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

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

Execution · Grand Arena
Real-time strategy where hands, reads, and build optimization all matter at the top.
Ring of Elysium leans Execution (Grand Arena); StarCraft II: Wings of Liberty leans Execution (Grand Arena).
StarCraft II: Wings of Liberty leans a little harder on execution, though the gap is small.
Ring of Elysium
Gunfights are won by aim and movement first
StarCraft II: Wings of Liberty
APM, macro, micro-control under pressure
StarCraft II: Wings of Liberty leans clearly harder on reads.
Ring of Elysium
Outguessing human rotations and pushes is constant
StarCraft II: Wings of Liberty
1v1 ladder vs adaptive humans modeling you
Ring of Elysium leans clearly harder on variance.
Ring of Elysium
Loot spawns and storm path randomise every match
StarCraft II: Wings of Liberty
map spawns minor; mostly known
StarCraft II: Wings of Liberty leans clearly harder on optimization.
Ring of Elysium
Drop routes and rescue-flight positioning reward planning
StarCraft II: Wings of Liberty
build orders, economy curves heavily solved
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.