How to balance Ranged and Melee
A turn based strategy game I play, Pox Nora, has a fairly simple way to balance melee vs archery. Put simply, they give ranged units a dead zone (meaning they can't hit anything closer than one or two tiles away), and they also make it so that if a unit is adjacent to another unit, it takes extra action points to move away.
This allows melee to serve a viable role in combat against ranged units, and is something I think Elemental could benefit from.