Ever since he took his first steps, Ramar was destined to master the ancient martial art of Kalaripayattu. Agile, quick and tough, he quickly got to grips with all the traditional weapons before embarking on a journey of initiation across the world. He finally ended up in Clint City which, according to legend, was home to the era’s greatest warriors. There, after a series of impressive duels, he was welcomed as an honorary pupil at the Fang Pi Clang Monastery. Nevertheless, he continued to scour the rooftops of Clint City, always on the lookout for new opponents with unusual fighting techniques that would allow him to fine tune his skills and become truly invincible.
  • Released on friday 24/07/15
  • Illustrator: LuisNCT
  • Common Card Available at the Shop
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Power of Ramar:

Killshot: +4 Life Max. 16

If the Attack of Ramar is equal or higher than the double of the opposing character's attack, the player controlling the character will win 4 Life points until he reaches a total of 16 Life points at the end of the round.


Bonus :

Damage +2

Fang Pi Clang’s Damage points are increased by 2 points. (Remember: Damage points are inflicted on your opponent if you win the round)

First evolution of the 4 different evolutions of this character :

  • Fang Pi ClangRamarpicture
    Power5AbilityUnlock ability at
    Damage1BonusDamage +2
  • Fang Pi ClangRamarpicture
    Power6AbilityUnlock ability at
    Damage2BonusDamage +2
  • Fang Pi ClangRamarpicture
    Power7AbilityUnlock ability at
    Damage3BonusDamage +2
  • Fang Pi ClangRamarpicture
    Power8AbilityKillshot: +4 Life Max. 16
    Damage4BonusDamage +2
62 characters
missions icon 24 missions
Bonus Damage +2
The kung-fu taught at Fang Pi School was developed in the Golden Mountain Monastery and is an ancestral martial art. The Clan, lead by the merciless Lost Hog, wants to enforce its warmongering ways on each and every one of us. To gain world supremacy, the Clan is fighting to overthrow the government in favor of a Bruce Lee clone that it has created and raised in secret.
  • At level 1: min 2 900 Clintz
  • At level 2: min 2 414 Clintz
  • At level 3: min 2 366 Clintz
  • At level 4: min 2 457 Clintz
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10 comments on Ramar

Friday 24/07/2015, 19:29

@Xonia_LoA - the heal is maxed at 16, bad for elo because you have 14 life at the start. Still an increase of 2, but that's pretty pathetic. So this isn't a good opener card and is hard to use in the later rounds.

Friday 24/07/2015, 14:11

Name: Ramar
Power: 8
Damage: 4
Ability: Killshot +4 Life Max 16

-Reliable 8 power wich for base stats it is very good
-4 base damage isn't that bad in FPC due the +2 damage
-Can make a life gap of 10 without fury wich in Elo can win us the game just by itself
-Although the ability is killshot we can safely overpill since we will make a life gap of 10 making it easier to activate to activate the ability
-SOA doesnt affect this that much
-Damage reduction isn't also a great problem since we will have the +4 life

- Seriously? Another 4* for FPC? We already have Futoshi Ld (also 8/4), Fei (also 8/4), Heitachi (8/5) and Tomoe (another 8/4). Not to mention all the other viable 4* like Kati, Ryuichi, Zinfrid, Macumba and Shizawa. This doesn't bring anything new to the clan
-Even though 8 power is great, there are other 4* who couple it with things that help winning the wound (-4 power or Power Protection)
-Activacte killshot with only 8 power maybe very hard knowing that we will face all those acttack manipullation clans.
-+Life in FPC has never been something very useful (except in Zhu Tang because that is broken). Knowing that FPC like to 2HKO life gaping doesn't go very well with the clan
-Although the maximun is not very low it makes the card more predictable and without it the card would still be very far from being OP so don't know why it is there,
-It is a direct competitor of Zinfrid who sacrifes the 8 power for a non conditioned ability and one that also sinergies better with the clan

6/10 - Don't take me wrong, the card is great and if it was realesed in other clan would be a great card but in FPC it will be almost uselless. Why switch my stable Heitachi for the possibility of winning +4 life knowing that i will have to pill heavly to do so? The clan as 4* much better than Ramar. Even if someone is willing to trade stability for more llife gap why not take Zinfrid or Ryuichi? At least those 2 synergie with the clan. FPC now need more 3* not more 4* even if they are great cards.

