|Also known as:|
|Appearances:||DW: The Tomb of the Cybermen|
Parry, also known as Weapon Guard, is a reaction ability in Final Fantasy Tactics. The Knight class learns it for 200 JP. It is one of the only two Reaction abilities not affected by Brave, Parry simply adds the equipped weapon's physical evade stat to the character's total. Usually this is a low amount, though certain weapons such as the Main Gauche and the Defender have very high evasion rates.
|Final Fantasy Tactics Abilities|
|Squire||Fundaments - Counter Tackle - Equip Axes - Beastmaster - Defend - JP Boost - Move +1|
|Chemist||Item - Auto Potion - Throw Items - Safeguard - Reequip - Treasure Hunter|
|Knight||Arts of War - Parry - Equip Swords - Equip Shield - Equip Heavy Armor|
|Archer||Aim - Adrenaline Rush - Archer's Bane - Equip Crossbows - Concentration - Jump +1|
|White Mage||White Magic - Regenerate - Arcane Defense|
|Black Mage||Black Magic - Magick Counter - Arcane Strength|
|Monk||Martial Arts - Critical: Recover HP - Counter - First Strike - Brawler - Lifefont|
|Thief||Steal - Vigilance - Gil Snapper - Sticky Fingers - Poach - Move +2 - Jump +2|
|Mystic||Mystic Arts - Absorb MP - Defense Boost - Ignore Weather - Manafont|
|Time Mage||Time Magic - Critical: Quick - Mana Shield - Swiftness - Teleport - Levitate|
|Geomancer||Terrain - Nature's Wrath - Attack Boost - Ignore Terrain - Lava Walking|
|Dragoon||Jump - Dragonheart - Equip Spear - Ignore Elevation|
|Orator||Speechcraft - Earplug - Equip Gun - Tame - Beast Tongue|
|Summoner||Summon Magic - Critical: Recover MP - Halve MP|
|Samurai||Iaido - Bonecrusher - Shirahadori - Equip Katana - Doublehand - Swim|
|Ninja||Throw - Vanish - Reflexes - Two Swords - Move in Water|
|Arithmetician||Arithmeticks - Cup of Life - Soulbind - EXP Boost - Accrue EXP - Accrue JP|
|Dancer||Dance - Fury - Bravery Boost - Jump +3 - Fly|
|Bard||Sing - Magick Boost - Faith Boost - Move +3 - Fly|
|Dark Knight||Darkness - Max HP Up - Vehemence - Move +3/Jump +3|
|Type-1 Energy Weapon/Sword|
|Damage Per Hit||
1 and 2/3 of shield, fatal if lunge, and in Halo CE, instant death
100 Battery Units
close quarters combat
|Rate of Fire||
about 1.5 seconds per lunge, and .5 seconds per melee
100% if jump lunge, extremely high
Melee and lunge(1-2 meters)
All Covenant ages (excl. Abandonment)
The Energy Sword consists of a curved hilt that, when activated, shapes and contains superheated plasma. Two small magnetic-field generators built into the handle of the weapon help form the oval shaped, ionized blades that the weapon is recognized for. The energy sword runs on battery power; an active sword, however, does not deplete the battery's energy: only when the sword makes contact with an object does the battery's energy deplete. Each strike from the sword will drain the battery by 10% of its maximum energy output, but if its user is careful, light strikes will not drain battery power. Once the battery power dies out the sword will deactivate and be rendered useless unless recharged. It is unknown how the battery is recharged. The Energy Sword also contains a fail-safe device that can be activated if the Sangheili wielding it drops it; the fail-safe option is always on, and a Sangheili must deactivate the fail-safe by applying pressure to the hilt before he can safely store the weapon. When the sword is dropped without disengaging the fail-safe, the weapon will deactivate the magnetic field without first dispersing the plasma, consuming the handle and thus destroying the weapon. The failsafe is included to prevent enemy infantry from acquiring the weapon and using it, and is yet another insight to Sangheili tactics.
