head to head
Neither is simply harder - they are hard in different places. Skullgirls demands more execution; Warcraft III: Reign of Chaos demands more variance.

Execution · Grand Arena
A technically rich tag fighter where assist-driven combos and team synergy optimisation reward deep practice.

Optimization · Grand Arena
Blizzard's hero-centric RTS where build-order theory meets surgical unit micro against humans.
Skullgirls leans Execution (Grand Arena); Warcraft III: Reign of Chaos leans Optimization (Grand Arena).
Skullgirls leans clearly harder on execution.
Skullgirls
Long Blockbuster extensions and precise assist calls demand high motor skill
Warcraft III: Reign of Chaos
Micro of heroes and units decides fights
Skullgirls leans a little harder on reads, though the gap is small.
Skullgirls
Team composition reads and opponent tendency tracking are constant
Warcraft III: Reign of Chaos
Scouting and out-guessing a human opponent's tech
Warcraft III: Reign of Chaos leans clearly harder on variance.
Skullgirls
No RNG; all information is transparent
Warcraft III: Reign of Chaos
Creep routes and item drops add randomness
Warcraft III: Reign of Chaos leans a little harder on optimization, though the gap is small.
Skullgirls
Ratio team building and combo routing are extensively optimised by the community
Warcraft III: Reign of Chaos
Build orders, creeping routes, and matchup theory run deep
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.