Ace Combat late or endgame planes and the superfighters embody this trope. Fast, agile, able to take at least two missile hits (on Normal), armed with plenty of regular missiles and loaded to the gills with special weapons galore.
In Ace Combat 6: Fires of Liberation, the early game A-10A can surprisingly also fulfill this trope for some time, thanks to the highest Stability and Defense rating in the game, the FAEB being probably the best air-to-ground special weapon in the game (certainly the best unguided free-fall bomb) and a surprising ability in a(n early game) dogfight... at least within infinite ammo tankbuster cannon range.
Ace Combat Zero: The Belkan War: The ADFX-01 Morgan is blazingly fast, highly maneuverable, has excellent defense, and can mount as weapons a tactical laser system that can destroy even the most hardened targets in the game with as little as 2 seconds of sustained fire, an EMP jammer that when active will temporarily deflect ALL attacks, and a small-scale version of the Burst Missile from Ace Combat 5: The Unsung War, which has a slow reload time and limited ammo but creates a wide-range explosion capable of killing entire squadrons in a single shot. "Game-Breaker" doesn't even begin to cover it.
Sturm, SNK Boss. In the first game, he was a Stone Wall with his units trading 80% Attack for 130% Defense as a playable character, but in the second, his units have 120% in both stats - that's the "bruiser" part. For the "lightning" part, he ignores terrain speed reductions, meaning that his units can casually speed their way across entire mountain ranges before slamming into the opponent's base. All this is at no increase in costs or downsides to the units themselves, as opposed to, say, Kanbei, whose units slightly eclipse Sturm's in brute power but cost considerably more. His weaknesses are a slow-charging (but very potent) CO power and being so hard to unlock that he's pretty much a Bragging Rights Reward.
Neotanks in the same game and Dual Strike are very durable, have high movement thanks to their treads, and hit very hard to the point where they invalidate the Tactical RockPaperScissors of the two games. The only things that are a real threat to them are outside of the land vehicle class and are lightning bruisers in their own category — bombers and battleships.
Arc the Lad has Choko, who can move about twice as far as other units, deals at level 1 about as much melee damage as Tosh at level 60, and, although the maximum HP is not as high as expected, her defense is also the best from the playable characters in the game. However, she has no magic, and thus is unable to make use of the game's broken Romancing Stone accessories. Plus, she cannot be used in battles that advance the story.
While all of the AC protagonists are capable of hitting hard and running fast, Connor from Assassin's Creed III stands head and shoulder above the rest, being tremendously strong, as well as faster and more agile than his predecessors.
Assassins Creed IV: After some upgrades, it can be easy to forget that the Jackdaw started life as a humble brig (i.e. the lowest tier of medium ships in-game). By the endgame, it can match the firepower of a Man o'War while sailing circles around it and practically shrug off return fire. Frankly, the in-game "legendary" ships don't hold a candle to that monster.
Asura from Asura's Wrath is a great example. He has a rather bulky frame, and with six arms, would seem rather slow, right? Nope, he can engage in Rapid-Fire Fisticuffs that can destroy planet sized beings, and can move quick enough to mow down anything in his way. His master Augus is very much one of these as well. Both have some speedster traits as well.
The final chapter of the DLC takes this even further. How far? Asura activates a Mantra Reactor and becomes larger than Earth, and then proceeds to fly at faster-than-light speeds to deliver a single, epic punch to the face of a being larger than a galaxy.
Ogame: Battleships and battlecruisers are quite resilient and having both high speed and firepower. Besides differences on building costs and Tech Tree requirements, the main difference is that the former is rather a Jack-of-All-Trades and the latter specialized on fighting enemy ships.
There are plenty of examples on the enemy side of things. To name just a few, all of the variants of Teacher Bun Bun, Bore, and R. Ost are boss-level versions that have tons of HP, can kill most Cats in just one or two hits, and move and attack at fast speeds. Most of the variants of Gory and Kang Roo, especially Angelic Gory and Shadow Boxer K, fit this trope as well.
Among the Legends, Mecha-Bun has pretty high health for its cost, moves as fast as the real Teacher Bun Bun, and has the second-highest DPS of them all.
Crazed Fish Cat has a great amount of health for its considerably lower cost, chomps down hard on enemies (especially Reds), and it's even a little bit faster then the original.
Big Daddies in the first to games are really big and tough, and normally walk slowly, but can go from 0 to 60 in an instant in combat. Especially the Bouncers with their Drill Dash.
Brute Splicers in BioShock 2 are just as tough, fast and able to dish it out like the Big Daddies.
The Big Sisters in BioShock 2 are much faster and more agile than the Big Daddies, armed with plasmids and capable of breaking the glass windows of Rapture, which can take .50 caliber rounds without even showing scratches. Oh and they usually overpower the above-mention Big Daddies in a straight fight, and can take just as much of a beating. It's telling that most people consider the two Big Sisters in the second-to-last level the main boss and the actual boss just an exercise in "Point Eleanor at target and watch fireworks.
Handymen in BioShock Infinite, being similar to Big Daddies, also qualify. They are terrifyingly agile, deal loads of damage, and are ridiculously hard to kill.
Whereas Ragna the Bloodedge is normally a Glass Cannon, Unlimited Ragna not only deals more damage and is faster than his normal self, but has the health to out-tank Tager even before taking into account his life-draining Drive attacks. His health was nerfed to more tolerable levels in Continuum Shift, but that's all the downgrading he got.
Makoto Nanaya, introduced in Continuum Shift, is a strange example of a rather unimpressive one. She hits like a train, can cross the screen really fast and keep on an enemy while they're flying around from her punches, and her resilience isn't that bad either. Her limiting factor is her very short reach, and while she was at first a dominant force, she was relegated down to bottom tier after a Nerf in Extend which limited her options for closing the gap (making her predictable) and her combo damage.
Azrael from Chronophantasma plays with this by being slow normally (he is slow on the walk and his dash is a short teleport rather than a full run) but speeds up when he starts attacking. Punched Across the Room is a staple game mechanic for him, and of course his damage output is through the roof. His health is also among the highest in the game.
In Blazblue Cross Tag Battle, Yang Xiao Long has HP on par with Azrael and Gordeau at 18,000 (only Tager and Waldstein, the big ultra-tanky grappler characters, have higher than that). She can cross the screen very nearly as fast as her Fragile Speedster teammates in Team RWBY and most of her attacks have a short windup, and her attacks hit with a wallop, especially if her Rage Semblance has been activated by being worn down into the red.
Bloodborne has the Military Veteran origin. The Stats focus on Strength and Skill, but sacrifices Bloodtinge, Arcane and a part of the Vitality Stat. In a more general sense, all Hunters are this to some degree, with some Gameplay and Story Integration thrown in to boot: Nearly all "armor" sets in the game are merely customized everyday clothes, a choice which can be traced back to the beast hunting techniques invented by Gehrman, the First Hunter, which emphasized engaging beasts with speed, and therefore favoring lightweight attire. Also taken up a notch by the Bloody Crow of Cainhurst, Lady Maria and, of course, Gehrman himself, who all employ the art of Quickening, which you, too, can use if you find the Old Hunter's Bone.
Cadillacs and Dinosaurs: The boss Slice moves quicker then the characters running, his boomerang attack outranges any player attack and cuts of a third of player's healthbar, and he takes ages to defeat. And if one is not enough, don't worry — you'll fight two of them later in the game (palette-swapped and renamed to Slisaurs).
Chrono Cross: Glenn, once he gets his hands on the Dual Einlanzers, will outdamage everyone else while still having good defenses and speed.
City of Heroes: The Brute archetype has high Hit Points, self-sufficient defenses, and very strong attack sets. The archetype's special attribute is doing more damage the more it attacks or is attacked, making both quick frequent attacks and slow powerful ones beneficial (the former to power up the character so the latter hit extra-hard). It's essentially a class of playable Incredible Hulks. This is boosted even more by taking powers that boost recharge (Hasten, Lightning Reflexes...) or using powersets that recharge quickly like Claws or Dual Blades. The Brute Playstyle amounts to Attack! Attack! Attack! while popping the occasional insp or clicky power. Oh, and sometimes holding aggro is involved.
Civilization V: In the Brave New World expansion, the Zulu Impi, when given all special promotions, has 3 move, a giant reduction to incoming ranged damage, increased strength, and does a "spear throw" before its melee attack (which, in addition to dealing more damage without being hurt, also boosts XP gain). It also gets a bonus to flanking attacks (ie attacking when you have other units next to the enemy). When upgraded to riflemen, it keeps all of this except for the spear throw.
In Colosseum: Road to Freedom and Gladiator Begins, the character Dannaos/Danaos undoubtedly qualifies for this. In both games he is the strongest gladiator in the game (but not the Final Boss), and while other gladiators in the game are known for speed and agility, he is very swift and can kill an unprepared player easily. On top of this, he has an incredible about of health, which helps him compensate for his lack of armor, he is the only famous gladiator in the game to be as bold as to wear no armor, and his speed and strength help explain this.
Command & Conquer: Basic tanks in the early series. In addition to being able to dish out and take far more damage than infantry, they are also much faster than them, which often leads to the games being all about massed tank rushes.
Darkstalkers: Sasquatch possesses the second-highest health in the game, deals heavy damage, and has a large hurtbox, and boasts some excellent mobility in the form of "shorthops", canceling his dash (a hop) short of finishing. This grants him some frightening mixup games that lead to devastating, yet simple, combos, and is a large reason why he is arguably the best character in Vampire Savior (the most commonly played title in the series) and Night Warriors.
Some of the most Game Breaking builds are all about becoming a (sometimes literal) Lightning Bruiser. Typically this involves using a weapon upgraded down one of the elemental paths, which gives the weapon high base damage but removes the damage bonuses it would normally get from a character with high stats. This means you only need to level Strength and Dexterity just enough to be able to use the weapon in the first place, allowing you to pump your Vitality and Endurance stats sky-high so that you have loads of health and can wear heavy armor without being stuck with the "fat roll". The most memetic of these Lightning Bruiser builds is the "Giantdad", which has the bare minimum Str/Dex to hold his ChaosZweihander 2-handed, a Grass Crest Shield on his back, and 3/4 pieces of the ridiculously heavy Giant's Armor, and a crapload of Endurance combined with Havel's Ring, the Ring of Favor and Protection, and the Mask of the Father to boost equip load to the point where he is still just as agile as a completely naked character.note Just don't tell anyone you levelled up Dex.. In the first game, characters that start as Warriors or Bandits and follow the 50 Vitality/40 Endurance/40 Strength/40 Dexterity build. Totally inept with magic, but light on their feet and able to use practically any weapon, armour or shield in the game, all by level 125.
Dark Souls II: Several of the bosses are big, strong, hit like a freight train, and are almost as fast:
The Pursuer floats over the battlefield and will charge you like a battering ram. A battering ram wielding a huge sword.
The Lost Sinner is a huge crazy old woman who nontheless is incredibly dangerous since she spends the entire battle leaping at you and swinging her sword like the madwoman she is.
Ornstein returns as the Old Dragonslayer and he's even more aggressive than he was in the first game. Thankfully he's alone this time.
Crown of the Iron King pits you against Vendrick's fallen former knight Raime, now called the Fume Knight. He is extremely aggressive and quick with his sword combos, to the point that you must become proficient at dodging since tanking his attacks will drain your stamina fast. He becomes even faster after he ditches his smaller sword and charges his Ultra Greatsword with fire and dark magic (which makes tanking his attacks even less feasible since no shield can block 100% of fire, dark, and physical damage).
Crown of the Iron King also features a fight against the legendary Sir Alonne. He's even more aggressive than the Lost Sinner. He also has an unblockable attack, attacks that can break your guard, and he can launch a Sword Beam. He can even parry you.
Crown of the Ivory King features the King's Pets: Aava, Lud, and Zallen. These massive ice tigers leap and charge around the battlefield and are strong enough to take you out in one or two good hits with their claw swipes. The tigers also use magic in the form of ice-like sorceries. To make things worse, Aava is invisible unless you are holding certain item, while Lud and Zallen are fought together (with one gaining a powerful buff when the other dies).
Any agility based hero in a map where you can buy infinite stat-up items. Agility gives attack speed, armor, and if they're agi-based, attack power. So one of these heroes will, when buffed up, high attack power, an absurd attack speed, and high armor. Eventually it reaches the point where the only thing stopping them from instantly killing things is their attack animation, which apparently reaches some sort of attack speed limit.
Syllabear, while being an agility hero, can almost double his HP with his ultimate and attack extremely fast using rabid. The only trade off is his range attack for melee. Medusa also qualifies as an agility hero with mana shield boosting her effective HP.
Vergil, Dante's Evil Twin was not only stronger, faster and more durable than his brother but also his Implausible Fencing Powers are even more nuanced. What's more Vergil actually developed his DT even earlier than Dante, which is why the latter was the on the receiving end of a Curb-Stomp Battle in their initial bout, before Dante awoke his Super Mode which let him even odds against his brother and eventually beat him. Even when Vergil is a zombie-like puppet (Nelo Angelo) of Mundus or his demonic Soul Jar (Urizen) from DMC5 Vergil is still ridiculously strong, fast and near unkillable. Fully reborn Vergil could just about break even with Dante who had become much stronger since DMC3.
