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.

Reads · Grand Arena
Team prediction and macro optimisation compressed into touch-screen MOBA matches.

Optimization · Mind & Math
Age-spanning RTS where city caps, territory borders, and tech-age races combine economics with military pressure.
League of Legends: Wild Rift leans Reads (Grand Arena); Rise of Nations leans Optimization (Mind & Math).
League of Legends: Wild Rift leans a little harder on execution, though the gap is small.
League of Legends: Wild Rift
Touch-screen skillshots and kiting still set a real ceiling
Rise of Nations
Rare great-wonder timing and military grouping need some precision
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
League of Legends: Wild Rift
Outguessing human laners and junglers never stops
Rise of Nations
Opponent nation pick and age-rush timing must be predicted
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
League of Legends: Wild Rift
Drake spawns and crit rolls add bounded noise
Rise of Nations
Map resource placement and wonder race timing add moderate uncertainty
Rise of Nations leans a little harder on optimization, though the gap is small.
League of Legends: Wild Rift
Builds, wave control and objective timing are deeply solvable
Rise of Nations
Territory cap optimization and age-advancement sequencing are deeply solvable
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.