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.

Optimization · Systems & Chaos
Valve's autobattler where eight players manage economy and units around a shared random shop.

Optimization · Systems & Chaos
An autobattler decided by economy curves and shop variance management.
Dota Underlords leans Optimization (Systems & Chaos); Teamfight Tactics leans Optimization (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Dota Underlords
Drag-and-drop placement, no twitch component
Teamfight Tactics
No mechanical inputs of note
Dota Underlords leans a little harder on reads, though the gap is small.
Dota Underlords
Scouting lobbies and contesting opponents' compositions
Teamfight Tactics
Scout opponents but no live adaptation
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Dota Underlords
Random shop rolls and item drops drive every game
Teamfight Tactics
Shop rolls and augment offerings swing lobbies
Teamfight Tactics leans a little harder on optimization, though the gap is small.
Dota Underlords
Economy management and composition math dominate
Teamfight Tactics
Econ curves, positioning, and comps are near-solved
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.