EsportsNearly 300,000 League of Legends and VALORANT Accounts Locked: Riot Makes the Rules, Enforces Them, and Publishes the Numbers
Esports
Nearly 300,000 League of Legends and VALORANT Accounts Locked: Riot Makes the Rules, Enforces Them, and Publishes the Numbers
**Câu trả lời cốt lõi** Riot Games đã khóa gần 300.000 tài khoản League of Legends và VALORANT vì thao túng thứ hạng, sau khi Vanguard được tích hợp vào LMHT từ tháng 9 năm 2025. Con số tương đương khoảng 0,2% trên nền ước tính 140 triệu người chơi hằng tháng, và toàn bộ dữ liệu đến từ chính Riot, không qua kiểm toán độc lập. **Dữ kiện chính** - Gần 300.000 tài khoản bị khóa trên League of Legends và VALORANT vì boosting, cày thuê và đi nhờ. - Vanguard, phần mềm chống gian lận cấp kernel, được nhúng vào client LMHT từ tháng 9 năm 2025. - Riot công bố kế hoạch xác thực đa yếu tố, TPM 2.0 và xác minh phần cứng, phân biệt theo bậc xếp hạng. - Smurfing không tự động bị coi là gian lận; Riot liệt kê tám trường hợp dùng tài khoản phụ chính đáng. - Riot có quyền thu hồi LP của "hitchhiker" — người chơi tài khoản riêng nhưng xếp hàng cùng tài khoản bị cày. **Nguồn** Riot Games, thông báo chính thức về thi hành chính sách thứ hạng; bài gốc "Nearly 300,000 League of Legends and VALORANT accounts locked for ranked cheating" | Cross-checked: VuaBong.vn **Hỏi đáp liên quan** Q: Vanguard là gì? A: Vanguard là phần mềm chống gian lận cấp kernel của Riot Games, ra mắt cho VALORANT và được tích hợp vào League of Legends từ tháng 9 năm 2025. Q: Boosting khác smurfing như thế nào? A: Boosting là việc người kỹ năng cao đăng nhập tài khoản người khác để leo rank, còn smurfing là chơi trên tài khoản phụ ở bậc thấp hơn trình độ thật. Q: Con số 300.000 tài khoản có đáng tin không? A: Đây là số liệu do chính Riot công bố, chưa có kiểm toán độc lập và chưa rõ có bao gồm máy chủ Trung Quốc do Tencent vận hành hay không.
In September 2026, Vanguard — the kernel-level anti-cheat client that had previously existed only inside VALORANT — was embedded directly into the League of Legends client. The boundary between Riot Games' two titles was erased at the system level, not at the champion-balance level. A few months later, Riot announced it had locked nearly 300,000 accounts across both titles for ranked manipulation — boosting, paid account-climbing, and so-called "hitchhiker" accounts.
The announcement itself supplied a division: 300,000 against an estimated base of roughly 140 million monthly active players, or about 0.2%. The large number sits in the headline; the small number sits in the body. In my case files, that kind of contrast is rarely accidental. It is usually where the important thing gets placed in the smallest type.
Boosting is not the hobby of a few idle players. It is an economic relationship: a highly skilled player logs into someone else's account, climbs the ladder, and gets paid. Behind it sits an entire supply chain — service sellers, buyers of rank prestige, and intermediary accounts that exist only to hide the trail. In a game where ladder standing is the measure of ability, that chain does not merely ruin the experience of casual players. It erodes the very signal that academies and tier-2 teams use to recruit.
I have watched enough high-elo games on the Korean server to notice one thing: when an account is boosted within days, the KDA is not wrong, but the decisions are. A genuine player at that elo chooses fights according to team composition tempo. A boosted account chooses according to the habits of the person paid to play it. The trace is there, and it does not vanish just because the account was locked.
One timing detail deserves to be read correctly. The integration of Vanguard into League of Legends dates to September 2026. The 300,000 figure is therefore most likely a cumulative tally for roughly one quarter, not for a full year. If so, the actual enforcement rate is far higher than the headline makes it feel — and this is precisely the detail that changes how the whole number should be read.
The most notable element of Riot's announcement is not that number. It is the doctrine labelled "hitchhiker." Riot asserts the authority to revoke League Points, or LP, from players using their own accounts, who violated no software rule, simply because they queued alongside an account that was being boosted. This is an expansion of liability by association — a step forward in power, and the most procedurally contestable point in the entire action.
In the opposite direction, Riot appears relatively soft on smurfing. It states clearly that smurfing is not automatically treated as cheating, and enumerates eight legitimate uses of secondary accounts — including protecting one's highest achievement on a main account, or practising champions. That means Riot's boundary is drawn on intent and behaviour, not on account count. It is a soft boundary, and soft boundaries are very hard to enforce consistently.
What is under-discussed lies in the near future. Riot has announced plans to tighten account verification through multi-factor authentication, then toward TPM 2.0 — hardware-level attestation — alongside verification requirements that vary by rank, with the stated goal of making "one-time" accounts harder to create. If that comes to pass, what changes is not a champion balance patch. What changes is the cost of existing on the ranked ladder.
I read financial statements more slowly than other people, because I read them twice. The same applies here. Every quantitative claim in this announcement — 300,000 accounts, 120 million League of Legends players, 20 million VALORANT players — comes from a single source: Riot itself. There is no independent audit, no false-positive rate, no description of an appeals mechanism. One party makes the rules, enforces them, supplies the data, and commercially benefits from the enforcement. In any other industry, that structure would be challenged from the very first question.
No scandal ever begins with the janitor. It begins with the boss's signature.
One variable remains unresolved. League of Legends and VALORANT in mainland China operate inside the Tencent ecosystem, with separate anti-cheat and account-verification infrastructure. Whether the 300,000 figure includes Chinese servers, and if not, whether the 140 million denominator is inflated — that question has no answer in the published material.
The counter-intuitive angle sits here: the limit of this sweep is not moral, it is economic. Boosting exists because there is demand — rank prestige, seasonal rewards, ego — and supply — highly skilled players at the bottom of the esports pyramid who need income. Tightening removes neither demand nor supply. It raises risk, and risk gets priced. The most predictable outcome is not a vanished market, but a rising price for boosting, and part of the activity flowing to titles with softer verification.
None of this means Riot is wrong. Quite the opposite. A clean ladder is a necessary condition for scouting signals to remain trustworthy, and protecting players from losing LP in games containing a detected cheater or a leaver is a cheap investment with visible returns. The reasonable part of Riot's argument lives there. The problem lies elsewhere: when one party holds the power to legislate, to adjudicate, and to publish the data simultaneously, the legitimacy of the verdict rests entirely on that party's goodwill.
Money has no name, but a contract always does. Here, the contract is the terms of service every player clicks to accept without reading. And those terms have just been expanded in a direction favourable to their author.
For me, the right question is not how many accounts Riot locked. The right question is this: when an academy in Seoul or a tier-2 team in Southeast Asia looks at the ranked ladder to pick players, are they reading a real signal or a product that has been beautified? And if Riot wants the public to believe the answer, publishing a false-positive rate alongside an independent appeals mechanism would carry more weight than three hundred thousand locks.
Every season ends, but the file does not.

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