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

Reads · Grand Arena
Cold-War base-builder where tight production queues and superweapon races define competitive play.

Reads · Grand Arena
A team MOBA where map control and adaptive duels decide objectives.
Command & Conquer: Red Alert 2 leans Reads (Grand Arena); League of Legends 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.
Command & Conquer: Red Alert 2
Superweapon timing and unit grouping require practiced multitasking
League of Legends
Mechanics matter but not aimbot-decisive.
League of Legends leans a little harder on reads, though the gap is small.
Command & Conquer: Red Alert 2
Opponent faction and rush timing must be scouted and predicted
League of Legends
Lane and jungle constantly mind-game opponents.
League of Legends leans a little harder on variance, though the gap is small.
Command & Conquer: Red Alert 2
Map layout is fixed; very little hidden RNG in unit behavior
League of Legends
Champion select and minor RNG only.
League of Legends leans a little harder on optimization, though the gap is small.
Command & Conquer: Red Alert 2
Build queues and power grid management are highly optimizable
League of Legends
Itemization, wave management, and macro 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.