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.

Execution · Competitive PvP
A team arena brawler testing loose execution and squad composition over precision.

Execution · Competitive PvP
Class-based battlefield brawling where picking counters beats raw skill.
Dragon Ball Z: Battle of Z leans Execution (Competitive PvP); The Lord of the Rings: Conquest 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.
Dragon Ball Z: Battle of Z
Aerial chases and ki timing need moderate hands
The Lord of the Rings: Conquest
Class combos and timing carry battlefield skirmishes
Dragon Ball Z: Battle of Z leans a little harder on reads, though the gap is small.
Dragon Ball Z: Battle of Z
Team fights against humans involve loose target prediction
The Lord of the Rings: Conquest
Multiplayer class counters involve light human prediction
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Dragon Ball Z: Battle of Z
Little hidden beyond card drops for builds
The Lord of the Rings: Conquest
Objective maps are fixed and visible
Dragon Ball Z: Battle of Z leans a little harder on optimization, though the gap is small.
Dragon Ball Z: Battle of Z
Team synergy cards and role composition are the system layer
The Lord of the Rings: Conquest
Class-counter knowledge and objective sequencing are shallow
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.