obscene close-range power, and he can heal himself via his Take A Breather ability.


* ''VideoGame/FreedomWars has 3 kinds of [[WhipItGood thorns]]: Binding, Healing, and Shielding thorns. Binding thorns paralyze Mooks and [[HumongousMecha Abductors]] for a set period of time. Healing thorns create a forward-facing blast that heals allies and cures their [[StandardStatusEffect status effects]], along with creating a giant tree made of thorns that create a healing AreaOfEffect that heals everyone within the radios, including the wielder. Shielding thorns buff the base defense for everyone within the radius, including the wielder, and its second charge creates a barrier that nullifies firearms from enemy Sinners and Accessories.

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* ''VideoGame/FreedomWars ''VideoGame/FreedomWars'' has 3 kinds of [[WhipItGood thorns]]: Binding, Healing, and Shielding thorns. Binding thorns paralyze Mooks and [[HumongousMecha Abductors]] for a set period of time. Healing thorns create a forward-facing blast that heals allies and cures their [[StandardStatusEffect status effects]], along with creating a giant tree made of thorns that create a healing AreaOfEffect that heals everyone within the radios, including the wielder. Shielding thorns buff the base defense for everyone within the radius, including the wielder, and its second charge creates a barrier that nullifies firearms from enemy Sinners and Accessories.

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* Almost every weapon in ''VideoGame/DragonProject'' has one kind of magi slot each: Attack Magi (red star), Recovery Magi (green heart), and Support Magi (blue diamond).


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* ''VideoGame/FreedomWars has 3 kinds of [[WhipItGood thorns]]: Binding, Healing, and Shielding thorns. Binding thorns paralyze Mooks and [[HumongousMecha Abductors]] for a set period of time. Healing thorns create a forward-facing blast that heals allies and cures their [[StandardStatusEffect status effects]], along with creating a giant tree made of thorns that create a healing AreaOfEffect that heals everyone within the radios, including the wielder. Shielding thorns buff the base defense for everyone within the radius, including the wielder, and its second charge creates a barrier that nullifies firearms from enemy Sinners and Accessories.


Often reliant on a simple [[UsefulNotes/RolePlayingGameTerms "aggro"]] system, wherein the tank must keep the highest amount of [[UsefulNotes/RolePlayingGameTerms "threat"]] in order to keep enemies focused on him -- earlier games simply had foes go after whoever did the highest damage, rarely allowing a tank a place in combat, and earlier still featured them attacking mostly at random or just whoever they noticed first. Without this threat and aggro system, it becomes highly illogical for the enemies to not just ignore the tank and attack the other two guys. Still, it is possible to work without it: the damagers/healers could be ranged, for instance, and the tank could just be blocking the path--indeed, this is how "tanking" works in more [[CommonTacticalGameplayElements tactically-inclined]] games.

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Often reliant on a simple [[UsefulNotes/RolePlayingGameTerms "aggro"]] system, wherein the tank must keep the highest amount of [[UsefulNotes/RolePlayingGameTerms "threat"]] in order to keep enemies focused on him -- earlier games simply had foes go after whoever did the highest damage, rarely allowing a tank a place in combat, and earlier still featured them attacking mostly at random or just whoever they noticed first. Without this threat and aggro system, it becomes highly illogical for the enemies VideoGameAI to not just ignore the tank and attack the other two guys. Still, it is possible to work without it: the damagers/healers could be ranged, for instance, and the tank could just be blocking the path--indeed, this is how "tanking" works in more [[CommonTacticalGameplayElements tactically-inclined]] games.

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** {{Defied}} by Blue Mage, a MechanicallyUnusualClass introduced near the end of ''Stormblood'' 's content cycle. While officially classified as a Magical DPS class, the skillset of Blue Mages are so varied, with a wide combination of healing, tanking, and offensive spells, that they don't fit anywhere into the Tank[=/=]Healer[=/=]DPS designations. It is also for this reason that they are a "limited" class unable to queue up in the Duty Finder (unless they are in an undersized or pre-formed party) and were introduced with a lower level cap.