The Energy Sword is the signature weapon of the Sangheili, and has been part of their culture since the Fourth Age of Discovery, the Sangheili pride themselves on their skills with this weapon, and the Sangheili believe that it is honorable for a Sangheili to fight, and die by the sword. The Sangheili are also very strict on who can be trained in the art of swordsmanship, only Aristocrats are permitted to wield swords and that sword-wielders are no longer eligible for marriage; however, they may breed with any female they choose, married or otherwise, to ensure successful transmission of "swordsman" genes. In service to the Covenant, only the most skilled warriors of the Sangheili like Zealots, Spec-Ops, and Stealth Elites are permitted to use an Energy Sword, and it is implied that they spend years building and improving their skills in order to become combatants in the lethal art of sword fighting. In Halo 3, all Elites, including Minors can pull out Energy Swords and use them when stuck with a grenade. The distribution to lower ranks could be a side effect of the Great Schism and the subsequent discarding of religious protocols.
The Energy Sword is one of the most powerful melee weapons in the Halo universe. A single strike can kill even a fully shielded Spartan or Sangheili. An over-shielded enemy can take two strikes to kill. Normally a swing of the sword can deplete 140% of the shielding, enough to puncture the shield and kill the enemy. The sword in the hands of a skillful Sangheili warrior or SPARTAN-II can be fatal unless the enemy has enough stopping power in their hands. The sheer power of the Sword is lethal, an energy sword can cut through most armor and slice flesh based targets in half. In the context of the Halo games, the energy sword's strength and lethality, are compensated for both the sake of ESRB rating, and gameplay.
The Energy Sword is purely a close-quarters weapon, meaning that it is completely useless past close range. A skilled SPARTAN-II can defeat a sword wielder with weapons like the SMG or the MA5 Series Rifle by avoiding getting close to a sword wielder. Another disadvantage is that the Energy Sword, like most other Covenant Weapons, has a battery, requiring the user to drop the weapon once the battery is used up. Although the handle can be used as a club, the Energy Sword's combat effectiveness is minimal when its energy runs out. However, the Energy Sword's battery acts somewhat differently; the battery depletes only when you get a kill. This can prove a disadvantage in that no matter how you kill him/her/it, as long as you use the sword, the battery will decrease.
In Halo: Combat Evolved the Energy Sword, has a cyan glow, has a far less defined edge and makes a dull clunk when striking something or someone. It is only used by Stealth Elites and Zealots. The player cannot use the energy sword in Halo: Combat Evolved, because once a Zealot is defeated, the fail-safe on the energy sword will activate and disintegrate via the plasma of the former blade collapsing onto the handle, thus rendering the weapon useless, since it is broken, and has no prompt for "pick-up".
In Halo 2, the energy sword is blue with purple undertones and electrical energy crackling on it when the blade is activated, the white glow seen in Halo: CE is also replaced with a more glass like transparency. In the campaign, it is only used by higher-ranking Elites, such as Spec-ops, Ultras and Zealots, however the sword can now be used by John-117. The sword in campaign has a battery and can only be used against a limited number of Covenant forces before the battery dies. When the Energy Sword runs out of energy, it can still be used to attack your enemies. The damage is then equal to a regular melee attack and will take a longer time to kill, unless the player assassinates their enemy.
The sword is usable in Multiplayer but with an infinite battery, like in campaign the sword has two major attacks, a lunge attack and a swing attack, the lunge attack is very powerful and can send the player flying towards an enemy if the reticule is red.
In Halo 3 the sword has more of a light cyan tinge similar to its appearance in Halo: Combat Evolved but still has a tint of purple near the handle. It also has an angle near the handle, whereas in the two previous games it was curved. Players are now able to parry with the Sword. The power exerted by the swords hitting each other will drain both player(s) shields, but will not kill them unless one makes the fatal blow. The sword's lunge attack has been reduced for balancing purposes, aside from these changes in design and functionality, the power of the sword remains unchanged. In multiplayer the sword has a limited battery supply, the sword also takes more time to unsheathe.
In the Halo Graphic Novel, there is a variety of sword-type weapons that appear on a wall in the dueling chamber of the Infinite Succor. These range from apparent energy clubs to sickle-like plasma weapons. Also, the swords that Rtas 'Vadum and Kusovai duel with in the story change shape a number of times to exhibit the basic structure of the Type-1 with a few slight differences, as they are used for training, and not battle. In the story Second Sunrise Over New Mombasa, an Elite is shown with a very odd, light-pink, sword, with very thin blades. Also, the Arbiter from Halo Wars uses two energy swords with a modified hilt and a hand guard. In the Halo Evolutions story Headhunters, an energy sword is described that is composed of a reddish energy combined with the white flicker of electricity, which gave it a glow that was blood-colored. In concept art for Halo: Reach an energy sword is seen with several spikes protruding from the side. It is unknown at this time if it has been made into the game.
