head to head
Dota 2 asks more than Company of Heroes, and the gap is optimization.

Execution · Grand Arena
WWII squad-tactics RTS where cover micro, sector pressure, and doctrine counters form an interlocking test.

Optimization · Grand Arena
A deep MOBA where draft theory and adaptive mind games drive every fight.
Company of Heroes leans Execution (Grand Arena); Dota 2 leans Optimization (Grand Arena).
Company of Heroes leans a little harder on execution, though the gap is small.
Company of Heroes
Infantry cover micro and suppression-break timing are precise demands
Dota 2
Last-hits and spell timing demand precision.
Dota 2 leans a little harder on reads, though the gap is small.
Company of Heroes
Opponent sector pushes and doctrine choices must be predicted
Dota 2
Drafts and ganks revolve around adaptive opponents.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Company of Heroes
Reinforcement point capture variance and munitions drops add uncertainty
Dota 2
Crits, bashes, and bounty runes add noise.
Dota 2 leans clearly harder on optimization.
Company of Heroes
Resource point priority and doctrine selection are learnable systems
Dota 2
Item builds, timings, and lane theory are 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.