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

Execution · Competitive PvP
Simple-input arena fighting decided by baiting human defensive resources.

Execution · Competitive PvP
Class-based battlefield brawling where picking counters beats raw skill.
Naruto Shippuden: Ultimate Ninja Storm Revolution leans Execution (Competitive PvP); The Lord of the Rings: Conquest leans Execution (Competitive PvP).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Naruto Shippuden: Ultimate Ninja Storm Revolution
Combo and counter timing on intentionally simple inputs
The Lord of the Rings: Conquest
Class combos and timing carry battlefield skirmishes
Naruto Shippuden: Ultimate Ninja Storm Revolution leans a little harder on reads, though the gap is small.
Naruto Shippuden: Ultimate Ninja Storm Revolution
Baiting a human's substitutions and guard breaks matters
The Lord of the Rings: Conquest
Multiplayer class counters involve light human prediction
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Naruto Shippuden: Ultimate Ninja Storm Revolution
Fully visible fights with nothing hidden
The Lord of the Rings: Conquest
Objective maps are fixed and visible
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Naruto Shippuden: Ultimate Ninja Storm Revolution
Team and awakening type picks are a shallow solvable layer
The Lord of the Rings: Conquest
Class-counter knowledge and objective sequencing are shallow
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.
full breakdown
Naruto Shippuden: Ultimate Ninja Storm Revolution →
full breakdown
The Lord of the Rings: Conquest →