Nero is a lighting bruiser too, despite his demonic blood being much less than the two above, in DMC4 Nero was fast enough to keep up with Dante (even catching his foot after punching him across the room), tough enough not only to get walk off getting impaled multiple times and strong enough (thanks to his Devil Bringer) to make Dante actually consider using his Devil Trigger in their fight. In DMC5 Nero becomes even stronger recovering quickly from his arm getting ripped off by his father Vergil, becoming even more versatile thanks the Devil Breakers and by the end of the game he's unlocked his Devil Trigger which helped Nero keep up with and even hold back both Dante and Vergil simultaneously.
Trish is strong enough to lift a motorcycle, fast enough to get the jump on Dante and durable enough to survive attacks from Mundus the Satanic Archetype. Also, a literal example given she has lightning powers.
Lucia from DMC2 is a demonic Lightning Bruiser same as Dante with quick attacks and aerial combos. She also can tank shockwaves that break the city around her and Lucia even has her own powerful Super Mode.
Many enemies fall under this trope such as Shadows, Abysses, Alto Angelos, Beowulf and a quite a literal Lightning Bruiser example with the Blitz from DMC4.
Nader is a downplayed example. She has the fourth highest health of all the mercenaries, but she is faster than the mercenaries with the same health while being able to deal amazing amounts of burst damage in little time using her grenades.
Fletcher has the fifth highest health in the game, which isn't impressive in its own right, but his speed compared to other mercs with the same health, along with the sheer power of his sticky bombs make him a very effective hybrid between a combat class and an engineer. His only real weakness is range, but that is mitigated to a degree by the Blishlok.
In Disciples 2: Dark Prophecy, the Defender of Faith, one of the Empire's most powerful fighter units, is a Dual Wielding heavily armored knight mounted on a heavily armored horse. Despite this, thanks to its high Initiative stat, it usually strikes first in each round of battle. He also hits hard. High HP, decent armor, strikes hard, strikes fast, and only takes up one space in the party? The only reason he's not a Game-Breaker is that it takes a ridiculous amount of exp and gold to get them in most scenarios.
Overlord, from Legions of the Damned's support tree, after his buff in Rise of the Elves. Despite taking two places in a party and an absurd amount of exp and gold, he's durable, hits like a truck, deals additional fire damage and moves at speed of a warrior (50 Initiative).
The Legion's Gargoyle units are just as big as their support units, but they are also just as fast as the other factions' archer units (initiative 60), hit hard, and have heavy armor ratings (Onyx Gargoyle has 65 armor), poison immunity, and mind wards. A party with an Overlord and an Onyx Gargoyle is bad news for any enemy.
There's also Son of Ymir, even more broken than Defender of Faith and Overlord combined. First of all, he's level four as opposed to previous two level five which means he will level up faster. While he takes two places, he has an excellent hp, absurd damage with additional frostbite (sort of poison, but with ice) and, worst of all, the highest initiative in Clans, 50. Only summons and supportive mages tree have higher IN.
Disgaea: Laharl from Disgaea: Hour of Darkness, Adell for Disgaea 2: Cursed Memories, and Champloo for Disgaea 3: Absence of Justice sport exceptional close combat strength, a good set of specials, and exceptional power, defense, movement range, and, for the really exotic on their specials, decent intelligence and resistance to magic. If played right, all one would ever need to complete Disgaea 1 is Laharl, a sword, and a few decent playthroughs of the item world, and he could take on the entire game himself save for a few team oriented stages. Adell can match Laharl (mainly due to his ability that gives him added attack power for units stronger than him) and while Champloo falls a tad short of both, he is almost still guaranteed kills when just within a few levels of his opponent let alone even or higher.
Squall. His attacks come out fast and he moves pretty quick too. His Bravery combos are very strong, hit multiple times and can instantly drain the opponent's Bravery. In EX Mode, all of his Bravery attacks deal twice as many hits, instantly doubling his damage output, and then take into account that EX Mode raises the probability of landing a critical hit. Add in other critical hit-chance boosting abilities, and you realize about the only thing that keeps him from being a top-tier character is his slow HP attacks.
Gabranth's gimmick is to charge his EX Gauge so he can enter EX Mode quickly. "Lightning Bruiser" doesn't describe Gabranth's EX Mode accurately enough though, a better term would be primal force of destruction. He moves and attacks quickly and his combos are incredibly powerful, and in addition to brute strength a lot of his attacks can crush guards, combo without hitting, or deflect projectiles. This is all on top of the normal EX Mode bonuses of regenerating HP, increased chance to land critical hits, and the ability to use an EX Burst.
Jecht is a heavy-hitting brawler with some of the longest, strongest combo attacks in the game. In contrast to Mighty Glaciers like Cloud and Garland, however, he moves pretty quickly and his attacks come out very fast as well.
Arch-Viles in Doom II may specialize in reviving dead demons, but are also among the game's most powerful combatants; they're fast, can take tons of damage, are resistant to flinching, and attack with a deadly line-of-sight fire spell that launches you into the air. Hell Knights, Barons of Hell, Cyberdemons, Arachnotrons, and Spider Masterminds are other demons in the classic games who move fast, hit hard, and have a lot of HP.
In Doom 3, "Pinky" demons and the expansion-pack-exclusive Bruisers hit hard, can take a decent amount of damage, and are even quick enough to dodge your shots.
Hell Knights are now hulking and agile bruisers who will quickly wreck you with their fists and Shockwave Stomp if you're not careful. Barons of Hell are the same, but happen to be even stronger and tougher.
Zig-zagged with the Pinky; it has a devastating charge attack, is quite fast once it gets up to full speed, and has a heavily-armored front. However, its rear end is incredibly squishy.
The Hell Guard are both speedy and tanky, and have a variety of hard-hitting attacks ranging from shooting fireballs to smacking you with their mace. The first one you fight even has an impenetrable bubble shield that it only disables during certain attacks.
Hell Knights and Barons both return from 2016, with the Barons in particular now being tough enough to survive a direct BFG blast. There's also the Dread Knight, which is literally just a Hell Knight but better. Pinkies return too, and are even tankier from the front.
Doom Hunters are basically demonic hover tanks that are highly mobile and armed with enough heavy weapons to wipe out a tank division. As expected, they're also damned tough, with their fleshy bits protected by a personal energy shield.
Marauders are corrupted Night Sentinels who are basically what would happen if Doomguy ever went fully evil. They have a Flash Step to quickly close in on you, can do a ton of damage with both their axe and shotgun, and are pretty resilient even when they're not deploying their 100%-immune-to-damage energy shield.
In Dota 2, most melee carries are relatively fast (or at least mobile), damaging, and tanky (or at least durable). Some, such as Night Stalker or Spirit Breaker, are especially so.
Dragon Age II has elven warrior companion Fenris. He has high attack thanks to wielding two-handed weapons, and he can increase his speed and regain health whenever he kills an enemy thanks to his unique specialization. His only weakness, low survivability, is mitigated by his Lyrium Ghost sustained mode.
A properly-built dual weapon rogue can also be this. While not exceptionally durable, rogues cap out at an 80% chance to dodge all attacks except spells and talents, a massive amount of damage with rapid critical hits, and a surprising amount of mobility on top of it.
Dragon Quest I: The Demon Knight dishes out massive damage, has high defense, is magic-proof, and has the highest agility of any enemy.
Dragon Quest II: The Prince of Midenhall is faster, hits harder and can take more damage than any of his partners; his main weakness is that he can't cast magic.
Dragon Quest IV: Alena's damage potential is very high and her best weapon lets her hit twice per turn, but she isn't designed to soak up hits... until the post game, when her Resilience stat becomes the best in the game.
Jade has very good speed and can reach sky-high attack power when using spears (and still put out good numbers with claw weapons)... and she can take a heck of a beating thanks to her good equipment selection ("medium" armors and helms) and the fact that she has the highest HP out of anyone in the party for most of the game, and one of her personal trees can make her even bulkier in this regard. Only when Hendrik joins is she finally outdone in that department. This makes her a great choice against breath weapon enemies and the like, since she can last a lot longer against them before needing a heal.
While normally a Mighty Glacier, Hendrik gets an enormous speed boost when pepped up (2.5 times his regular speed with the Pep Up Power Up bonus active), making him the second-fastest party member after Erik.
Dungeons & Dragons: Chronicles of Mystara: On the player's side, both the Fighter and Dwarf deal a lot damage, have more health than any other character and are pretty mobile (most notably the Dwarf in the second game). On the enemies' side, almost all bosses tend to be this type of enemy. The cake, though, is taken by the Beholder, who dashes around like mad, beating him takes several minutes and (among other effective means to put truckloads of hurt on the players) has a petrifying ray attack, which instakills the player if it connects.
Throughout the series, the Proud Warrior RaceNords are the physical Lightning Bruiser race of Tamriel. They get some of the best skill bonuses for two-handed weaponry (including Claymores, Battle Axes, and Warhammers), which allows them to hit very hard. They also get skill bonuses toward Light Armor (fur, leather, light chainmail, etc.) which offers them protection while allowing them to move quickly around the battlefield. Finally, their natural physical endurance is among the best of any of the races. The only thing keeping them from being overpowered (and preserving a semblance of balance among the playable races) is that they are least magically inclined race in Tamriel and even have a cultural aversion to it.
Morrowind: The Bloodmoon expansion adds werewolves. They are one of the fastest enemies in the game, hit hard with Armor Piercing Attacks which can also break shields in a single blow, and have health in the 400-700 range, among the highest in the game for non-Physical God enemies. Averted if the Player Character becomes a werewolf, however. While the speed and hard-hitting traits remain, the a PC werewolf is much more of a Glass Cannon (no armor can be worn and all but the most beefy PCs will have less health than NPC werewolves).
Sabrecats are one of the more feared creatures to encounter, perhaps even moreso than dragons. They hit hard, have leaping "pounce" attacks which are nearly impossible to dodge, move quickly, and have quite a bit of health for a non-magical creature. Bears are similar, trading a bit of the speed for even more health.
Elite Dangerous: The Federal Assault ship priorities firepower, defense, and speed above all else. Courtesy of some massively oversized engines, it can chase down and out-turn almost every ship, has enough armor to tank damage, and can mount twin large Plasma Accelerators. It's also so heavy that it can handily win ramming fights. However, said heavy hull gives it terrible jump range and its oversized thrusters make it expensive to outfit.
Evolve: The Goliath's leap lets it quickly cover distance or move past obstacles and two of its combat abilities let it move quickly, while its rock throw and heavy melee attacks let it quickly decimate opponents.
Polaris ships in EV Nova. All of them. Special mention goes to their Manta fighter, a fighter which A) is the fastest ship in the entire game, B) has just under twice the shielding and armor of any of its counterparts from the other governments, and C) mounts a main gun worthy of a light capital ship.
F.E.A.R: Perseus Mandate has the Nightcrawler Elite Superpowered Mooks, who not only have the Pointman's super-speed ability, but can also withstand nearly as much damage as a Heavy Armor Giant Mook. Their leader, the Nightcrawler Commander, is armed with a BFG and can survive as much damage as a Humongous Mecha.
All three main player characters (Point Man, Becket, and the unnamed Sergeant) have Bullet Time-abilities that can make them extraordinary fast for a few seconds at a time. They still hit hard enough to instantly kill a cloned super-soldier by slide-tackling their ankles, and their round-house kicks would put Chuck Norris to shame.
Some of the super-mutants fit this, especially Behemoths and Overlords, which are very fast in spite of being the largest (and some of the toughest and most damaging) enemies in the game.
Broken Steel introduces Feral Ghoul Reavers and Albino Radscorpions as part of the quartet of new Demonic Spiders. Both have the same HP as Mutant Overlords but are even faster, have armor-piercing melee attacks on par with Deathclaws, and the former throws explosive gore projectiles.
Final Fantasy VII: Not so much in the original game due to game mechanics, but the other entries in the Compilation (and associated works) show that many, if not all, of the bioaugmentedsuper soldiers or test subjects in the series (e.g., Sephiroth, Zack, Cloud, Weiss, Vincent, etc.) tend to fall into this category, displaying superhuman levels of speed/reflexes, toughness, and strength.
Sephiroth is the platinum standard of power, speed, and durability for the series. Even pre-insanity, he had it all: the strength and speed to one-shot large dragons and huge flaming Summons, usually with a single sword stroke before they can even react; jumps multiple stories with no effort; was capable of slicing up the barrel of the massive Junon cannon with his sword as easy as a master chef chops a carrot; had the durability to take a barrage of flaming magic missiles to the face without a scratch. Post-insanity, that strength, speed, and durability increases to nightmarish levels which is shown during the Final Boss where Sephiroth managed hold his own against the likes of Cloud, Tifa, Aerith, Barret & Red XII and even after he's seemingly defeated, he overpowers Cloud in a straight-up fight later on, clearly demonstrating that Sephiroth is merely toying with them. A character practically has to be a serious Lightning Bruiser to have any chance of surviving even the briefest encounter with Sephiroth.
