head to head
Neither is simply harder - they are hard in different places. Ring of Elysium demands more variance; StarCraft demands more optimization.

Execution · Grand Arena
Gunfight execution and human prediction under randomised loot and storms.

Optimization · Grand Arena
A real-time strategy classic where perfected build orders and mechanical speed decide most matches.
Ring of Elysium leans Execution (Grand Arena); StarCraft leans Optimization (Grand Arena).
Ring of Elysium leans a little harder on execution, though the gap is small.
Ring of Elysium
Gunfights are won by aim and movement first
StarCraft
APM and micro control ceiling is huge
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Ring of Elysium
Outguessing human rotations and pushes is constant
StarCraft
scouting and predicting human opponent builds
Ring of Elysium leans clearly harder on variance.
Ring of Elysium
Loot spawns and storm path randomise every match
StarCraft
minimal hidden info beyond fog of war
StarCraft leans clearly harder on optimization.
Ring of Elysium
Drop routes and rescue-flight positioning reward planning
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.