head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, 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
Twitch ball control plus constant prediction of human defenders on known maps.
Paladins leans Execution (Competitive PvP); TagPro 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
TagPro
Ball handling, boosts and juke precision decide grabs
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
TagPro
Human defenders adapt to your routes every match
Paladins leans a little harder on variance, though the gap is small.
Paladins
Card draft order adds mild run variance
TagPro
Maps and power-up timers are fully visible
Paladins leans a little harder on optimization, though the gap is small.
Paladins
Loadout card builds and item counter-buying
TagPro
Map routes, button plays and power-up timing are studyable
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.