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[[/folder]]* ''Franchise/{{Tron}}: Endgame Scenario'' {{Discussed}} in a short fic where [[Film/TronLegacy Sam, Quorra,]] [[VideoGame/TronTwoPointOh Jet, and Mercury]] are fighting off Datawraiths. Mercury (tank) taunts the incoming horde and uses flashy acrobatics to keep their attention on her. Jet doesn't get in many hits, concentrating on invoking User power to keep Quorra and Mercury from taking damage (Healer). Sam and Quorra (DPS) are trying to take down the Wraiths as fast as possible. It's in mid-fight that Sam realizes this trope is in full effect.

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* In ''Webcomic/CrystalHeroes'', the party composition resembles this in both story and in the mini RPG scene, where Marina is the tank, Ayanna is the healer, and Garrett and Isaac are the damage.

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*** Alternatively you can use "Cover" on a character with [[GlassCannon strong physical attacks but low HP and Defence]] in order to force them to build their LimitBreak gauge quickly, allowing them to output absurd amounts of damage if you can keep them alive. (The classic strategy is to do this with Tifa.)


** In general, most versions of tanking in D&D, including 4th Edition, avoid forced threat aggro in favor of instituting consequences for attacking targets other than the tank. Most commonly, targets other than the tank will have a severe penalty to hit, which will tend to make the NPCs focus on the tank as an easier target. Only rarely do effects include a "you must attack x target", notably the Knight/Cavalier classes from various editions. The reasons are generally because [=MMOs=] have a computer opponent that needs a firmer rule of enemy engagement than tabletop games using a human DM that can make better judgment calls, especially for what would be considered in character.

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** In general, most versions of tanking in D&D, including 4th Edition, avoid forced threat aggro in favor of instituting consequences for attacking targets other than the tank. Most commonly, targets other than the tank will have a severe penalty to hit, which will tend to make the NPCs [=NPCs=] focus on the tank as an easier target. Only rarely do effects include a "you must attack x target", notably the Knight/Cavalier classes from various editions. The reasons are generally because [=MMOs=] have a computer opponent that needs a firmer rule of enemy engagement than tabletop games using a human DM that can make better judgment calls, especially for what would be considered in character.


* ''{{VideoGame/Overwatch}}'' heroes are classed as Attack, Defence, Tank and Support. Playstyle depends on what class you pick, with a combination of two, or sometimed all three, archetypes:

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* ''{{VideoGame/Overwatch}}'' heroes are were originally classed as Attack, Defence, Tank and Support. Playstyle depends on what class you pick, with a combination of two, or sometimed all three, archetypes:


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** Eventually, the roles were reclassified into just Damage, Tank, and Support, the former consisting of the Attack and Defense rolls, plus the one Support that couldn't heal. Though this nominally comforms closer to the trope, the above-mentioned mixes still apply.


** In general, most versions of tanking in D&D, including 4th Edition, avoid forced threat aggro in favor of instituting consequences for attacking targets other than the tank. Most commonly, targets other than the tank will have a severe penalty to hit, which will tend to make the NPCs focus on the tank as an easier target. Only rarely do effects include a "you must attack x target", notably the Knight/Cavalier classes from various editions. The reasons are generally because MMOs have a computer opponent that needs a firmer rule of enemy engagement than tabletop games using a human DM that can make better judgment calls, especially for what would be considered in character.

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** In general, most versions of tanking in D&D, including 4th Edition, avoid forced threat aggro in favor of instituting consequences for attacking targets other than the tank. Most commonly, targets other than the tank will have a severe penalty to hit, which will tend to make the NPCs focus on the tank as an easier target. Only rarely do effects include a "you must attack x target", notably the Knight/Cavalier classes from various editions. The reasons are generally because MMOs [=MMOs=] have a computer opponent that needs a firmer rule of enemy engagement than tabletop games using a human DM that can make better judgment calls, especially for what would be considered in character.


