head to head
Neither is simply harder - they are hard in different places. Eisei Meijin VI demands more reads; Pokémon Battle Revolution demands more variance.

Reads · Pure Mind Games
A Japanese shogi (Japanese chess) simulation game.

Reads · Mind & Math
Predicting a human trainer's switches atop team-building math and damage rolls.
Eisei Meijin VI leans Reads (Pure Mind Games); Pokémon Battle Revolution leans Reads (Mind & Math).
Pokémon Battle Revolution leans a little harder on execution, though the gap is small.
Eisei Meijin VI
no physical input skill, purely turn-based
Pokémon Battle Revolution
Turn-based menu selection requires no dexterity
Eisei Meijin VI leans clearly harder on reads.
Eisei Meijin VI
shogi opponents genuinely adapt to your play
Pokémon Battle Revolution
Wi-Fi battles hinge on predicting switches and protects
Pokémon Battle Revolution leans clearly harder on variance.
Eisei Meijin VI
no hidden information or randomness at all
Pokémon Battle Revolution
Damage rolls, crits and status procs sway turns
Pokémon Battle Revolution leans a little harder on optimization, though the gap is small.
Eisei Meijin VI
deep opening/endgame theory to master
Pokémon Battle Revolution
Team building and type-matchup math underpin every battle
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.