Common on the Final Fantasy series with the Summon Magic, since you go finding them in your way, each one tends to be stronger that the previous one regardless of elemental atributes, at the end of the game you'll probably end using only the last summons you got, and maybe some of the weaker ones that are used for a support role. Some of the games avert this by allowing either to allowing to level up the summons or making their power directly proportional to yours on a more balanced way.
In the first Final Fantasy the fire and lightning spells were on lower spell levels from the ice spells, and therefore the ICE 1/Blizzard did more damage. This is probably due to influence from Dungeons & Dragons, where the iconic Fireball and Lightning Bolt spells are on a different level from the iconic ice spell Cone of Cold.
In a lot of FF games, there are more uncommon elements like Air and Earth, but are harder to come by or use and are a Useless Useful Spell.
In the first Final Fantasy, you also fight the Four Fiends in order of their power, although elements are swapped around : Lich (Earth), Marilith (Fire), Kraken (Water), and lastly Tiamat (Wind).
In Final Fantasy IV, you fight the Elemental Archfiends in order of their strength, from the weakest Scarmiglione (Earth), then Cagnazzo (Water), Barbariccia (Wind) and finally the strongest Rubicante (Fire).
The various elemental type enemies in Final Fantasy X are encountered one by one as you advance through the game. The one you meet in a recent area will be stronger than the one you previously meet. Ditto for the various elemental Flans. The trend continues with Final Fantasy X-2, although the order of strength have been juggled around.
In Final Fantasy XII the elemental weapons vary wildly in power. Often they are only effective in the chapter they are first available.
Another FFXII example. Each Esper is associated with an element, but they are divided into three tiers.
Yet another FFXII example. In this game, after performing a chain of Quickenings, you may perform an extra attack called a Concurrence. There are eight Concurrences, and while they all do Non-Elemental damage, their animations are very clearly based on the elements. Their order from weakest to strongest are : Inferno (fire), Cataclysm (earth), Torrent (water), Windburst (wind), Whiteout (ice), Ark Blast (lightning), Luminescence (light), and Black Hole (darkness).
In Final Fantasy XIII, while Aero has the same power as other basic spells, Aerora and Aeroga are stronger than other -ra and -ga spells. Aerora is as strong as -ga spells of other elements, and Aeroga is even stronger. However, they also cost more ATB meter, making them slower to cast. Most characters can't even cast Aeroga until 3/4th of the game.
In EarthBound, elemental attacks have different areas of effect. Ice is a single-target, Fire hits a whole row but does less damage, and Lightning targets a random enemy and is prone to missing frequently unless there are many enemies. So even if you're facing a lightning-vulnerable boss you probably want to use ice, and same goes for if the fire-weak enemies are on multiple rows.
Golden Sun: The ultimate weapon in the first game is earth-aligned, and fire-aligned in the last two (despite the only people able to use it being earth-aligned). The Infinity Plus One summon is fire-aligned, but so very impractical (and seeing little use) that the Infinty Minus One summons are used (and more for their effects than straight damage).
In the first Atelier Iris game, the first and weakest offensive Mana Item you're able to synthesize is the Bomb Ice (Ice). Then you get the Obake Bag (Dark), Flame (Fire), Thunder Rod (Lightning), and finally the strongest one is Dragon Gem, which is also fire-based.
In the second game, Atelier Iris 2, Ice items are again the weakest, since there are only two of them and the stronger one only deals medium damage. Meanwhile, there are a lot more Fire-based items and the second strongest item (Cerberus Flute) is Fire-based. The strongest item, however, deals all four elemental damage at once.
In Shin Megami Tensei games, sometimes there are the 'Element' race. They always have Erthys as the weakest, then Aeros, then Aquans, and Flaemis with the highest level. Sometimes they are followed by Paracelsus' elementals, but the element order stays the same, with Gnome as the weakest, followed by Syplh, Undine, and Salamander. Not that their levels matter much, since they're usually fusion fodder.
In Final Fantasy Fables: Chocobo's Dungeon, the elemental talons and saddles (weapons and armor, respectively) feature a gradual progression of values for base strength and upgrade limit. The sequence is Fire < Water < Thunder < Ice < Earth.
In Heroes of Might and Magic III, the elementals have a hierarchy of power: Air elementals are the weakest (level 2), then Water elementals (level 3), then Fire elementals (level 4), and the strongest are the Earth elementals (level 5).
In the first Disgaea game, the various tiers of Dragon and Great Wyrm monster classes have many variants of skills that differ only in the element. For the Dragon class, each tiers learn different combinations of elemental skills, although only the weakest one learn any Wind. For the Great Wyrm class, the first tier learns Fire skills, the second one learns Wind, and the third Ice. The fourth and fifth are Non-Elemental, and the sixth and final tier learns Fire again.
Zigzagged in Evil Islands, even though it seems the designers wanted to play this trope straight. Fire magic is rendered obsolete because of this trope, but it's averted with acid magic, and lightning magic is the ultimate magic instead, despite coming at the middle of the game (check the Last Discmagic entry there for more info, but to be short, some reasons are lightning magic doing extra damage against enemies wearing metal armor, and high mana cost and magic requirement on acid magic combined with a low range of attack).
Non videogame examples
The Four Gods in Chinese myth are each associated with a direction and an element in the Elemental Rock-Paper-Scissors. Xuanwu represents Water and north. Qinglong represents Wood and east, Zhuque represents Fire and south, and Baihu represents Metal and west. There is the fifth and the strongest beast, Huanglong, who represents Earth and the center. Averted in Japanese version, where there is no beast to represent Earth and the center is associated with void instead.
In Chinese elements, Earth is one of the elements in the rps. Specifically, in the destructive cycle, it destroys water and is destroyed by wood, while in the constructive cycle, it supports metal and supported by fire. Yet the beast that represents Earth is stronger than other beasts. It's not actually treated as the strongest in actual mythology. Although it almost certainly is in fictions.
This is alluded to in The Wizard of London when Lady Cordelia is working on her plan to Grand Theft Me David. I don't have the book with me, but IIRC her thought is on the lines of "instead of the weak Power of Air (Cordelia's element) behind the Power of Ice, she would have the Power of Fire (David's element)".
Five hats means that five tropers think it is ready to publish.
You are saying that you think this draft is ready to be published. That means the description is not ambiguous,
it doesn't duplicate an existing trope, there are at least three examples, and the title makes sense.
Is that what you meant to do?
You are saying this draft has a ready-to-publish hat it does not deserve and you are taking it back.