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
Modern AoE balances macro hands with adaptive multiplayer.

Optimization · Grand Arena
Blizzard's hero-centric RTS where build-order theory meets surgical unit micro against humans.
Age of Empires IV leans Optimization (Grand Arena); Warcraft III: Reign of Chaos leans Optimization (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 IV
APM and micro matter, lower than SC2
Warcraft III: Reign of Chaos
Micro of heroes and units decides fights
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Age of Empires IV
1v1 ladder vs adapting humans
Warcraft III: Reign of Chaos
Scouting and out-guessing a human opponent's tech
Warcraft III: Reign of Chaos leans a little harder on variance, though the gap is small.
Age of Empires IV
map gen minor
Warcraft III: Reign of Chaos
Creep routes and item drops add randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Age of Empires IV
civ build orders well solved
Warcraft III: Reign of Chaos
Build orders, creeping routes, and matchup theory run deep
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.