Final Fantasy VII prequel Crisis Core shows that experimental prototypes Sephiroth, Genesis, and Angeal, and 'regular' SOLDIERs like Zack are not only brutally hard-hitting and insanely durable, but in some cases, bullet-dodgingly fast. Zack, in particular, had the strength and speed to temporarily hold his own against Sephiroth (even though Zack eventually lost), and the durability to fight and defeat an entire battalion of the Shinra Army, until they were reduced to only three troopers.
Vincent shows similar levels of strength, speed, and durabiltiy (at least in the cutscenes) in Dirge of Cerberus. Examples include the speed to fight the flashstepping Weiss, the strength to fight the hulking Azul, and the ability to survive getting a magic orb being ripped out of his chest by Rosso.
Fire Emblem: As a general rule in the series, any unit with enough proper speccing (and a little luck) can become this, due to how Fire Emblem works; if one is blessed by the RNG in level ups, one can rapidly see the rise of multipleLightning Bruisers capable of soloing entire armies by themselves. Keep in mind to only mention units here if they're intended by the devs to become such in casual play, or are simply really good in terms of competitive play.
Wyvern Riders/Dracoknights are a relatively consistent example: being on paper a Mighty Glacier equivalent to the Pegasus Knight's Fragile Speedster, the Wyvern Rider boasts superb mobility coupled with, surprisingly enough, an above-average attack Speed stat, along with hitting very hard and being extremely durable across the board. Because of how easy it is to get a Wyvern Rider / Dracoknight into a full-on killing machine compared to other classes, it's unsurprising to see the class universally reach the highest echelons of tier lists very often. That isn't to say they don't have weaknesses; they manage to be weak to magic and the entire bow weapon type, though the latter is more manageable if you properly specced your Wyvern Lord to tank arrows, but the latter is tough luck due to their abysmal resistance. And if they don't have a good Speed stat to compensate, they're far more likely to fall into the Mighty Glacier territory than be a full-on Lightning Bruiser (though a Mighty Glacier who can fly is still a significant step above most other units).
A Crutch Character unit will usually be this in the early game, due to their tendency to join in mounted classes (all-around good stats with no weak points, second best mobility) and prepromoted (increased stats, more weapons, and greater mobility compared unpromoted units), making them tanky, mobile, fast, and strong. Their balancing factor is meant to be reduced XP gain and growths, which will lessen their dominance over the course of the game, often to Master of None levels, though many are strong enough to merely "fall off" to Jack-of-All-Stats levels instead.
Fire Emblem: Shadow Dragon and Fire Emblem: Mystery of the Emblem more or less codified the paradigm of Dracoknight characters being Lightning Bruisers, with all five (Caeda, Minerva, Palla, Catria, and Est) fitting in to varying degrees. This is particularly evident because in those games, Dracoknight is the promotion of the Fragile Speedster Pegasus Knight—meaning you start out as an extremely speedy unit whose only downside is bad defenses and raw power, and then you promote, keep the Speed, and get substantial boosts to Defense and Strength. Palla is the most notable example, as she's already meant as a Mighty Glacier among the Pegasus Knights—but her base Speed is massive, so she really just goes from "unusually tanky and strong while still being fast" to "borderline invincible."
Fire Emblem: Thracia 776 has one of these in Galzus, the resident 11th-Hour Ranger. He joins at max level, has maxed out his Strength, Skill and Speed at 20, the Astra (turns one attack into 5 attacks) and Luna (attack ignores defense, bypasses accuracy check) skills to kill enemies more efficiently than he would ever need to as well as 18 Con to let him use the heaviest of weapons without a speed penalty. Defensively, he's got 17 luck, 14 defense and an HP pool of 54, letting him survive a surprisingly large amount of damage. His only 'weak' stat is Magic at 9 points, but even that's extremely high for a physical class, and if he needs extra magic to tank enemy magic, he has a Flame Sword in his inventory that boosts it by 5 points when equipped. He also joins with a Master Sword, a Master Axe, the aformentioned Flame Sword and 2 vulneraies (for a total of 6 full-HP restores) letting him immediatly go and lay waste to the enemy.
In Fire Emblem: The Binding Blade, particularly on Hard Mode, this role falls to Milady, who pretty much embodies the idea in the franchise of Wyvern Riders being among the best units in their games. Nearly all her base stats are very high (her only weak points being Resistance, which is low all-around outside of mages, and Speed, where she is only average rather than low, with her high growth and promotion bonus easily fixing the issue), and she joins at an abnormally low level for a unit with her statline, allowing her to snowball quickly. This results in a unit that can best be described as a guided missile, flying halfway across the battlefield right into enemy formations and killing everything there while barely taking a scratch. Tellingly, even the Aircalibur tome, something pretty much purpose-built for killing wyverns (a magic tome that deals effective damage against flying enemies) still fails to kill her at base level because she's just that sturdy. Perceval, who joins a bit later, is the other major Lightning Bruiser candidate: he lacks Milady's wings or snowballing potential, but he's in a Jack-of-All-Stats class with abnormally high base stats, meaning he pretty much stomps anything that gets in the way of his horse.
In Fire Emblem: The Sacred Stones, this is the intended end slates of Ross, Amelia and Ewan's roles as the resident Magikarp Power units in a game that encourages grinding: all three have Jack-of-All-Stats growths, but the benefits of having an extra ten levels means that a Being Level 10/1 in their class of choice will let them have far higher bases than is typical of a Level 1 in any class, meaning you have examples from a Berserker Ross who can dodge everything, has a crap-ton of HP and can flat-out one-shot enemies with critical hits, a General Amelia who takes the Mighty Glacier class and adds extra wheels while dodging almost everything thrown at it, and a Sage or Druid Ewan who, again, dodges virtually everything in their way while nuking enemies magically; either way, if one wants to put in the effort to use them, the as-designedresults ensured the user will be very happy with it. Of course, (and a bit ironically), practice has all three of them as hard-rooted examples of Magikarp Power in a series traditionally encouraging speedy play and maximizing efficiency, so a lot of that effort put into the three could get equivalent units in much better shape with less effort, even given the payoff involved in using the trio.
Fire Emblem: Path of Radiance has the protagonist Ike's recurring enemy, the Black Knight, who is repeatedly described as abnormally fast for a guy in heavy armor, and has the strength to match. And in-game, he's got astronomically high strength, defense, and speed stats, to the point of double-attacking pretty much everything in the game, and more often than not one-round killing it, while enemies can deal Scratch Damage against him if they're lucky. In Radiant Dawn, his Limit Break, Eclipse, activates often due to his good skill stat, and is noteworthy in that literally nothing in the game, even the Final Boss, is capable of surviving it.note As the skill multiplies the Black Knight's already amazing strength by 5, and neutralizes enemy defense. After calculations, the maxiumum amount of damage it deals is 280 while the minimum is 191 — much more health than any unit in the games has.
There's a reason why the Dragon Rider Haar is the game's premiere Game-Breaker and the top of unit tier lists. He boasts one of the highest strength stats and growths in the game, as well as the strong defense to tank and one-round kill multiple enemies on his own, to say nothing of his good avoid stat which means enemies flat-out don't deal damage to him a lot of the time. His speed is decently high, allowing to double-attack most everything in the game. He's essentially a One-Man Army.
Trueblades, the class that Swordmasters turn into after level 20, could also count, especially Mia. They have a ridiculous evasion rate, hit their target most of the time, and between all of their offensive stats you'd be hard-pressed to find anything short of a mini-boss or boss that can survive more than a single round with one; usually they'll end up getting killed by critical hits or their Astra ability. One of the best examples is Stefan in both games. He has high base stats and retains the class line's advantage in speed and skill, but for story reasons, he also has unusually high growths in HP, strength, defense, and resistance. In Path of Radiance he was held back by his abysmal luck score. In Radiant Dawn he's all but guaranteed to max HP, strength, skill, and speed, has a very high chance of maxing out defense and resistance, and unlike other characters with this potential, he does not need to depend on Save Scumming or manipulating bonus experience. As an added bonus, his Heaven affinity ensures that supporting him with anyone allows him to reliably use the otherwise very inaccurate ranged swords. The only things preventing him from breaking the game is his late joining time, and the stat caps of the Trueblade class.
Gatrie, The Big Guy Armor Knight of the Greil Mercenaries. While he was a Mighty Glacier with high strength but low speed in Path of Radiance, in Radiant Dawn he boasts an impressive 60% speed growth, higher than all of the mercenaries except for Fragile Speedster Mia and Cold Sniper Shinon, and strange on a class known for normally being pitifully slow. He'll be double-attacking most enemies with his speed, and combined with his enormous strength and high defense that ensures that most enemies will be dealing Scratch Damage to him at most, you've got a Lightning Bruiser. His decent skill means that once he's reached the third unit tier, his Mastery Skill, Luna, which negates enemy defense and triples his damage will activate fairly often as well. The only thing that holds him back from being a complete Game-Breaker is his low movement range.
Shinon, with his extremely high speed, skill, avoid, and strength ensuring that he'll be double-attacking everything, never getting hit by anything, and critically-hitting often. Even if his very high avoid fails him once or twice, he soaks up any damage done due to his high HP and decent defense. One he's reached the third tier of unit promotion, he gains his Mastery Skill Deadeye, which will be activating a ton of the time, and if the tripled damage isn't enough to kill an enemy, it also immediately puts the target to sleep. He's a Game-Breaker in his own right.
Boyd, Friendly Rival to the protagonist Ike. This is especially notable as he's of the Fighter/Warrior class, a class usually built with amazing HP and Strength, but middling Speed and Skill and bad Defense. Boyd completely defies the atypical stat distribution of this class: on top of having amazing HP and Strength, he also has a 45% growth in Speed and Skill and a 50% growth in Defense. Sure, for a class like a Swordmaster and General, this is unimpressive, but it's utterly insane for a Fighter and actually higher overall than Ike's growths. And despite having middling bases, these growths ensure that Boyd will become an exceptionally powerful unit, capable of surviving stuff most Fighter/Warriors would be completely unable to, while one-rounding or outright one-shotting his opponents with his high Strength and Speed. His only bad stats are Magic and Resistance, but Magic has always been a Dump Stat for the Fighter class, and his exceptional survivability and dodge rate means his Resistance is no problem.
The royallaguz units (Tibarn, Naesala, Caineghis, and Nailah) are a case of this as well as Purposefully Overpowered. Their high speed lets them double attack nearly all enemies in the game, and their strength is more than high enough to take them out in a single round. With their high avoid, they're dodging enemy attacks more often than not, while their high skill means that their powerful Limit Breaks, which triple their damage, will be activating often and One Hit Killing enemies as well. There's a reason they're Eleventh Hour Rangers for the most part.
In Fire Emblem Awakening Chrom certainly fits this as he starts leveling up, dealing insane damage, usually attacking twice and being able to take hits. Upon promotion he gets Aether, like Ike, which he can use to soak up even more damage as the first hit drains health, and also dish out damage as it turns what would normally be a single attack into 2, with the second hit ignoring half of defenses. Play your cards right, and all of the second generation characters can become this. Special mention goes to Galeforce, which, provided you can kill an enemy in round, lets you move twice in one turn, making it possible to get twice the action done.
The Avatar, with the right set-up, can potentially be this. Given how the Yato eventually gives bonuses to either Strength/Speed, Defense/Resistance, or both, with the right Boons, Banes, and potential pair-up, the Avatar can be blindingly fast, stupidly hard-hitting and potentially boasting tons of survivability. What's more notable is that he can get skills that can give a massive debuff to his enemies after combat, can halve damage when next to a more vulnerable opponent, increase his skill activation rate by 10%, and even be able to take on a partner's Triggered Skills without equipping them. With the right set-up, the only character that can feasibly surpass the Avatar would be Kana.
Ryoma is this trope, a rare breed for a Swordmaster. When he joins, he boasts stupidly high bases on top of a unrestricted 1-2 range weapon, a weapon that gives him +4 Strength for free, and he has ridiculous Speed and Skill to couple it. The only real issue is that he has mediocre Defenses, but this is offset by his fantastic Avoid, and he can still take a few hits anyway. As a whole, there's a very good reason why Ryoma frequents the top of the Birthright tier lists.
Xander can also be this with some help. By himself, Xander has a free mount, fantastic offense and ridiculous Defense, owing to his naturally high growth in the stat and Siegfried, which gives him a +4 boost to the stat for free. The catch is that he has low Speed by default... but then you give him Speedtaker, Dancing Blade, and potentially a Charlotte pair-up to turn him into an unstoppable maelstrom like Ryoma is... only except with good Defenses. Sadly, his only real flaw is his terrible Resistance, so don't expect him to be a good mage killer.
Camilla is also on the same camp. High HP, good Speed, ridiculous offensive and defensive parameters, and actually has good Resistance, unlike Xander. However, she also is more of a Jack-of-All-StatsLightning Bruiser, meaning while she doesn't have any obvious flaws, she doesn't have anything truly going for her, owing to her balanced spreadsheet. On the bright side, she's also a flier, which gives her access to fantastic movement.
