Hell everyone and welcome to my 15th analysis, this time featuring Scarr the Outcast.
Overview: Scarr's stats are well rounded, giving him a great Speed stat for an attacker along with good Life and Strength stats. Bulwark also offers protection against all sorts of debuffs, which is excellent on attackers who are the most vulnerable to them under normal circumstances. His moveset is not very diverse, but it includes most crucial things attackers should have; high Base Powers and ways to boost damage. He also has an AOE that applies 2 random debuffs to all enemies, and this can be a deciding factor in some battles. However, Scarr's moves have absolutely atrocious CDs, and CD Activation ignores Bulwark, giving him a glaring weakness he will have a very hard time overcoming - even in the natural flow of battle his high CDs will get in the way, as after some point there will only be one attack you can use, since all others will be on CD.

Build:
Moves:
-Outcast Charge
-Vagrant Ownage/Fugitive Charge/Exile Bleed
-Witchcraft Area
-Amplified Power/Fugitive Charge/Exile Bleed
Runes: 2 Strength 1 Speed
Mutant Rune options: Strength&Life, Speed&Life
Relics: Masks and Staves

Build Explanation:
Outcast Charge is Scarr's most powerful single target attack, inflicting great damage and Bleeding to the target which further extends the damage. Vagrant Ownage has the golden 45 Base Power for an AOE. Witchcraft has pitiful Base Power, but it applies 2 random debuffs to all enemies, applying 6 debuffs shared between 3 monsters in total - this makes it so at least one enemy will likely get an important debuff like a Torture or even deny effect, since Stamina Drains are included. Lastly, Amplified Power is good against teams sitting behind Evasion or other forms of protection to not lose momentum against them, given that you would normally recharge against them - instead, you can give yourself a very good boost, or you can use this attack as a plain damage boost. In place of Vagrant Ownage or Amplified Power, you can run Fugitive Charge or Exile Bleed for a 0 CD attack since Scarr's biggest weakness is his CDs: Fugitive Charge works better with damage boosts and against monsters immune to Bleeding, but Exile Bleed will have greater damage against monsters that aren't immune to Bleeding and without damage boosts on Scarr.
2 Strength 1 Speed with Life Mutations is the standard attacker spread.

Teammate Options: If you have a turn transfer monster that's slower than Scarr, you can use that to give the turn to him immediately after he uses Amplified Power to do massive damage. For more Teammate options, check out this article.

Countering Scarr the Outcast: His good moves are locked behind high CDs, so you can use CD Activation to make him lose most of, if not all of his power. For more Counter options, check out this article.