Monday 10/08/2015, 17:02

Kalaripayattu is an Indian martial art which originated as a style in south India during 3nd century BC to the 2nd century AD. It is considered to be one of the OLDEST fighting system in existence.

Lvl 1 - Kaduthila (a curved Indian sword)
Lvl 2 - Vaal (Indian sword) and Paricha (Indian shield)
Lvl 3 - Katar (Indian fist dagger)
Lvl 4 - Urumi (Indian whip-blade flexible sword. My Indian friend told me it is the most dangerous among Kalaripayattu weapons.)

Friday 24/07/2015, 11:58



Ability: Killshot: +4 Life Max 16

Sunday 16/08/2015, 04:12

At first I really didn‘t like this card and to be honest I would still prefer to use a few other of the fang pi clang four stars over him.
I think he has two main flaws, but heavy competition within his clan is the biggest.
His base stats of 8 power and 4 damage is pretty standard for a four star fang pi clang card and besides, I would rather have those stats and an ability than have an ability that is pretty shakey to activate.
Speaking of which, Killshot is obviously his second flaw and at first I thought he didn‘t even need Killshot as he wouldn‘t exactly be overpowered without it.
If (and that‘s a big if) he activates his ability, then you gain 4 life, which is capped of at 16, so at least in elo and survivor mode, that alone greatly restricts him.
Obviously in those games modes, to get the best from this card your restricted to using him in later rounds so to gain all 4 life rather than going over the 16 max life and therefor not gaining all 4 life.
Killshot is going to be a real pain.
Now you might think because he has 8 power thats going to help.
However, even when up against a 7 power card, he is still going to have to pill twice as much as his opponent to activate his ability.
Problem there is that if you do use this ability early on and you manage to activate it, it‘s going to give your opponent a pill advatange in the next rounds.
It may be more useful in a low pillz round, but saying that, i‘ve not even factored in attack mod., which is going to kill your chances there, especially if your up against something like Rescue.
With clans like Rescue your not only going to have to pill twice as much as your opponent but then some more because of their bonus.
Also to make things worse they are going to not only have the pillz advantage next rounds, but have the attack mod. bonus helping also!
Good luck trying to beat that!

So, why does this card even have Killshot?
Well the only reason I can think is that without it, he would be better than NEKURENBO.
Yes Killshot is going to be hard to activate, but if you do manange to activate it, he is better than NEKURENBO.
Saying that, NEKURENBO isn‘t anything special, in my view anyway.
Your basically sacraficing 1 less damage for 2 more life gain and 1 less stars.
Is it worth it?
Well that‘s up to you.

Personally even if he didn‘t have that great competition, his ability is too shakey to activate and even if you do, it‘s going to give a pill advatange in the next round and against attack or even power modifiers, that‘s going to give them a great advantage and make them even harder to beat.
So in my opinion, I won‘t be using him.
Perhaps in Type 2 but not in Type 1, elo or survivor modes.

If I was to use him it would be in Type 2 mode and on the last round.
Last round becuse hopefully your opponent would have overpilled and I could activate my ability, gain all 4 life but also they wouldn‘t have the pill advantage next round.
All in all a pretty restricted card in more than a few ways.

Saturday 25/07/2015, 05:17

The main thing about him is he's a 4s 8/6.
Assuming your opponent has no SOB or Dr, he's going to be force to be reckoned with. Also it forces your opponent to waste pills if you use him on turn 2 or 3 since they would be afraid of killshot.

He also stops your opp from throwing down a 1 pill dr since that life gain would bite them where it hurts.

Sunday 22/11/2015, 06:40

He is worth a 750 clintz..
+8 power very decent for a 4*.
+4 damage, 6 with bonus, 8 with fury and gives 4 killshot life if you're playing tourney, that makes maximum life gap of 13 with Timber !
+ 750 clintz? anyone could buy that!
+4*, for such a decent one i'd fit it in my FPC deck surely.
+decent artwork
- Montana, Sakrohm, Sentinel, Roots and some other SOA clans do hurt..
- cannot withstand attack or power manipulation.
Overall- 8/10.
This is the first choice if you're going for a low budget Fang Pi Clang deck..Fei and some other competition, but why not fit in two 4*? smiley

Friday 24/07/2015, 11:58

8/4 Killshot: +4 Life Max 16

Monday 03/08/2015, 03:49

If there's ever a Colosseum where you can only use 4*cards, FPC will OWN IT.

Friday 02/10/2015, 09:53


Clint City, day.