Effie is a rare case amongst the non-Royal characters for being not just a Lightning Bruiser, but a Lightning Bruiser in a class that's predominantly a Mighty Glacier. Like many Knights/Generals, Effie has amazing HP, Strength and especially Defense. Unlike many Knights/Generals, she has a very decent Speed growth that, with luck, can turn her into a doubling monstrosity. And even if her Speed doesn't work out, she can still gain access to Wary Guard, meaning while she can't double anyone, nobody can double her. And especially given her early join time, there's a reason why she's high-ranked on tier lists.
Believe it or not, Arthur of all people can qualify as a Lightning Bruiser, just like his partner Effie. He's an interesting case, because unlike Effie, Arthur doesn't join with the same pedigree of bases as his friend. So what does he have going for him? His growths. High HP and Strength is to be expected of the Fighterclass, but he has a 70% growth in Skill, meaning that despite having some accuracy issues at first, some levels will make it very hard to dodge him. And on top of that, he has a surprisingly high 50% growth in Speed and Defense, meaning with a little luck, he's capable of becoming frighteningly agile and durable. As a whole, though, this is offset by his bases being rather poor in comparison to Effie, and the fact that his Luck is bad enough (no surprise there) to actually threaten him with criticals on a regular basis. At the same time, however, his growth potential is extremely impressive for a non-royal, and he's really the only unit who needs those Goddess Icons anyway. Man, what's with Nohrpossessing so many powerful warriors?
Edelgard has no low growths aside from Luck and strong bases, including the highest Strength amongst the student characters. While she becomes a Mighty Glacier if her personal classes are kept, as a Wyvern Lord, Edelgard becomes capable of clearing entire maps on her own.
Dimitri, while a Magically Inept Fighter, possesses high growths in every other category, including the highest Strength growth in the game. His personal classes have high modifiers across the board, notably being as fast as the Swordmaster. His lower Magic and Resistance are less of an issue than expected, as Dimitri has no use for the former, and is fast enough to often dodge magical attacks, and if they do hit, his sheer bulk allows him to take the hit anyway.
Claude, after the timeskip, gains a higher Strength growth to go alongside his already-high Speed, plus innate Bowfaire. His exclusive Wyvern Master and Barbarossa classes give him the same growth rates as a Wyvern Lord, except with additional Charm.
Sylvain's access to the Lance of Ruin gives him high attack power, while his Speed and Defense remain high, and if made a Dark Knight, he becomes capable of dishing out and taking magical attacks.
Ferdinand has similar growth rates to Sylvain, trading some Defense for Dexterity and a stronger personal skill. Unless put through the Armored Knight line, Ferdinand grows well in Strength and Speed, with his marginally-lower Defense compensated by his ability to stack evasion buffs.
After obtaining the Aegis Shield and the Strength stat to carry it, Felix transitions from a Glass Cannon to this. He has the second-highest Strength and Speed in the game, and ties with Dimitri for the overall highest offensive stats on a physical attacker, with the Aegis Shield's ability to halve damage and defensive buffs compensating for his relatively low defenses.
There's a villainous example in the Death Knight. This jackass has enough raw power to plaster any character not named Dedue in two hits, a solid crit rate for a chance to triple his damage (i.e. instant death for you), and blistering speed that doubles the vast majority of your units. In addition, he has a skill that causes him to take barely any damage from gambits, the only safe way to attack him, and he always counterattacks your units. Great care must be taken to bring him down, and the only saving graces are that he's generally an optional boss whenever he appears, he's as weak as any cavalry unit to abilities like Dark Spikes T and Knightkneeler, he drops a very rare Dark Seal each time you beat him, and if you're a Black Eagle and choose to side with Edelgard, he joins your party with nearly all of his powerful abilities intact or obtainable reasonably quickly.
Galactic Civilizations II: The higher stages of the tech tree allow you to build massive battleships, fitted with maxed-out hyperwarp drives, carrying enough missile launchers to take on a fleet solo and covered in armor plates. The main drawbacks: it'll either take years to build or cost a fortune, and getting your research up to that stage takes absolutely ages, and due to the Tactical RockPaperScissors nature of weapons, ships with the right equipment can eat it alive. On the other hand, it is just so cool to lay waste to entire Drengin fleets with a single missile-encrusted cruiser.
Gears of War: The Berserkers are easily among the strongest in terms of physical strength. In addition to having extremely tough skin that can really take a lot of bullets unless if on fire and being insanely powerful, they can move very fast when startled, making them utter terrors in close range. Their lambent variations are even bigger examples. They can No-Sell any attack that doesn't hit them in their chest cavity, have more health than their normal variants, and have a greater number of attacks as well.
Golden Axe: The skeletons. Fairly tough for a common enemy, walk faster then any other enemy, and God help you if they can score a full combo or their running dropdown connects.
Good God, the Shopkeeper in Spelunky. He outperforms the player character in speed and power, and packs a mean shotgun to boot. In many ways, it takes more skill to become a Shopkeeper hunter than to defeat the final boss. However, the player character can also be this, depending on playstyle and accumulated resources towards the end of the game.
Melfice of Grandia II. Not only are his Strength, Speed and Wit high, his Regenerator buffs him every turn it pulls off.
Grand Theft Auto IV: Observable in-game: Niko Bellic can run faster and jump higher than the other two protagonists of the game, allowing him to avoid gunfire and traverse uneven terrain better, but he can also absorb the same amount of damage they can (discounting Johnny's added resiliency in motorcycle collisions).
The Assassin in Guild Wars. Properly built for PvE, it deals attacks more quickly than any other class, deals more damage than any other class, and is extremely hard to kill. It is capable of doing all of PvE with minimum effort and best time and uses most weapons better than the classes designed to use those weapons — though it is also one of the harder classes to play for non-powergamers. In PvP it loses the resilience aspect to a degree but remains potent.
Addendum: the spirit changes have turned the Ritualist into something like this. It has the second highest damage in the game, can gain a frontline quality armor level, and can shift the spirits constantly to the best position on the battlefield.
Sol of Guilty Gear becomes a frighteningly fast and durable opponent in Gold, and can easily spam his specials, as well as regenerates health constantly. In story, Sol is one of the most powerful and durable characters in the entire cast, and Xrd shows that when he goes all-out, he can out-run an ICBM.
Slayer the vampire, dear christ not only can Slayer punch his opponent into orbit with Good Old Fisticuffs but also Flash Step and teleport around supernaturally fast and with his Healing Factor shrug off grievous attacks including getting impaled by Big Bad Bedman. In his win quote against the aforementioned Sol, Slayer suggests they find a few thousand vacant square kilometres in order to get a definitive match between them.
Justice (as if she wasn't enough of an SNK Boss before) also becomes this when she's in Gold Mode.
There's also Zappa's Raoh ghost. Raoh is capable of taking out 100% of the opponent's health, and his attacks are fast and his exclusive super "Bellows Malice" can send the guard bar straight flying to the max.
Hunters from Half-Life 2 Episode 2. Large tripod-ish killing things with impressive speed (they can outrun you, period), an array of deadly weapons, and a lot of hit points - it can take multiple rockets to kill one, depending on difficultly, although the Pulse Rifle altfire is a nice one-hit-kill solution.
GordanFreeman certainly qualifies as this, considering he can outpace most enemies in the game, has armor that can soak up bullets with quite some ease, and can carryenoughfirepower to utterly ruin anyone's day.
Spartans, at least in the fluff. Your average Spartan is proficient with all weapons, ridiculously strong, can shrug off terrible wounds, and has reflexes so fast they enter a Bullet Time-like state when in combat — and that's without wearing their trademark MJOLNIR Armor, which increases their strength and speed even more. In-game, however, Game Play And Story Segregation results in Spartan characters being Glass Cannons who can only take a handful of shots before dying messily. That said, while Spartans in the earlier games could move only slightly faster than regular humans, later games gave them various mobility abilities, including Sprint.
Elites in general are big (even more so than the 7'0" Spartans), strong, tough, and very dodgy; this is reflected even in Halo: Reach's multiplayer, where they have regenerating health, faster-recharging shields, and special evasion moves.
The Brutes are even bigger, stronger, and more resilient than both the Elites and Spartans, and are stated in the lore to be a lot faster than you'd expect from their bulk, which shows up even in-game; a berserking Brute in Halo 2will run you down if you don't kill it first.
Hunters started as Mighty Glaciers (or Glass Cannons if you attack their weak point), but got faster and more evasive (and even tougher) as the series progressed, taking this trope to its logical conclusion by Halo 5: Guardians.
Hearts of Iron IV: Both Light and Medium Tanks can fit the bill rather well, with Light Tanks leaning more to the Lightning side and Medium Tanks more to the Bruiser side, but they're both considerably faster than most other division types except Motorized Infantry, and considerably stronger and tougher than most other division types except Heavy Tanks. More generally, any kind of tank, ship or aircraft can be intentionally designed this way by spending experience points into upgrading engines, guns and armor, but some base models are better suited for it than others.
Heroes of Might and Magic: In the third game, Crusader. Is able to sprint through half of the battlefield in one sweep (or even the whole thing with the right enhancements), packs high ATK/DEF stats, decent 35 points of hp and attacks twice. You can also usually get them as fast as on Day 2. On the other hand, they're pretty expensive.
From the same game and castle, Halberdiers. Though they're only Tier 1, they pack an obscene amount of damage, they are resistant to damage, immune to Cavalier's charge bonus and pretty fast. Since AI prefers to attack units that are more expensive or more fragile(namely, everything else), you can easily accumulate a vast amount of those guys and proceed to beat things into a bloody pulp. Their troops tend to get both faster and stronger (Griffins, Cavaliers) as one moves up the "tech" tree, but it's near the bottom that the Castle troops really outperform units of equal level.
Though all of the superdragons could count, Heroes of Might and Magic's Crystal Dragon is probably the best example. It's fast enough to out-speed almost everything in the game, is insanely difficult to kill and packs an obscene amount of damage. The only saving grace is that - unlike most dragons - those aren't immune to magic, which allows you to cripple them down and make fight noticeably easier.
Higher-level defenses in Mutant League Football, especially the Deathskin Razors, War Slammers, Misfit Demons, and Darkstar Dragons. Their secondaries have the speed to cover receivers, the agility to intercept the ball, and the strength to take down the ball-carrier. Their defensive linemen can walk over most OLs and sack the QB in the blink of an eye.
Hyperdimension Neptunia mk2 has the protagonist Nepgear herself. She's pretty fast, deals a lot of damage, and can hold on her own ground because she can take a lot of punishment. The one thing that makes her a Game-Breaker? She has to be placed in support role because the only way you can get rid of the Damage Cap throughout the entire game (unless you defeat and acquire the rare item from the highest leveled Bonus Boss of the game) is by placing her as support.
In Hyperdimension Neptunia V, Neptune became this, graduating from her status as a Glass Cannon in the first two games especially in HDD. Good tank, deals quite a bit of damage, is fast enough, and has a lot of attacks to choose from, already breaks the damage limitwithout having Nepgear as support, and that's no including her multiple combo attacks with her partners. Her problem however is that Noire still outdamages her thanks to Noire ignoring enemy traits, she can't heal (which in a Nintendo Hard game, is pretty bad), and almost has no debuffs to choose from.
Hyper Light Drifter: The Drifter becomes this over the course of the game, gaining special and powerful attacks and having the ability to quickly dodge.
Ganondorf, whether he's using his GreatSwords, or his Trident, his attacks hit like a freight train, and he moves as fast as one.
Volga, armed with his DragonSpear, is a force to be reckoned with. Striking fast and hitting hard, it's easy to see why the Hyrulean army fears him.
Made by the same people as Hyrule Warriors (Koei Tecmo), One Piece: Pirate Warriors 4 has characters that just literally break the entire balance of any stage and can utterly trivialize any missions regardless of difficulty. Characters like Kaido, Big Mom, Smoothie (when she uses Juicy General), and Whitebeard are "Giant Characters", characters who deal significantly more damage, move huge distances when dashing due to being very large, have larger AoE attacks, and all of their attacks break enemy armor gauges far faster than any other character. There is no downside to using them in-game. You are not punished for using them, you do not get smaller rewards, and their uses are not timed or numbered. You can bulldoze the entire Treasure Log mode with Kaido from front-to-back once you unlock him.
Sora In Kingdom Hearts II. He is faster and stronger than any other playable protagonist in the series (barring King Mickey from the same game). Sora is basically the embodiment of this in III, much faster than Aqua was in 2.8.
Riku also counts. Fast, strong, and has great offensive and defensive options, both as a boss and a playable character.
Roxas is also a prime example. He can dash at the speed of light, has two keyblades of infinite sharpness and as the icing on the cake, has formidable vitality. Taken Up to Eleven in Kingdom Hearts III, where he is the most powerful companion in the game; unlike the other keyblade wielders in Keyblade Graveyard, his attack AI has virtually no downtime, and he spends much of the battle either hammering Saïx with combos close up, dashing around the battlefield avoiding attacks, firing projectiles from his Keyblades or surging in as an explosive particle of light. About the only things that stopping him from completely Stunlocking Saïx are the boss' immunity frames and his own lack of an aerial combo, and his constant dodging gives him some of the highest uptime among party members to boot.