* ''[[VideoGame/HeroesOfTheStorm]]'' splits heroes into Assassins, Warriors, Supports, and Specialists, with the former three being Damagers, Tanks, and Healers respectively. Specialists are classified as [[MechanicallyUnusualFighter having a playstyle that diverges from the norm]], but in practice they're almost all Damagers, with the exception of Medivh and Abathur who fall under Healer instead (though their actual healing pales compared to Supports, they focus mainly on supporting teammates). That being said, some heroes can fall under multiple categories: Ragnaros and Uther are examples of an Assassin and Support respectively that can also serve as Tanks, while Sonya and Kharazim (Warrior and Support respectively) can easily be built as Damagers. There's also Varian, whose entire gimmick is that he can be built as either as either Tank or Damage depending on his team's needs, and Cho'Gall, a two-player hero who combines Tank and Damager into one body.

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* ''[[VideoGame/HeroesOfTheStorm]]'' ''VideoGame/HeroesOfTheStorm'' splits heroes into Assassins, Warriors, Supports, and Specialists, with the former three being Damagers, Tanks, and Healers respectively. Specialists are classified as [[MechanicallyUnusualFighter having a playstyle that diverges from the norm]], but in practice they're almost all Damagers, with the exception of Medivh and Abathur who fall under Healer instead (though their actual healing pales compared to Supports, they focus mainly on supporting teammates). That being said, some heroes can fall under multiple categories: Ragnaros and Uther are examples of an Assassin and Support respectively that can also serve as Tanks, while Sonya and Kharazim (Warrior and Support respectively) can easily be built as Damagers. There's also Varian, whose entire gimmick is that he can be built as either as either Tank or Damage depending on his team's needs, and Cho'Gall, a two-player hero who combines Tank and Damager into one body.


* ''Heroes of the Storm'' splits heroes into Assassins, Warriors, Supports, and Specialists, with the former three being Damagers, Tanks, and Healers respectively. Specialists are classified as [[MechanicallyUnusualFighter having a playstyle that diverges from the norm]], but in practice they're almost all Damagers, with the exception of Medivh and Abathur who fall under Healer instead (though their actual healing pales compared to Supports, they focus mainly on supporting teammates). That being said, some heroes can fall under multiple categories: Ragnaros and Uther are examples of an Assassin and Support respectively that can also serve as Tanks, while Sonya and Kharazim (Warrior and Support respectively) can easily be built as Damagers. There's also Varian, whose entire gimmick is that he can be built as either as either Tank or Damage depending on his team's needs, and Cho'Gall, a two-player hero who combines Tank and Damager into one body.

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* ''Heroes of the Storm'' ''[[VideoGame/HeroesOfTheStorm]]'' splits heroes into Assassins, Warriors, Supports, and Specialists, with the former three being Damagers, Tanks, and Healers respectively. Specialists are classified as [[MechanicallyUnusualFighter having a playstyle that diverges from the norm]], but in practice they're almost all Damagers, with the exception of Medivh and Abathur who fall under Healer instead (though their actual healing pales compared to Supports, they focus mainly on supporting teammates). That being said, some heroes can fall under multiple categories: Ragnaros and Uther are examples of an Assassin and Support respectively that can also serve as Tanks, while Sonya and Kharazim (Warrior and Support respectively) can easily be built as Damagers. There's also Varian, whose entire gimmick is that he can be built as either as either Tank or Damage depending on his team's needs, and Cho'Gall, a two-player hero who combines Tank and Damager into one body.

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* ''Heroes of the Storm'' splits heroes into Assassins, Warriors, Supports, and Specialists, with the former three being Damagers, Tanks, and Healers respectively. Specialists are classified as [[MechanicallyUnusualFighter having a playstyle that diverges from the norm]], but in practice they're almost all Damagers, with the exception of Medivh and Abathur who fall under Healer instead (though their actual healing pales compared to Supports, they focus mainly on supporting teammates). That being said, some heroes can fall under multiple categories: Ragnaros and Uther are examples of an Assassin and Support respectively that can also serve as Tanks, while Sonya and Kharazim (Warrior and Support respectively) can easily be built as Damagers. There's also Varian, whose entire gimmick is that he can be built as either as either Tank or Damage depending on his team's needs, and Cho'Gall, a two-player hero who combines Tank and Damager into one body.

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