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

Execution · Competitive PvP
Free-to-play hero shooter where loadout cards customize champions in objective team fights.

Execution · Competitive PvP
Round-based gunfights where aim and predicting human site plays carry games.
Paladins leans Execution (Competitive PvP); Rogue Company 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.
Paladins
Hitscan aim and ability timing in firefights
Rogue Company
Third-person gunfights and movement decide rounds
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Paladins
Human teams flank, bait ults, and adapt
Rogue Company
Round-based PvP rewards predicting site hits and peeks
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Paladins
Card draft order adds mild run variance
Rogue Company
Mild spread and ability randomness only
Paladins leans a little harder on optimization, though the gap is small.
Paladins
Loadout card builds and item counter-buying
Rogue Company
Economy buys and ability synergies are learnable structure
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.