From Kingdom Hearts: Birth by Sleep, Terra is the physical powerhouse of his trio, with the greatest Strength stat and, using their respective dash moves, the greatest speed.note Aqua and Ven's dash moves are still more effective, in that they have greater invincibility frame coverage, but Terra's covers the most distance in the shortest amount of time. The Lingering Will is even more so, outspeeding even Sora in the boss battle against it while being infamous for killing unwary players in seconds.
Although Aqua starts as a Squishy Wizard, she can evolve into this later in the game. Her Barrier is far more effective than the Block that Terra and Ven have, her Cartwheel is just as good as Ven's Dodge Roll, she has a wide arsenal of unique and powerful spells for both bosses and groups of normal enemies, and she has Command Styles like Bladecharge and Rhythm Mixer to make up her physical deficiencies.
Sephiroth's appearances in the Kingdom Hearts games count: he's got multiple health bars, beyond insane reach with that sword of his, is as fast if not faster than you, and swipes significant chunks of your health every time he hits you - and he will hit you.
Most bosses in The King of Fighters tend to be this. Particularly the "Orochi" forms of Iori and Leona, who become extremely fast over their normal counterparts (aptly, you will fight one of them as the sub-boss of The King of Fighters '97 before going on to duel with the Orochi Unleashed team and Orochi itself). This also extends to the True Final Bosses of Capcom vs. SNK 2, God Rugal (Rugal mixing his Orochi power with Akuma's Satsui no Hadou ki) and an Orochi-enhanced Shin Akuma, who both move at the same rate as Orochi Iori.
The Rex Wheelie from Kirby Air Ride Star is a Bulk Star with more speed and acceleration, doesn't have the need to refuel, has a lot of HP, Defense and attack and is HUGE. Also, being a wheel based Machine and therefore always on the ground, it jumps high off ramps and automatically activates the special buttons and panels (i.e. Boost Panels) on the floor. Balanced by being quite hard to steer.
Your flagship in The Last Federation. It's hulking Super Prototype armed with some of the heaviest weapons in the system... and you'll be flying it in a turn-based Bullet Hell. Dodging everything is out of the question, but with precise maneuvering and tactical thinking, you can dodge enough of the firepower to ensure your shields hold while you go in for the killing blow.
Bruiser class champions (now known as Divers) are melee champions designed after the developers realized their melee DPS champions would get annihilated before they could do significant damage. Between naturally high defense and magic resist that scales with level, high amounts of health (and usually a form of life steal), very fast movement speed, a charge or teleport ability or other gap closer and still decent amounts of damage, they are vastly more powerful than any equivalent ranged DPS in terms of stats. Their main disadvantage is that if the enemy DPS is correctly positioned they have to force their way through the entire enemy team and probably die in the process, but this disadvantage only comes into play at high skill levels where players work together as a team, leaving bruisers free to trample unskilled and moderately skilled players.
Jarvan IV and Lee Sin are the prime examples. The former has a gap closer that spawns a circular wall to trap enemies, a shield that also slows all nearby enemies, a defense and damage buff that affects his entire team, an armor pierce ability that hits multiple targets and doubles as another gap closer (which goes through walls and stuns enemies in its path), and a passive that deals percentage based damage on auto attacks. The latter has a ranged nuke that can also be used as a gap closer and deals bonus damage against weak enemies, a shield that is also a teleport in the direction of an ally and shields him as well and can be reactivated to grant lifesteal and armor, an area effect nuke and stealth reveal that also slows enemies and reduces their attack speed, a knockback that potentially disables multiple enemies and deals major damage, and free auto attack damage after each of his abilities. Considering each champion nominally has only 4 abilities and a passive, the amount of overloading is impressive.
Irelia, too, can fall under this category. She's tough as hell, wields ahuge telekinetic blade, deals true damage, and not only has a Deadly Lunge, but her passive ability gives her one of the game's highest boosts to Tenacity—meaning it can be almost impossible to stop her or slow her down. It doesn't help (her enemies) that she also has built in lifesteal when attacking anything, including you. Good luck.
Honorable mention goes to Hecarim, who, while can be easily killed on his own, is healed by any damage done to enemies by allies in a short vicinity, can run through minions, get two pairs of boots in at least one gamemode, with all spells able to be cast while moving. The effect is a champion that can relentlessly chase you into the nexus, if need be, and come out on top, while staying alive despite turrets.
Left 4 Dead: The Tank. At 6000 hp it has the most health of anything and can give a good pummeling, while also being much faster than it looks. The Witch is also an example, in that despite looking as fragile as a standard zombie, it can withstand multiple autoshotgun blasts, is frightfully fast and will one-hit-down any of the survivors.
Legacy of Kain: Kain is a vampire with superhuman strength sufficient to move boulders weighing several tons, superior speed, agility, and reflexes to mortals, and skin tougher than a suit of armor.
The Legend of Heroes: Trails of Cold Steel: Rean Schwarzer is this in gameplay as he's able to tank decently, a high attack power, and is amazingly fast. He also comes with attacks that allow him to delay opponents with ease. And that's not even counting on his Super Mode that buffs up his stats even more in Cold Steel II or his Humongous Mecha where he can tank powerful enemies with ease to buy time for his allies. His only real issue is that he's terrible at counterattacking enemies as his default attack requires that he needs to be right next to an enemy whereas other characters can counterattack from a distance.
The Legend of Zelda: Majora's Mask: The Goron form is the biggest shape Link can take and can perform powerful physical attacks, and while it has the slowest walking speed of his forms when it starts rolling it's the fastest thing in the game.
The Legend of Zelda: The Wind Waker: The game's incarnation of Ganondorf is much more active and agile than his previous selves, which are more reliant on tossing magic from a distance or shifting into his Mighty Glacier Ganon form. He's an astonishingly agile opponent, while still being much bigger and stronger than Link and Stone Walling all but the most advanced sword attacks.
Ganon is extremely fast in spite of its huge size and can ram through the stone pillars in the throne room you fight it in like they aren't even there.
Darknuts begin as hard-hitting, heavily armored but slow Mighty Glaciers. Once their armor is removed, however, they become noticeably faster than Link while maintaining their powerful attacks and a considerable health pool.
The giant horse cannot gallop, but its canter is as fast as most other horses' full run, when it reaches its top speed it stays there, it has maxed-out strength that lets it run right over enemies, and it has more health than nearly every other horse in the game.
Lynels have immense health pools that can soak up damage like a sponge and powerful attacks that can kill Link dead with one or two hits, and can move as fast as a galloping horse and perform hairpin turns. In combat they fight as relentless juggernauts pouring powerful attacks one after the other without pause, and escaping a lynel without using the Sheikah Slate to teleport away is almost as much of a challenge as successfully killing it.
Lock's Quest: have Clockwork Brutes, being the second most durable clockwork in the game, having the highest attack, and able to move slightly faster than just about every other clockwork.
In Lords of the Realm 2, knights, and especially macemen are these. Though the latter has lower defense, they move almost as fast as knights who are mounted on horses, and hit even harder than the former does.
Lufia: The Legend Returns has Aima and Deckard, who are two of your hardest-hitting and fastest party members, with solid durability to boot. Neither can use magic, but both have a variety of IP abilities to back up their hefty offense.
Barry from Magium can be this if the player puts enough points in Strength, Speed and Toughness.
A recent addition to the Mass Effect 3 multiplayer is the Krogan Vanguard. Start with their crazy durability and their melee-boosting rage powers inherent to all Krogan classes, then give him the Barrier power and the trademark VanguardCharge, and you have the Murder Train.
Harbinger. He moves faster than ordinary Collectors, has high barriers/shields, and spams a blast of yellow-black energy that deals significant damage.
Commander Shepard him/herself in ME2, depending on your class. Soldiers have Adrenaline Rush, which slows down time around you, and Vanguards have Biotic Charge, which uses mass effect fields (the same things that starships use to travel faster than light) to hurl you across the battlefield through anything in between you and your unlucky target. Both of them can use a shotgun that can shatter a regular human's arms if he/she tried to fire it, and the Soldier can use an anti-tank rifle or a light machine gun. Infiltrators can also use an anti-tank sniper rifle, while receiving significant damage bonuses for stealth and being able to slow time when aiming through the scope, allowing you to empty your magazine into some poor guy's head within seconds. They aren't all that squishy, either.
In Mass Effect 2, the SSV Normandy SR-2 when fully upgraded. By default she's a stealth recon frigate, so she's very fast and agile for a capital ship. Your squadmates can add upgraded kinetic barriers and armor, as well as a main gun reverse-engineered from the weapon Sovereign used to one-shot Citadel capital ships at the climax of Mass Effect. Altogether, she's a frigate that hits like a dreadnought or better, with shields and armor to match; War Asset calculations with the Citadel DLC completed put the Normandy at 50pts base, +15 for the Thanix cannon, +25 for the armor plating, +25 for the cyclonic barrier upgrade, +35 for maintenance, +35 for crew morale, putting its War Asset value at 185, or twice the value of the Alliance Sixth Fleet. Admiral Hackett even specifies that the Normandy makes a great "tip of the spear" for engagements; it can move quickly enough to find their strategic vulnerabilities before they react, and it can hit hard enough to exploit those weaknesses.
By Mass Effect 3, Ashley Williams fits best out of Shepard's squadmates. She has the second highest weapon damage, so whether it's through her unique Marksman power, or by creating her own Tech Bursts and Fire Explosions by chaining together Disruptor Ammo, Inferno Grenades, and Concussive Shot together in that order, she can cause large amounts of damage very quickly with no help from Shepard or the third squadmate. She also has the best defenses of any character that doesn't have a damage reduction power.
In Mass Effect: Andromeda, Cora Harper fills this role in Ryder's squad by virtue of being the only squadmate in the series with the Biotic Charge power. She can quickly charge into enemy groups to cause large amounts of damage with her shotgun and Nova power, and her Shield Boost power makes her hard to kill.
MechWarrior Living Legends has many lightning bruisers among its Heavy Battlemech class, but by far the most terrifying mech in the game is the Fafnir "Foxtrot" variant, which is simultaneously the heaviest (100 tons, Assault class) mech, most armored, most dangerous, and the fastest Assault mech in the game. Other Fafnirs are stuck plodding along at 53kph - but not this one, as it carries MASC which can ramp up its top speed to 75kph, enough to catch anything besides a Light mech. It carries a pair of Ultra Autocannon/20s, rapid-fire murder cannons that can rip armor to pieces in seconds, and to top it off, it carries tenflamethrowers, enough to roast enemies to the point where their reactor goes critical. Luckily for the enemy team, the Fafnir Foxtrot is just as dangerous to itself as it is to its enemies, courtesy of its weapons and MASC putting out some truly astonishing amounts of heat which it has few heatsinks to deal with, leading to many of the mechs melting to death in the middle of combat.
In the MechWarrior series, first-generation Clan OmniMechs were heads and shoulders above their Inner Sphere peers at the time where they show up, much like the original boardgame. The Mad Cat/Timber Wolf is the most iconic example of a Clan-built Lightning Bruiser Omni. It's fast—though it weighs 75 tons, it can outrun many 45 to 50 ton Inner Sphere 'Mechs, clocking in at a lively 86 kph in a weight class where 64 kph is considered the acceptable average. It's also very tough, boasting more armor than many Inner Sphere 'Mechs up to 10 tons heavier, meaning that its armor is thick enough to withstand repeated PPC or autocannon hits in any location save the head. Finally, it's frighteningly well armed, packing an array of lasers, missiles, and machine guns that gives it a throw weight equivalent to two or more comparable Inner Sphere 'Mechs—a Marauder, for instance, has a maximum damage value of 35, where the Timber Wolf boasts a maximum damage value of 85.
Raiden is merely a Badass Normal and a bit of a rookie during his first playable appearance in Metal Gear Solid 2: Sons of Liberty. However, his subsequent appearances in Metal Gear Solid 4: Guns of the Patriots and Metal Gear Rising: Revengeance brings him back as a cyborg who is strong enough to throw several thousand tons of steel into the air, fast enough to deflect bullets, and tough enough that nothing short of other equally enhanced cyborgs and one seriously well-equipped and incredible skilled human samurai can put up a challenge against him. This on top of the ability to heal his injuries by ripping out the energy sources of other cyborgs.
Samus Aran counts. She's a power-armored badass who can soak up damage like a sponge, is death at both short and long range, and is capable of reaching Mach 1. The exception to this is the Prime series, where she's as strong as ever but not nearly as agile.
Ridley is a super-intelligent killing machine that breathes fire and eats corpses, as well as Samus Aran's most hated enemy. He's also about fifteen feet tall, utterly towering over Samus. You'd think he'd be slow and easy to avoid so you can pick him off with your Arm Cannon, right? Wrong. There is a reason he usually is That One Boss.
Minecraft has quite a few of the more threatening mobs fit into this archetype.
