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

Execution · Grand Arena
A third-person MOBA where skillshot aim meets MOBA mind games.
Company of Heroes leans Execution (Grand Arena); Smite leans Execution (Grand Arena).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Company of Heroes
Infantry cover micro and suppression-break timing are precise demands
Smite
Third-person skillshots raise the aim floor.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Company of Heroes
Opponent sector pushes and doctrine choices must be predicted
Smite
Jungle invades and ganks require opponent modeling.
Company of Heroes leans a little harder on variance, though the gap is small.
Company of Heroes
Reinforcement point capture variance and munitions drops add uncertainty
Smite
Buff timers and minor RNG only.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Company of Heroes
Resource point priority and doctrine selection are learnable systems
Smite
Builds, relics, and rotations are theorycrafted.
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.