head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, and it is a single point.

Optimization · Grand Arena
The definitive medieval RTS where castle drops and farm economies decide empires.

Reads · Grand Arena
Team prediction and macro optimisation compressed into touch-screen MOBA matches.
Age of Empires II: The Age of Kings leans Optimization (Grand Arena); League of Legends: Wild Rift leans Reads (Grand Arena).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Age of Empires II: The Age of Kings
Micro, villager management, hotkey speed
League of Legends: Wild Rift
Touch-screen skillshots and kiting still set a real ceiling
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Age of Empires II: The Age of Kings
High-level play is predicting human openings
League of Legends: Wild Rift
Outguessing human laners and junglers never stops
Age of Empires II: The Age of Kings leans a little harder on variance, though the gap is small.
Age of Empires II: The Age of Kings
Fog, map gen, civ matchups
League of Legends: Wild Rift
Drake spawns and crit rolls add bounded noise
Age of Empires II: The Age of Kings leans a little harder on optimization, though the gap is small.
Age of Empires II: The Age of Kings
Build orders refined over two decades
League of Legends: Wild Rift
Builds, wave control and objective timing are deeply solvable
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.