Endermen have twice as much health as the player, and can easily kill them in three strikes if they're unarmored. Their teleportation abilities also let them pursue a fleeing player, get into melee range, or evade attacks, to the point that they can precisely teleport out of arrows' paths and make ranged sniping attempts impossible.
Phantoms are hard to hit since they're airborne, swoop down at the player swiftly and deal uncomfortable amounts of damage (similar what to normal monsters would do on Hard Mode)note In the Java Edition, this damage was greatly reduced due to a bug, turning Phantoms into Stone Walls instead, but they retain their usually-high damage in Bedrock Edition, all with the same health as human-sized mobs, which lets them survive a few sword strikes to dive-bomb the player a second time.
Zombified Piglinsnote Formerly Zombie Pigmen are neutral... until the player hits them. Then, they sprint towards the player, even from decent distances away, and deal lots of damage even through armor with their golden swords. They can also spawn with armor of their own, and have some natural armor to boot. Zombified Piglins also spawn in numbers, making it difficult to eliminate all of them with a bow before they can get into sword range.
Wither Skeletons trade in their bows for stone swords- which would normally be low-tier equipment for the player, but they can pack a strong punch with them and inflict a damage over time effect, which can chew through health and possibly kill the player if they're on low enough health. They can sprint as well to close the gap quickly, which makes them very dangerous to fight without a shield or a bow. On the health side, they can take the same amount of punishment as human-size monsters before going down, which is nothing to scoff at.
Vindicators deal tons of damage with their axes (enough to knock you down to half a heart from full health on Hard Mode), even disabling shields, and can bear down on the player terrifyingly swiftly through sprinting. They also have more health than a Zombie or Skeleton would and require an additional sword strike to put down.
Iron Golems might seem slow at first, but their sprint speed is alarmingly high when aggroed, can uppercut their targets for massive damage (if the initial damage doesn't kill them, the fall probably will), and can withstand extraordinary amounts of punishment due to their massive 100 health pool and knockback immunity. Thankfully, they're on the player's side when created, and won't hurt them if left alone (or if they don't see a villager getting attacked).
Ravagers have the same amount of health and knockback immunity as the above Iron Golems, can give chase fairly quickly, and have a devastating headbutt attack that deals about the same damage as an Iron Golem would. Unlike Iron Golems, they will attack the player and villagers on sight, and often come out of fights with Iron Golems on top.
Hoglins are beasts that spawn in the Nether, and while they drop hefty amounts of food and leather, earning those drops is a challenge for players first setting foot into the nether. Hoglins have as much health as an Enderman which allows them to take several sword strikes before dying, are knockback-resistant (a trait that allows them to get close and dangerous easily), and can close the gap quite swiftly on foot. They're no slouch in the damage department, and can often launch the player into the air for additional damage, or even worse, off a cliff or into lava. Manage to get one into the Overworld, and a Hoglin will transform into the undead Zoglin, which not only has the same bulk and damage potential, but will unleash its wrath upon anything living.
Monster Hunter has many examples that fit this tropes, but none more literal than Zinogre. An absolutely huge wolf with great speed, strength, health and absurdly great agility for its size. Possessing electrical powers and two Rage modes on top of its already impressive stats makes Zinogre one of the tricker and more dangerous beasts in the game.
Hunters can get in on this as well. A popular build for the Lance turns the weapon class from Stone Wall to this trope. By combining Set Bonus skills for improving mobility like Evade Window and Evade Extender with the usual damage-enhancing skills, a Lance user can take advantage of the ability to evade three times in a row as well as the superb guard to dance around monsters, countering with stabs and thrusts, and still being able to block and shrug off anything they can't simply dodge. Also, any Insect Glaive and Tonfa users will probably have powerful attacks, fantastic movement and decent defences (and for the former, exclusive access to aerial attacks).
Mordheim: City of the Damned has the factions' Impressive units, with the Order factions (the Mercenaries' Ogre, Sisters' Maiden of Sigmar and Witch Hunters' Executioner) putting more emphasis on the "Bruiser" and the Destruction factions (the Skaven's Rat Ogre, the Cult's Chaos Spawn and the Undead's Crypt Horror) putting emphasis on the "Lightning". With their incredibly high strength, toughness, agility and weapons skill, Impressives are a terrifying prospect for your units to face unless they have an Impressive of their own or have Heroes and Leaders working closely together. A single Impressive can rip through multiple lowly henchmen with ease. What's worse, they all generate Fear so troops have to pass a leadership check or take a massive malus to hit, the Chaos Spawn and Crypt Horror have the superior Terror effective instead, and the Maiden swaps Fear for being a Magic Knight who is Immune to Bullets. Impressives do have their drawbacks, though: they're so big that they can't enter doorways to buildings, they can't loot items or wyrdstone, their equipment selection is usually limited, and most of them are vulnerable to missile troops.
The Big Bad of Mortal Kombat, Shao Kahn can hit fast and hard and takes far less damage than you do. Couple with Perfect-Play A.I. he attacks relentlessly, blocks most counters and shrugs off what makes it through. Thankfully he doesn't see the problem with taunting in a fight.
Duster in Mother 3. His HP and physical attack power are barely second only to Lucas and his speed is barely second to Boney. He even has a special ability that occasionally allows him to get a hit in before anyone else, even if you don't manage a first strike. Balanced by not having any PSI, though depending on your viewpoint that just makes him even cooler. Not just that, he has another ability where if the enemy catches you from behind, there's a chance he'll flip over them before they can act and attack them from behind instead. What's really strange is that he walks with a limp. Imagine how fast he'd be with two good legs.
Napoleon: Total War: Ironclads somewhat fit this trope. They have a stupidly high level of armor (almost double that of a first-rate), and their steam engine means they can sail against the wind and move faster with the wind than any ship of comparable size. While they only have 80 guns, which equates to a second-rate, they are generally faster and tougher than anything with more guns, and also more maneuverable. But they're also Awesome, but Impractical in campaigns, as you have to pretty much max out the naval research tree to get them, and by that point you've either won or lost the campaign anyway.
Naval Ops: Warship Gunner players often build Lightning Bruiser battleships, because at the later missions and on the New Game+, a well-balanced battleship with heavy firepower, good protection and good speed is crucial.
In Nectaris, the EF-88 Hunter is tougher than any other plane, it hits air and ground targets equally hard, and its movement range is almost unsurpassed. Naturally, the single-player campaign makes these fast flying tanks available to the AI much more often than to the player. However, the AI tends to get too aggressive in advancing Hunters ahead of the main offensive line, making them easier to surround and finish off with a good anti-air unit.
Doku from Ninja Gaiden. A towering Animated Armor with a fair bit of health, his slashes come out fast and hurt a lot, and while his Deadly Lunge is telegraphed, if you don't immediately evade he'll eat the distance like a glutton at a buffet and make you pay. His spirit form is even worse.
Nocturne: Rebirth: This trope may or may not apply to Reviel and Luna before the level cap, since their stat build is determined by their skill tree allocation. However, most sensible skill tree builds will ensure that they're stronger (in their primary offensive stat), studier, and faster than average compared to equally leveled familiar units. At the level cap and with maxed skill trees, both Reviel and Luna will definitely exceed capped familiars' average base stats, though Reviel has the highest base stats (in every stat except MP) of the two.
Oswald the Shadow Knight, from Odin Sphere. Strongest, toughest character in the game, with good speed and jumping power. Also hits even harder and moves faster when he uses his Shadow Form. Other characters in the game are capable of blocking for highly increased damage resistance or have ranged normal attacks, and some special double-jump power, like flight. Oswald's just meant to rush in and rip things to pieces.
Most of the best players in Mutant League Hockey have high (often maximum) stats in at least three of the following fields: skating, speed, checking, and/or fighting. Especially notable are the game's best enforcers, Mo and Spew Puke of the Terminator Trolz. As far as teams are concerned, the Black Hearts and Darkstar Dragons have elite speed and combat ability in addition to high scoring power.
In Overwatch: The Tank class of heroes surprisingly has a few of these. Winston and D.Va deal respectable damage in close-quarters combat and have very high Health values (paired with abilities that block enemy fire), as well as abilities that let them move (fly in D.Va's case, jump in Winston's) around maps extremely fast. (Although it should be mentioned that their hit-boxes are very large, making them easy to shoot down relatively quickly unless they move around unpredictably and get frequent healing; D.Va also has the Defense Matrix ability that completely nullifies any damage from the front for as long as it's up, increasing her survivability and granting her the ability to not only protect her team, but even negate certain Ultimate abilities like Pharah's Rocket Barrage) and Reinhardt can also be considered qualified, as despite being slower (yet bulkier) than them, can still charge forward deceptively fast for a long distance or until he hits a wall, and OHKO almost any other character unlucky enough to stand between him and said wall. There are a few notable non-tank ones too, such as Genji, who is an Offense hero, that despite being squishier than the tanks, deals very high damage, is arguably the most mobile character in the game, and can deflect some shots back at his attackers with correct timing and Lucio, a Support hero that can very easily push enemies off maps (which often eliminates them instantly), heal or boost the movement speed for all allies around him (including himself) constantly, and ride on walls giving him exceptional mobility.
Doomfist can now be added to the list by being able to charge across the map with his power fist as well as hit hard enough, even being able to knock people off the map. He also gains shields from many of his abilities.
All of the above characters share a common problem of poor long range damage. D.Va's and Doomfist's shotgun like range attacks have large spreads and high damage drop off (D.Va's Light Gun, which she uses on foot after her mech is destroyed, makes up for this by being very accurate and powerful to charge the ult that allows you to call in a fresh new mech). Reinhardt's only long range attack (outside of his charge) is big ball of energy that hits like a truck but it is fairly easy to dodge and has a long cooldown. Lucio and Genji's main attacks fire a burst of three projectiles with an enforced delay between repeated firing, so at long range it is difficult to get all three shots to connect. Winston lightning gun has pitiful range (only a little longer than Reinhardt's melee attack) and has no way of attacking enemies at long range at all.
That said, any vehicle can become this with the right engine upgrades. Even a Sunderertransport/support vehicle can run circles around most friendlies/enemies if the driver has certified it with the Racer high-speed chassis.
As of GU 08, the Harasser buggy can mount weapons from the Sunderer or the faction battle tanks and the rear rumble seat can hold a MAX suit for even more firepower. It's also much more heavily armoured than the Flash and even faster, even without upgrades.
Garchomp is one of the most famous examples around here. Being a pseudo-Legendary Pokémon, its overall stats are pretty high. Unlike most pseudo-Legendary Pokémon which tends to be a Mighty Glacier, Garchomp is fast, with high HP and Garchomp can hit pretty hard with its high attack to boot. In a game where base stats are usually multiples of 5, its base speed of 102 lets it cheekily move first against the many, many Pokémon with base 100 speed.
Both Mega Charizard forms can arguably qualify as this. Mega Charizard X has its Attack and Defense increased significantly while still being fast, with its contact attacks being boosted even further by its ability, Tough Claws. Meanwhile, Mega Charizard Y has its Special Attack and Special Defense boosted (with Special Attack gaining a *50 stat point boost*). It also gains Drought, an ability that summons harsh sunlight (which further boosts the power of Fire types moves ON TOP of STAB, weakens the power of Water type moves and nullifies the cooldown period for Solar Beam).
Mega Kangaskhan goes from a Jack-of-All-Stats into a fast, strong and bulky juggernaut while her Parental Bond ability makes most of her moves hit twice, though the second hit dish out less damage than the first one.
Mega Pinsir becomes much faster and stronger, as well as its bulk gaining some noticeable boost. Mega Pinsir also gains Aerilate as its ability, which turns Normal-type attacks into Flying-type as well as providing some power boost.
Mega Salamence's defense receives a gigantic boost as well as becoming noticeably faster. While Mega Salamence's attack and special attack only receives a tiny boost, it gains Aerilate as its ability, converting Normal-type attacks into Flying-type attacks.
Mega Metagross becomes way faster than before and its already good Defense and Sp. Defense is increased significantly. Although its offensive stats only receive a slight boost, it gains Tough Claw as its ability.
Mega Lopunny gains large boosts to its Attack and Speed, and it also gains a slight Defense boost; while not bulky by any means, it can shrug off a few hits and pulverize whatever tried to take it out in return.
Mega Rayquaza is outright banned in a number of tier lists - including Uber itself, due to the fact that it has an Attack stat far exceeding most other 'Mons and thus gains easy one-hit KOs even against Stone Walls like Metagross. Not only that, it is the only Mega Evolution that does not need a Mega Stone: instead, it only needs to know a specific move, Dragon Ascent, which is itself a very strong physical Flying-type move similar to Close Combat. Equip it with a Choice Band and watch it tear down anything in its path like a hot knife through butter.
There are other Infected (Blackwatch Super Soldiers and Hunters) that can rival Alex's speed, strength and durability.
James Heller of [PROTOTYPE 2] is even more faster and stronger than Alex.
