Does this seem like a fair Spell Caster Unit for my turn-based Strategy game?

Water Bender

Cost: 50 Minerals/150 Gas

Build Time: 4

Supply: 2

HP: 80

Weapon: 20+2

Range: 1

Armor: 1

Move: 2

Small Detector Biological

Cargo Size: 2

Requires Academy, Produced at Barracks


Upgrades

Tornado Form (Academy)

Cost: 50 Minerals/50 Gas/4 turns

+2 move


Abilities:

Starts with 75 Energy and gains 5 Energy per turn.


Ice Storm

75 Energy

Deals 25 damage vs each unit in target Hex. Targets Adjacent Hex.


Frozen Armor

25 Energy

Target unit permanently gains +2 Armor and +30 bonus Hit Points.


Mist Form

Research Cost: 50 Minerals/50 Gas/4 turns

Energy Cost: 100

For the next 5 rounds Water Bender takes half damage when being attacked.


Extract Water Elemental

Research Cost: 50 Minerals/50 Gas/4 turns

Energy Cost: 150

Kills an enemy Ground Unit and Creates a Water Elemental under your control.

Water Elemental

HP: 100

Armor: 1

Weapon: 10+1

Range: 1

Move: 2

Medium

For some context, here is the basic Minerals-only Infantry Unit in the game and the flamer unit in the game.

Commando

Cost: 50 Minerals/0 Gas

Build Time: 3

Supply: 1

HP: 50

Weapon: 8+1

Range: 1

Move: 2

Small Biological

Cargo Size: 1

Requires Barracks


Upgrades:


Bionic Implants:

Cost: 50 Minerals/50 Gas/4 turns (Machine Shop)

+1 move.


Three Round Burst

Cost: 50 Minerals/50 Gas/4 turns (Machine Shop)

Cool Down: 3 turns

Deals damage 3 times in one turn to a single target.

Vote whether Water Bender is too strong or just fine.

Yes, Water Bender is unfair compared to my infantry units
No, Water Bender is not unfair. It seems about right.
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Does this seem like a fair Spell Caster Unit for my turn-based Strategy game?
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