head to head
Warcraft III: Reign of Chaos asks more than Mortal Kombat 11, and the gap is variance.

Reads · Grand Arena
A controlled-pace fighter where resource management and opponent modelling outweigh raw execution pressure.

Optimization · Grand Arena
Blizzard's hero-centric RTS where build-order theory meets surgical unit micro against humans.
Mortal Kombat 11 leans Reads (Grand Arena); Warcraft III: Reign of Chaos leans Optimization (Grand Arena).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Mortal Kombat 11
Kustom variation execution is demanding but more accessible than MKX
Warcraft III: Reign of Chaos
Micro of heroes and units decides fights
Mortal Kombat 11 leans a little harder on reads, though the gap is small.
Mortal Kombat 11
Fatal Blow timing reads and opponent tendency tracking are constant
Warcraft III: Reign of Chaos
Scouting and out-guessing a human opponent's tech
Warcraft III: Reign of Chaos leans clearly harder on variance.
Mortal Kombat 11
No RNG; all mechanics are visible
Warcraft III: Reign of Chaos
Creep routes and item drops add randomness
Warcraft III: Reign of Chaos leans a little harder on optimization, though the gap is small.
Mortal Kombat 11
Fatal Blow baiting, Kustom build selection, and frame data extensively studied
Warcraft III: Reign of Chaos
Build orders, creeping routes, and matchup theory run deep
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.