The Way of the Turtle in Punch Club requires high stamina to soak up damage, but strength and agility have to be balanced as well. A badly-trained fighter is nothing but a Stone Wall with weak strikes or Powerful, but Inaccurate ones, and that doesn't win fights. A well-trained Turtle is a solid meat shield plus a nastier slugger than the average fighter following the Way of the Bear, with hard-ass strikes that hit consistently even against a Fragile Speedster focused on dodging like someone in the Way of the Tiger. Not only that, the Turtle has a Gradual Grinder flavor to it by controlling the energy battle, letting the enemy tire out while you keep your breath by blocking and sometimes retaliating, and then knocking him down repeatedly. The problem is that, since you have to keep all the stats high, training time becomes a grindfest later on.
In Red Dead Redemption, cougars hit fast and hard and are not easy to take down unless you aim for the head. Bears are this to a lesser extent, as they are somewhat slower but make up for it in terms of raw strength.
The Tyrants; with Nemesis, a modified Tyrant, as their undisputed king. Generally, they start off slow, hard hitting, and resilient. Then, when you piss them off enough, they get a speed boost and they are faster than you (Word of God they can run at 43 mph). In RE2make Mr X can lift a helicopter one handed and will shrug off everything you throw at him, forcing you to run away very fast and speaking of speed in Final Battle Mr X gets a frightful speed boost from his usual fast gait. The Super Tryants in Resident Evil: Damnation can survive a gasoline truck explosion, run very fast and can physically stop a tank.
Mendez, The Brute can also flash step, bend metal, kick the crap out of Leon like a ragdoll, and is resistant to bullets. The Mercenaries minigame has Super Salvador, who is as fast as the player, can leap rooftops in a single bound, and will instantly decapitate you with his flailing double chainsaw the moment you get in punching range.
Krauser, even before he gets his massive blade arm, can leap 30 feet in the air, shrug off a knife to chest and physically overpower Leon in a knife fight. Once he gets his One-Winged Angel Kruaser can Flash Step around, wreck you with his mutated blade-arm and will even block your bullet with the same arm.
Series Big Bad Wesker can move faster than the eye can see, punch straight through a man and regenerates fast enough to be almost immortal. Best shown in his Resident Evil 5 in his boss fight where he will catch an RPG coming from his blindspot to a standstill and the thing exploding in his face only disorients him for a few seconds.
Overlaps with Charles Atlas Super Power but Chris and Leon in their various games and films are shown to move faster, hit harder and tank much damage than the majority of Resident Evil's characters who fall under the Action Survivor-category. Chris in RE5 can send B.O.Ws flying with a haymaker, run at great speeds and as Sheva remarks he is much more agile than his Heroic Build suggests. Leon can dodge laser beams, tank bullets and even survive direct blows from Tryants, Leon is also strong enough to behead enemies with his Roundhouse Kick and even defeat the aforementioned Krauser.
Though he's not quite as ridiculous as Chris, Leon or his father Wesker Jake from RE6 is still incredibly strong and agile compared to most characters. Jake is the only playable character in RE6 who has hand-to-hand melee instead of a knife. His melee is also faster, stronger than the others, has powerful counters, and is the only one that can combo. Jake is also shown able to fight Ustanak in close quarters barehanded.
Raid Mode of Resident Evil: Revelations has the enemies with the purple crown symbol, who combine the traits of the fast, defensive and strong enemy types, with none of the weaknesses.
Scagdeads, who run fast, hit like a ton of bricks and have a high HP. Even the defensive types that usually are slow Mighty Glaciers move fast.
In Resident Evil 6 we have mutated Derek Simmons. His first and relatively small form can effortlessly keep up with speeding trains while tearing them apart and eventually derailing them in a single swipe. His second form is much larger and stronger, but only slightly less agile. And he comes back for more seven times, each time shrugging off the punishment you inflicted on him last time, to the point only repeated lightning strikes do any lasting damage to him. Subverted with his final form which is humongous but barely mobile.
Oda Nobunaga in Sengoku Basara is another example; he has the second-highest HP, attack and defence in the game (after Tadakatsu), almost as good movement speed, and attacks much faster than Tadakatsu with non-telegraphed attacks that don't move him. He also uses the powerful Shadow element, and his special arts are much more powerful than Tadakatsu's, including a super art that renders him invulnerable. Nobunaga is only unlocked as a Bragging Rights Reward and is Purposely Overpowered.
Shadowverse: Although costly, there are cards with both Storm and a high statline allowing them to hit fast, hit hard and able to take abuse in turn. Genesis Dragon, Zeus and King Elephant are some notable ones.
The small colossi from Shadow of the Colossus are some of the most frightening and difficult bosses as they are much, much faster than the player and not any less dangerous than the big ones.
Warriors are normally really slow, but if you give them Shadow equipment, you get a class that moves fast, hits hard, and can tank most hits with ease.
Although the Semi Demon has low magic defense, he still fits this archetype due to his high physical strength, great physical defense, and decent speed.
The Flesh Fiend has high physical strength, good physical and magic defense, and is the second fastest enemy found in the Monster Portal.
The Shadow Reaper is very powerful, has the highest defenses out of any enemy in the game, and is the second fastest enemy in the game, second only to the Anti Ninja in terms of speed. His only weakness is his low health, but his defenses make up for it.
In Sonic Unleashed, Sonic is able to move fast, destroy tough enemies, and lose only 20 rings per hit.
Knucklesthe Echidna is usually depicted as one, possessing incredible superhuman strength while being almost as fast as Sonic.
Bacchus from Star Ocean: The Last Hope, His strafing attack moves him quickly along the ground and hits twice. If you add More Dakka through Item creation, it actually becomes more powerful than his special attacks (which are already some of the best). He also has high Defense and HP. As well a skill that lets him heal 50% of his hp instantly.
Meracle from Star Ocean: The Last Hope is at first glance a Fragile Speedster, but with No Guard equipped, she turns into this. She's fast, she hits hard, and since she has high HP, she can more than take a hit.
Star Trek Online has finally introduced the Excelsior class cruiser from the Star Trek movies and TV shows. Whereas all other cruisers have a slow turn rate, are nigh-unbreakable and have moderate offensive abilities, the Excelsior can tank only slightly less effectively while it has access to much higher level offensive powers. It can also turn much faster than all other cruisers in its tier, making nearly as agile as an escort class (think Defiant) with almost as much firepower. This is after Cryptic planned to give it equal defensive abilities to other cruisers and higher level science abilities too which would have boosted its tank even more or given it crowd control abilities on par with science ships. Even fans of the ship complained that this would make it an utter Game-Breaker, forcing Cryptic to tone it down to the moderately overpowered level that it is now.
So long as you aren't comparing him to Vader, Luke Skywalker is this in Star Wars Battlefront (2015). His above-average on the ground speed is only added by his mobile jump and his far-reaching dash attack, which makes him a terror considering his lightsaber is almost always a One-Hit Kill on normal players, even if they try to abuse the invincibility of the Bacta Bomb. He also has great health like all Heroes and can even deflect shots back at enemies with his lightsaber, although not as effectively as Darth Vader.
StarWarsTheOldRepublic: Depending on your build and rotation, a Jedi Shadow or Sith Assassin can end up as this. Speccing into the tank discipline, they're marginally squishier than Guardian-Juggernaut or Vanguard-Powertech tanks, but they deal as much damage as a slightly undergeared DPS and their Force Speed (useable in or out of combat) can be used to steer bosses around the map, evade area attacks, or race across hazards. This is addition to out of combat stealth abilities and stuns that can be used to break larger groups of mooks into more easily handled numbers.
Star Wars: The Old Republic has a pair of options for this in each faction. The Operative and Scoundrel specializations for the Imperial Agent and Smuggler class (Imperial/Republic respectively) can both wear medium armor and have high mobility coupled with hard-hitting damage output at close range.
Chun-Li in Street Fighter III is often considered to be the most powerful incarnation of Chun-Li in the Street Fighter franchise thanks to her great health, mobility, recovery, fast pokes, high priority over almost any attacks, and almost all of her normals can be combo-ed to her Hoyouku Sen quickly. There's a reason why many players are afraid of having to fight a Chun-Li player in Third Strike.
Reaper Leviathans from Subnautica are about as fast as your Seamoth and are capable of ripping it to shreads or slamming it against the sea floor not to mention that they can also can kill your player character in one attack. Plus Reapers happen to be gigantic and can take several hundred slices without dying.
Ialdabaoth in Super Robot Wars. It's a Super Robot, which grants it a good dose of defense, yet it's fast and hits almost as hard as other big guns like the Dygenguard. The pilot can up the ante of damage 2.5 times.
Valzacard. Size LL means it takes less damage and hits damn hard, but because its main pilot spent a lot of the game in the Real Robot Valhawk, there's a good chance it dodges at least as well as some of the tiny Gundams on the team. And half its pilots have the dodging and damage-dealing Spirit Commands of a Real Robot while the other half have the support and defensive Spirit Commands of a Cool Ship.
Either Angelg or Vysaga fits this, in the same vein of Ialdabaoth. They hit really hard, are quite tough, considered Super Robot and have mirror image that lets them dodge, and activates often. Angelg is even noted to be one of the fastest mechas amongst the good guys.
It should be noted that, apart from Captain Falcon, most Lightning Bruisers in the series aren't as dominating as one would expect of the archetype; other factors (such as recovery, combo potential and frame data) are required for success, usually resulting in Glass CannonFragile SpeedsterGradual Grinders being the best characters.
Captain Falcon in all Super Smash Bros. games except Brawl has a very fast running speed coupled with extremely fast, powerful attacks that lend themselves naturally to combos. He also has an average weight and good endurance. He technically fit this build in Brawl itself, but the change in hitstun mechanics pretty much removed combos, nerfing his offense and making him more Jack-of-All-Stats. Smash 4 brought him back to grace, though.
Roy in Super Smash Bros. Melee applies, as he is a character with great power, speed, and durability, but is actually lacking in other areas specific to the series, such as low range, bad recovery, and high falling speed. Fortunately for Roy, he was heavily buffed in Smash 4, turning him into a true Lightning Bruiser whose only real weakness is that he needs to be very close to reach his full damage potential.
Little Mac in the 4th installment is also a Lightning Bruiser... technically. While he can run incredibly fast, possesses both quick and hard-hitting attacks with hyper armor in some of them, an exclusive power meter that lets him land a One-Hit KO, and decent durability, almost none of these apply while he's in the air. His aerial attacks are very weak and he has the absolute worst recovery out of any character in the game. Therefore, he's a true Lightning Bruiser in stages with no pits and more of a Glass Cannon in any stage with pits due to how easy it is to deny his recovery.
Charizard has attacks that hit very hard with some coming out quickly, has a very good dash speed, and is a very heavy and durable character. However, similar to Brawl Captain Falcon, he isn't as successful as many other characters of this type due to heavy lag and low priority on many of his moves. This is mitigated in later versions of Smash 4, letting him reach his true potential as a character who is able to kill early and take a beating, especially with super armor on several moves making it much safer to throw them out. His running speed is the 8th highest out of 52 characters, making it costly to underestimate him.
Bowser, a resident heavyweight in the series, is even stronger in the fourth game than in previous installments, with almost all of his attacks being able to KO at mid percentages, and he is still the heaviest character in the game, but his speed has been drastically increased, with all of his attacks coming out very fast, as well as managing to dash as fast as Diddy Kong.
Ridley in Ultimate is mostly this, his speed is comparable to Charizard's, swift and strong attacks some of which include his tail that is sweetspotted at the tip, and his Skewer deals devastating damage. Not to mention that his drag attack racks up damage rapidly like no tomorrow while moving as fast as Sonic, it's almost as if his entire body is made for killing. However he's not as extremely heavy as he looks, and while his attacks are strong the delay and ending lag of them leave him vulnerable to combos like any other heavyweight, and he has to use the best of his weaker moves to rile up the damage percentage as much as possible. So in a way he's somewhat the Fragile Speedster of the Lightning Bruisers.
Donkey Kong was already surprisingly fast for a heavyweight in previous installments, but the fourth game took it even further, with his overall mobility and attacking speed being just as good as characters like Mario. He's no slouch in the attacking department, since his fast attacks pack surprising KO power for their speed, and he's hard to knock out as a heavyweight of his size.
Similarly, Ike, despite being a Mighty Glacier in Brawl, is made slightly weaker but a bit faster and much more mobile in the fourth game, which has increased even more in Ultimate. His sword attacks all reach far and hit as hard as his One-Handed Zweihänder would suggest, and his heavy weight makes him hard to KO without a Smash attack or a well-placed edgeguard. One read good read from Ike can easily spell doom for the foe, even at moderate percents. His Quick Draw side special exemplifies this- it's hard to intercept and deals threatening damage and knockback while dashing far enough to be a great recovery move.
The Loa introduced in the sequel's expansion have durability of the Hivers, guns of the Zuul and acceleration and speed no organic race can match.
Tales of Graces: Sophie has some of the best physical defence and offence stats in the game, fairly high HP, and is insanely fast. She can run circles round enemies and then knock them flat with a variety of attacks. Said attacks vary from pummeling enemies to death, to leaping into the air and shooting light lasers down. Her variety of aerial attacks also help make her harder to hit, she has healing spells, and can learn artes from other party members, meaning she gets some stat-altering artes and ranged artes.