There are two ways a player in Halo 2 and Halo 3 can attack, the first is to lunge with the energy sword. With this, the player lunges forward at the other player. However, this only works when the aiming reticule is lit red, indicating that the opposing player is within range. The second attack is the simple melee, this performs a quick underhanded swipe.
The Energy Sword is non-dual wieldable in any of the present Halo games. It is, however, physically possible to wield two swords at once in the accepted canon. The reason the Energy Sword is non dual-wieldable in game is because it kills most enemies in one hit, so dual wielding would not be necessary. Although, in the Bungie vidoc "Et tu, Brute?" it does show an early animation of an Elite slashing and impaling a Jiralhanae with two swords. To negate this, Bungie removed all possibility of dual-wielding.
In the Halo Graphic Novel, Rtas 'Vadum and Kusovai dual wield swords while in a training exercise, as well as throughout The Last Voyage of the Infinite Succor. Dual Energy Swords are used to fight the growing Flood infestations of the ship. In concept art of Halo Wars, an Elite is seen dual wielding Energy Swords. Dual-wielding is confirmed in Halo Wars as the Arbiter is able to use two energy swords.
A study of the Energy Sword.
The Energy Sword as it appears in Halo 3.
The Energy Sword as it appears in Halo 2.
A Zealot with an Energy Sword as it appears in Halo: Combat Evolved.
Hal's sword in the Fable 2 Collector's Edition (note the more traditional grip).
Two Spartans parrying in the air on Foundry.
A Sword lunge.
Bril Parry was the chief duty officer assigned to the communications station on board the MC80a Star Cruiser Naritus. Together with Rogue Squadron pilot Wedge Antilles, Parry witnessed the destruction of Thanta Zilbra during the Starbuster Plot. The Naritus had been assigned to direct a fleet of shuttles and freighters to evacuate the system, just in case, but until the moment when the Thanta Zilbra star went nova, few had taken the threat seriously. He had won the respect of Captain Genkal and was expected to replace him eventually as captain of the Naritus.
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Archetype Support Categorie(s):
|Other Card Information:||Gallery - Rulings - Errata - Tips
Appearances - Trivia
Lores - Artworks - Names
|OCG:||Unlimited||TCG Advanced:||Unlimited||TCG Traditional:||Unlimited|
|Video Game Numbers|
|Video Game Statuses|
|Actions||No Entry +|
|Anti-Support||No Entry +|
|Archetype Related||No Entry +|
|Archetypes||No Entry +|
|Archetypes Support||Gladiator Beasts +|
|Attack||No Entry +|
|Attribute||Trap Cards +|
|Card Number||52228131 +|
|Card Type||Counter Trap Cards +|
|Class 1||Official +|
|Class 4||VG +|
|Counters||No Entry +|
|English Name||Parry +|
|French Name||Parer +|
|Fusion Material||No Entry +|
|German Name||Parieren +|
|Italian Name||Parata +|
|Japanese Name||パリィ +|
|Korean Name||파리 +|
|Life Points||No Entry +|
|Lore||Return 1 "Gladiator Beast" monster from your hand to the Deck and negate the activation and effect of a Trap Card and destroy it.|
|Medium||OCG +, TCG +, and WC08 +|
|Misc||No Entry +|
|MonsterSpellTrap||Negates effects of Trap Cards +, and Destroys Trap Cards +|
|OCG Status||Unlimited +|
|Phonetic Name||Pary +|
|Portuguese Name||Parar +|
|RFP||No Entry +|
|S/T Class||Counter +|
|Spanish Name||Parar +|
|Stats||No Entry +|
|Summoning||No Entry +|
|Support||No Entry +|
|Synchro Material||No Entry +|
|TCG Advanced Format Status||Unlimited +|
|TCG Traditional Format Status||Unlimited +|
|WC08 Status||Unlimited +|
|YGOO Status||Unlimited +|