head to head
Neither is simply harder - they are hard in different places. League of Legends: Wild Rift demands more variance; StarCraft demands more optimization.

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

Optimization · Grand Arena
A real-time strategy classic where perfected build orders and mechanical speed decide most matches.
League of Legends: Wild Rift leans Reads (Grand Arena); StarCraft leans Optimization (Grand Arena).
StarCraft 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
StarCraft
APM and micro control ceiling is huge
League of Legends: Wild Rift leans a little harder on reads, though the gap is small.
League of Legends: Wild Rift
Outguessing human laners and junglers never stops
StarCraft
scouting and predicting human opponent builds
League of Legends: Wild Rift leans clearly harder on variance.
League of Legends: Wild Rift
Drake spawns and crit rolls add bounded noise
StarCraft
minimal hidden info beyond fog of war
StarCraft leans clearly harder on optimization.
League of Legends: Wild Rift
Builds, wave control and objective timing are deeply solvable
StarCraft
build orders and economy are near-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.