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Fenmane: Skills, Thunderwing Stance and Evolution
Fenmane is an Electric Aniimo that spends most of a fight charging one ten second window. Here is how Thunderwing Stance turns on, what it changes, and where Prismana Fenmane fits.

The short version
- Thunderwing Stance turns on at 30 Thunder Bound stacks, built with lightning attacks.
- The stance lasts 10 seconds.
- Fenmane's ultimate fires additional arrows in the stance and adds an extra explosion of damage.
- Thunderfeather Volley deals double damage in the stance, for an effective power of 200.
- Thunder Imprint stores the damage dealt to a target while it is active and releases the whole stored amount when the effect ends.
- Prismana Fenmane is the Prismana form of the Electric-element Fenmane, and it has an exclusive Light-element skill.
Fenmane is not a creature you play evenly. It spends a fight building toward a short window, then tries to fit as much damage as possible inside it. The window is Thunderwing Stance.
Almost everything worth knowing about Fenmane's kit is about that window: what fills the meter, how long the stance holds, and which skills change while it is up. Thunder Imprint sits slightly to one side of it, because that skill pays out at the end rather than on impact.
Prismana Fenmane is the other thing players go looking for. The short version is that it brings a skill of a different element. More on that below.

Reaching 30 Thunder Bound stacks
Fenmane enters Thunderwing Stance when it accumulates 30 Thunder Bound stacks, and the stacks come from lightning attacks. That is the whole entry condition. If your rotation drifts away from lightning damage, the counter stops moving and the stance never arrives.
Thunder Bound stacking is part of the wider lightning system, which the Lightning Combat Guide covers in full. For Fenmane specifically, the number to remember is 30.
Once the stance is up it lasts 10 seconds. That is not long, and it is why Fenmane rewards planning. You want to hit the thirtieth stack with a target in front of you and your big skills ready, not halfway through repositioning.
30
Thunder Bound stacks to enter Thunder Wing stance
What Thunderwing Stance does to the ultimate
The stance changes Fenmane's ultimate ability in two ways at once. It fires additional arrows, and it deals an extra explosion of damage on top.
So the ultimate is worth holding. Fire it outside the stance and you get the normal version. Fire it inside the stance and you get the extra arrows and the explosion for the same cost. Across a fight, that gap is most of what separates a Fenmane player who tracks the stack counter from one who does not.
Ten seconds leaves room for the ultimate and more besides, which is where the rest of the kit comes in.
Thunderfeather Volley and Thunder Imprint
Thunderfeather Volley is the skill that scales most obviously with the stance. During Thunderwing Stance it deals double damage, reaching an effective power of 200. Outside the stance it is an ordinary skill. Inside it, it is the button you press.
Thunder Imprint works on a different principle. While the effect is active it stores the damage dealt to the target, and when the effect ends it releases all of that stored damage at once. Nothing you do during the imprint shows up immediately. It arrives in one lump at the end.
That is worth internalising, because it changes how a fight reads. Damage dealt into an imprinted target is not lost, it is banked. Spend the imprint's duration doing very little to that target and the payout is small to match.
200
Effective power of Thunderfeather Volley in stance
Prismana Fenmane and the Light-element skill
Fenmane is an Electric-element Aniimo. Prismana Fenmane is its Prismana form, and it carries an exclusive Light-element skill.
That is the interesting part. A Prismana form here is not just a different look on the same kit. It puts a skill of another element on a creature whose entire identity, stack builder and stance included, is electric.
Where to start
Play Fenmane backwards from the stance. Keep your attacks lightning so the stacks climb, hold the ultimate and Thunderfeather Volley for the ten seconds after the thirtieth stack, and remember that Thunder Imprint pays when it ends, not while it runs.
Every fact on this page was re-checked against the released game on 18 September 2026.