Monster Legends Wiki
Monster Legends Wiki

Scarr is an outlaw. He's spent his entire life alone, but he doesn't need anyone else. It is a known fact in the monster universe that Scarr can defeat whole armies on his own. All he needs is his axe.

Stats and Information[]

At the monster's highest level at each rank:

25 Power 25 Life 25 Speed 25 Stamina
30 3,531 31,366 3,465 140
30 3,691 34,564 3,622 140
30 3,852 37,918 3,780 140
30 4,012 41,428 3,937 140
30 4,173 45,094 4,095 140
30 4,494 52,894 4,410 140
Trait(s) Max GPM
30 Bulwark: All status effects have 50% less accuracy against it. 305
30 Bulwark: All status effects have 50% less accuracy against it. 335
30 Bulwark: All status effects have 50% less accuracy against it. 366
30 Bulwark: All status effects have 50% less accuracy against it. 396
30 Bulwark: All status effects have 50% less accuracy against it. 427
30 Bulwark: All status effects have 50% less accuracy against it. 457
Book(s) Relic(s) Role
Evil LegionsExclusiveWielders MaskStaff Attacker
20 Price 20 Exp 20 Sell 20 Breed 20 Hatch
N/A 35,000 10,000 N/A 2d 2h

Obtention[]

Goldfield

White Pandalf

  • First released as a special paid offer (2016)
  • Team Shop

Skills[]

Special
Special Scarr's Wrath
Multiple Enemies Warm Up -
Damage 85 Accuracy 120
Stamina Cost - Cooldown -
Default
Physical Scarr Cut
Single Enemy Warm Up 0
Damage 25 Accuracy 100
Stamina Cost 13 Cooldown 0
Default
Magic Scarr Axe
Single Enemy Warm Up 0
Damage 30 Accuracy 100
Stamina Cost 14 Cooldown 0


Group 1
Special Reprobation Axe
Single Enemy Warm Up 0
Damage 35 Accuracy 95
Stamina Cost 21 Cooldown 0
Daze: Power and Accuracy reduced by 25% (3 turns) 50% chance
Group 1
Magic Incantation Axe
Single Enemy Warm Up 0
Damage 45 Accuracy 95
Stamina Cost 25 Cooldown 0
Group 1
Special Bleeding Teleport
Single Enemy Warm Up 0
Damage 35 Accuracy 95
Stamina Cost 25 Cooldown 0
Bleeding: Deals Physical damage equal to 10% of its total life each turn and reduces damage by 20% (3 turns) 50% chance


Group 2
Special Fugitive Charge
Single Enemy Warm Up 0
Damage 50 Accuracy 95
Stamina Cost 28 Cooldown 0
Group 2
Magic Witchcraft Area
Multiple Enemies Warm Up 0
Damage 25 Accuracy 90
Stamina Cost 33 Cooldown 3
Random Negative Effect x2
Group 2
Special Exile Bleed
Single Enemy Warm Up 0
Damage 45 Accuracy 95
Stamina Cost 30 Cooldown 0
Bleeding: Deals Physical damage equal to 10% of its total life each turn and reduces damage by 20% (3 turns)


Group 3
Magic Amplified Power
Self Warm Up 0
Damage 0 Accuracy 100
Stamina Cost 28 Cooldown 3
Double Damage: Monster inflicts double damage (2 turns) Stamina Regeneration: Recharges 20% Stamina each turn (3 turns) Precision: Accuracy increased by 50% (2 turns)
Group 3
Magic Vagrant Ownage
Multiple Enemies Warm Up 0
Damage 45 Accuracy 90
Stamina Cost 33 Cooldown 3
Group 3
Special Outcast Charge
Single Enemy Warm Up 0
Damage 60 Accuracy 95
Stamina Cost 30 Cooldown 3
Bleeding: Deals Physical damage equal to 10% of its total life each turn and reduces damage by 20% (3 turns)

Trivia[]