In Team Fortress 2, the Demoman's Eyelander. It takes off a chunk of your health at the outset, but you get more health and better speed after you behead someone. After two, you're up to above-normal HP and a goodly running speed, and at the maximum of 4, you've got more health than a Soldier and a little less speed than a Scout. Normally, the Eyelander is paired with a shield that reduces certain damage and allows guaranteed crits (which is handy because the Eyelander never gets random crits), but if you take the default Sticky-Bomb launcher and still manage to get 4 heads, you're unstoppable.
The Soldier originally starts out as a Jack-of-All-Stats, with the second slowest movement speed and second highest health in the game, with higher firepower than most of the other classes. But when a player masters Rocket Jumping, he becomes a Difficult, but Awesome hailstorm of explosive death from above that can cross maps in a few seconds. However, the blast from his rocket jumps injures him every time and he does take fall damage for landing from extreme heights, allowing him to be easily finished off by enemies or Hoist by His Own Petard if he doesn't manage his health wisely.
The Tomislav originally let a Heavy slow down his firing rate by just 1/5 to cut 70% of its startup time (and making no noise), making him rather excessively good at ambushing, before the spin-up time was nerf to a somewhat more reasonable amount.
With the release of Mann vs Machine mode its upgrade station system, with the right upgrades and weaponry, Scout can deal a lot of damage and yet still exceed the health of an over-healed Heavy while remaining the fastest class in the game. This is because the Scout gains health for any money he picks up. When you have a robotic hoard all dropping wads of cash, some Scouts have been known to get to 700 health, in comparison to their usual 125. The hard part is getting enough health to keep getting health.
Upgrades also include up to a 30% speed bonus and as much as 75% resistance to most damage types. These can end up turning any offensive class into a Lightning Bruiser, besides the Heavy, as there are no upgrades to increase his minigun spinup time or walking speed while using it (besides the general speed upgrade, but the difference is quite small when you're already that slow). Demoman in particular can take this to a crazy degree as said upgrades stack with the speed and health boost from the Eyelander, which is much easier to get kills with due to the large number of robots and being able to shield charge more often with upgrades (which also lets him get around faster).
Terraria has the optional boss Duke Fishron, who not only deals incredible damage note most of his attacks deal 100 if you have no armor, in a game where you have 500 and even more if he Turns Red, flies around very quickly in any direction, necessitating the use for speed-increasing equips if the player doesn't want to be shredded by Collision Damage or his attacks, and has the second-highest HP of all bosses while being a single target note The Destroyer has more but multiple segments can be attacked to deal multiplied damage.
Normally, ninja-type enemies in Time Crisis are fast and can jump around before meleeing you, but at least they die in only one hit like most other mooks. Then there's Edge from Crisis Zone and Randy from Time Crisis 3, both of which are ninja bosses, which gives them the benefit of having lifebars. Multiple lifebars for each of them. Edge makes you chase him around the screen while he hurls knives at you, while Randy must be fought over a broken bridge that he dashes all over, while accompanied by reinforcement ninjas who also have lifebars.
Most Empire cavalry are shock cavalry meant to charge and then retreat because their lances are poorly suited to dealing with protracted melees. Demigryph Knights however are horribly tanky and able to fight high-tier infantry with no support, because in this case the beastly mount and the knightly rider are both highly efficient killing machines, while still being able to close a gap in seconds.
Bretonnian Grail Knights, hands down the strongest cavalry in the entire game. Highly trained heroic knights turned into superhuman warriors by the mysterious empowering rituals of the Lady of the Lake, equipped with very heavy armour, magical weapons and a blessing that gives them a 20% chance to avoid all damage on any hit.
The Vampire Counts have two qualifying units, both large monstrous creatures: Varghulfs have devastatingly strong sweeping attacks with their large forearms, they have a lot of health (which also regenerates over time) and a big charge bonus, deceptively fast for their size, and their sheer mass means they can easily shove through a battle line unless the rank is particularly deep. Terrorgheists are even worse; these dragon-sized undead bats have everything that makes Varghulfs deadly, but they can fly, faster in fact than most cavalry can run even at full stride, and in Mortal Empires they even gain a sonic shriek attack.
In the Twisted Metal franchise, several competitors may count, but the best example is probably Minion, a demon who drives a Cool Tank. The tank is as nearly as fast as the game's Fragile Speedsters and has top-tier armor and a devastating special move as well; it's one real weak point is its size; since it is so large it is easier to hit than some other vehicles. In most games where he's playable, Minion needs to be unlocked.
Tzar: The Burden Of The Crown has a few examples, the most prominent one being all mounted units (except Horse Archers who prefer Hit-and-Run Tactics and Chariots who are mobile Stone Walls instead). All of them boast above average values of health, attack and defense as well as moving faster than infantry units. Their weakness is their crippling inability to deal with Pikemen/Spearmen/Samurais who deal bonus damage against them and the fact that almost all of them are end-game units that require specific steps to be accessible(European Knight and Arabian Heavy Horseman are exceptions from this rule).
The TIE Defender from the Star Wars game TIE Fighter can withstand more punishment than a bomber, can easily overtake a dedicated dogfighter, and still manages to pack four lasers, two ion cannons and two high capacity missile launchers. It is then taken Up to Eleven with the Missile Boat, which is even faster with four higher capacity missile launchers, with the only drawback being one laser cannon.
Guardians in Uncharted 2: Among Thieves are one of the most unfair examples of this trope. Not only are they big, strong, fast, and capable of leaping absurd distances, they're also Immune to Bullets when you first meet them. Even when you do get the opportunity to actually kill them, they still absorb enough rounds to turn a small army into salsa and ask for seconds. Oh, and they also fire some of the most accurate and damaging weapons in the game. Good thing you never have to face more than three of them at a time.
The upgraded Edelweiss in Valkyria Chronicles can move farther than most enemy tanks, has a powerful main cannon that can oneshot them if it hits a weak point and possesses enough armor to shrug off a lot of return fire.
The namesake Valkyria such as Selvaria and Alicia can traverse half the map and absorb alot of enemy return fire while doing so. With their signature lance and shield they can ignore any fire thrown at them and oneshot tanks. Even when she trades out her Valkyria powers and equipment for a custom machine gun, she merely downgrades from a Hopeless Boss Fight to being extremely difficult to kill, while still perfectly capable of shredding infantry to pieces in seconds if they enter her line of sight.
Alicia, once she becomes fully leveled and is given the best rifle in the game. Her movement range is fantastic, she can score headshots easily and she can use her Valkyrur powers to heal herself. Once all her potentials are discovered she practically becomes Purposefully Overpowered.
Lancers are Mighty Glaciers in the overall infantry balance, but compared to all your other anti-tank options, the ability to move slightly farther than your average tank while expending only one Command Point turns them into this (assuming you're not abusing late-game orders so that your Shocktroopers can penetrate tank armor with their machine guns.)
And both games' Spiritual Successor, Vector Thrust, boasts an entire family of Lightning Bruisers in the form of the F-15 Eagle family. Eagles are extremely fast with impressive agility only outperformed by 5th generation aircraft and the Su-27 family, as well as above-average defensive abilities when compared to their smaller F-16 friends. They also boast formidable arsenals ranging anywhere from multi-targeting, long-range missiles, cluster bombs, and all-aspect munitions.
Despite what his stats might imply, Dave's '70 Van in the original Vigilante 8 qualifies as this. He's got good stats with a heavy slant to armor and his top speed while going in reverse is actually faster than going forward. What really makes him powerful though is having one of the most powerful specials in the game - it does tons of damage from anywhere and it's highly accurate, so you can stock up on specials and destroy enemies without having to get anywhere near them. In the second game, Dave's cultists no longer qualify as they're quite a bit slower and this special attack's been toned down heavily by making it more inaccurate the farther you are from the target when you use it.
Temjin and the Viper series in Virtual-ON, with Temjin having better armor and the Vipers greater speed and weaponry. The Apharmd model also has great agility on par with the Temjin, slightly better defense, and good hitting power, with its main limitations being the small clip size for its shotgun and the need to get close to properly employ its extremely powerful laser tonfa.
In Warcraft 2, Knights and Ogres filled this role. Good damage, good armor, good hit points, fastest ground units. Then consider Orcs had the Haste and Bloodlust spells. With a good click speed, you could turn your ogres group into a mass of death.
Warframe: While this could arguably be used to describe all the warframes, who are armored ninja space warriors, the grand prize goes to Gauss. He is the principle of Kinetic Weapons Are Just Better applied to a warframe, and is designed for nothing but intense speed and devastating attacks. Most of his kit revolves around his first ability, Mach Rush, which lets him run even faster than usual and create a damaging shockwave upon hitting anything. Even his signature weapons revolve around speed paired with damage; the Acceltra is a fully-automatic rocket launcher that reloads faster while moving, while the Akarius are a pair of homing rocket launchers that reload faster while moving. On top of that, his second ability, Kinetic Plating, surrounds him in a barrier that can make him highly resistant, and even immune to Slash, Impact, Puncture, Cold, Heat, and Blast type damage, and since most enemies in the game rely on physical damage, Gauss can become incredibly tanky against them.
Warriors Orochi gives us Orochi himself, who is a Game-Breaker on so many levels that they deliberately deny unlocking him (and his upgrade, Orochi X) until the very end of the game. He's large, powerful, moves fast, hits hard, and unlike almost every other character in the game, has automatic immunity frames in some of his moves where he can pummel the opposition without worry or cost.
Wild ARMs 2 has the protagonist Ashley Winchester who fits this trope like a glove. Even though his build is average, he's got pretty good HP, can be insanely fast even without his Accelerator Force Action, can deal good damage, and yet wields a bayonet that looks like a BFS. And that's not even getting into his Superpowered Evil Side.
Surprisingly for a game centered around starfighters, the Wing Commander series includes relatively few of these, and most of the ones that exist belong to the enemy. For playable ships there is generally a fairly realistic tradeoff between speed/agility and defenses/firepower. That said, a handful of genuine Lightning Bruisers do exist - the Rapier endgame medium fighter in the first game, which you get to fly as A Taste of Power in the second winning mission sequence; the Centurion in the spinoff Wing Commander: Privateer and its expansion, Righteous Fire, and the endgame space superiority fighter Vampire in Wing Commander Prophecy.
As of Wolfenstein: The New Order, B.J Blazkowicz has remarkable flexibility and agility for a man who is built like a brick outhouse, strong enough to dual-wield assault rifles and automatic shotguns and with maximum health and armour tough enough to tank as many bullets as the Ubersoldat from Return to Castle Wolfenstein. He can squeeze through tight vents and leap over wide gaps. B.J's Made of Iron tendencies are truly incredible - there are a fair few instances in the game where he and a Nazi have a fight which consists of the two stabbing each other in the chest until the Nazi inevitably succumbs to his wounds first.
Neku Sakuraba from The World Ends with You is a prime example, with him being able lunge across the entire length of the DS screen with a single swish of the stylus, and is capable of a massive array of powerful psychokinetic attacks thanks to his ability to use every pin. Some pins grant him the ability to Flash Step, making him even faster. Set him up with the right equipment and hell be practically invulnerable too, with some clothing options allowing him the option to constantly regenerate his health.
The Walker Bulldog and AMX 13 90 are tier 7 and tier 8 light tanks, so are small and have the speed of a light tank, but health points in the 4 digit range like the other tier 7 or 8 medium tanks. Both have autoloaders which can dish out a lot of damage in very short amount of time, something other lights can't really do so well as they are generally balanced as scouts.
The T49 is another light tank that satisfies this, as it has, instead of the low caliber guns typical on light tanks, a very large caliber howitzer, capable of dealing significant damage to the most heavilly armored tanks in the game, even from the front. If it gets a penetrating hit in the rear of an enemy tank or other weakspot, it hits harder than all but the most powerful tank destroyers in the game.
The tier 9 T-54 is particularly notable, having a solid hitpoint pool, thick armor (especially on the turret), high top speed, fast traverse on both turret and hull, and an optional top gun that has a very high damage output.
The Japanese-built O-I Experimental is this for its tier. It's a true-blue heavy tank, weighing 100 tons, and yet it has a top speed of 40 kph, and unlike some tanks, it can reach it. It also has a respectable 75mm of armor and 700 hit points, some of the best defenses in its tier. Finally, it can carry a Japanese-built 10cm cannon, which has good penetration, extremely high alpha damage, and a decent rate of fire. If the armor were better angled or the tank weren't the size of a barn and thus very easy to spot and hit, it would dominate its tier.
If it's an air-combat simulator set during World War II, the late-war American fighters tend to be this. Especially simulators set in the Pacific, where American fighters were almost as a rule faster, tougher and better-armed than their Japanese opponents.
''Xenoblade Chronicles: Dunban. His principal stat is agility and he can deal quite a bit of damage with many physical arts. Due to his high agility, he can even tank enemies since he ends up with an enormous evasion.
Citan from Xenogears. He starts off as a Bare-Fisted Monk, with the highest speed and HP of all the characters (plus, enough attack power to compete with a weapon user). But then, as if he wasn't broken already, he eventually gets a sword, making him the strongest character BY FAR.