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.

Execution · Competitive PvP
Mobile shooter execution with human prediction, plus loot variance in battle royale.

Execution · Competitive PvP
A class-based shooter spin-off of the tower-defense series with PvP and co-op modes.
Call of Duty: Mobile leans Execution (Competitive PvP); Plants vs. Zombies: Battle for Neighborville leans Execution (Competitive PvP).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Call of Duty: Mobile
Touch or controller aim and movement decide gunfights
Plants vs. Zombies: Battle for Neighborville
aim and movement in class-based shooter combat
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Call of Duty: Mobile
Human lobbies adapt rotations and peeks each match
Plants vs. Zombies: Battle for Neighborville
predicting human opponents' pushes and flanks
Call of Duty: Mobile leans a little harder on variance, though the gap is small.
Call of Duty: Mobile
Battle royale drops and loot add run-to-run randomness
Plants vs. Zombies: Battle for Neighborville
minor loot and spawn randomness
Plants vs. Zombies: Battle for Neighborville leans a little harder on optimization, though the gap is small.
Call of Duty: Mobile
Loadout meta and map spawn knowledge reward study
Plants vs. Zombies: Battle for Neighborville
class builds and lane strategy are 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.