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 · Pure Mechanics
An arena shooter built on precision aim and power-weapon map control.

Execution · Pure Mechanics
A fast, low-fi browser FPS built around twitch aim and movement skill.
Halo Infinite leans Execution (Pure Mechanics); Krunker leans Execution (Pure Mechanics).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Halo Infinite
Precision aim and strafe duels dominate.
Krunker
fast twitch aim and movement in browser FPS
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Halo Infinite
Adaptive opponents around power weapon timings.
Krunker
reading human opponents' positioning and peeks
Halo Infinite leans a little harder on variance, though the gap is small.
Halo Infinite
Spawn flips and weapon drops add noise.
Krunker
minor spawn and loadout randomness
Halo Infinite leans a little harder on optimization, though the gap is small.
Halo Infinite
Map control, weapon timers, and team callouts.
Krunker
class loadouts and map knowledge are learnable
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.