head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Optimization · Systems & Chaos
Solvable micro-tactics puzzles gated by gacha luck over unit ownership.

Optimization · Pure Optimization
Specializing magical cities and unlocking spells to dominate a randomly generated arcane world.
Fire Emblem Heroes leans Optimization (Systems & Chaos); Warlock: Master of the Arcane leans Optimization (Pure Optimization).
Warlock: Master of the Arcane leans a little harder on execution, though the gap is small.
Fire Emblem Heroes
Drag-and-drop tactics need no dexterity
Warlock: Master of the Arcane
Fully turn-based hex strategy; no physical precision ceiling
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Fire Emblem Heroes
Arena defense teams are AI-run, so prediction is shallow
Warlock: Master of the Arcane
AI lords use scripted expand-and-attack patterns without real modelling
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Fire Emblem Heroes
Gacha summoning rolls gate which units you even own
Warlock: Master of the Arcane
Random spell research results and dungeon encounters add genuine unknowns
Warlock: Master of the Arcane leans a little harder on optimization, though the gap is small.
Fire Emblem Heroes
Skill inheritance, team building and tile math are deeply solvable
Warlock: Master of the Arcane
City specialization and spell unlocking form the dominant solvable layer
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.