EsportsNearly 300,000 League of Legends and VALORANT accounts locked for ranked cheating: what matters more than the number
Esports
Nearly 300,000 League of Legends and VALORANT accounts locked for ranked cheating: what matters more than the number
Core answer: Riot Games đã khóa gần 300.000 tài khoản League of Legends và VALORANT vì gian lận leo rank, chủ yếu nhắm vào boosting. Điều quan trọng hơn là kế hoạch xác thực phần cứng TPM 2.0, cho thấy Riot mở rộng Vanguard sang kiểm soát hành vi xếp hạng. Key facts: - Gần 300.000 tài khoản bị xử lý sau khi Vanguard tích hợp vào League of Legends từ tháng 9/2025. - Con số chiếm khoảng 0,2% tổng 140 triệu người chơi hàng tháng ước tính. - Riot thu hồi điểm LP của người đi cùng tài khoản boosting, gọi là hitchhiker. - Riot không tự động cấm smurfing; chỉ nhắm vào hành vi thao túng rank. - Kế hoạch tương lai gồm MFA, TPM 2.0 và xác thực phần cứng, yêu cầu có thể khác nhau theo thứ hạng. Source attribution: Nội dung từ bài phân tích tin tức Riot Games; không có ngày xuất bản cụ thể trong tư liệu gốc. Related Q&A: - Vì sao con số 300.000 quan trọng? Vì nó đánh dấu Vanguard chuyển từ chống cheat sang kiểm soát hành vi leo rank. - Smurfing có bị cấm không? Không, Riot nêu rõ tám trường hợp được phép. - Người chơi bị ảnh hưởng thế nào? Người đi cùng tài khoản boosting có thể mất điểm LP dù chơi tài khoản của mình.
One weekend, I stopped at a post spreading through the community within hours. The number was framed beautifully: nearly 300,000 League of Legends and VALORANT accounts locked for ranked cheating. Anyone reading it would feel Riot Games had delivered a heavy blow. But when placed next to what I have recorded from previous seasons, that number did not surprise me. What surprised me was that most discussions were looking at the scoreboard while ignoring the footnote. Before believing a number, ask where it was born.
Riot Games described a campaign against ranked-cheating accounts across two of its titles. Vanguard, the kernel-level anti-cheat client, was integrated into League of Legends in September 2026 after being used in VALORANT. The locked accounts belong to this period. Riot did not clarify whether the figure is cumulative since the integration date or from one recent wave. Based on my experience tracking their enforcement actions, I lean toward this being a cumulative total of roughly one quarter, which would make the real intensity higher than the absolute number.
To understand the scale, the figure must be placed in context. Estimates cited in the original story put League of Legends at about 120 million monthly players and VALORANT at about 20 million. That makes 300,000 accounts roughly 0.2% of the total player base. The ratio is not trivial in absolute terms, but it does not turn into a systemic disaster. Small data is what big data always exposes.
The most notable detail is not 300,000. It is how Riot defines violations. Previously, Vanguard focused on detecting software cheats. This announcement shows Riot targeting boosting, a form of ranked manipulation where a high-skilled player logs into another person's account to raise its rank. From an analyst's view, this is a shift from anti-cheat software controls to behavioral control inside the competitive system. The model was not wrong; the world changed while I was not paying attention.
A positive detail is that Riot promised LP protection; players will not lose points in matches with a detected cheater or leaver. This reduces the impact of unfair losses and makes LP a more accurate skill signal. But the biggest strike is against paid account-carrying services.
The most controversial rule is the hitchhiker. Riot uses this term for players who use their own account but queue with an account being boosted. These players may lose LP earned in related matches, even though they installed no cheating software. In other words, liability is extended to a third party. I have not seen Riot publish evidence distinguishing a deliberate hitchhiker from someone who innocently queued with a friend. The line is fragile enough that if one friend is paying for a boost, the other friend can also be caught.
Contrary to public expectation, Riot is not banning all smurfing. They said using a secondary account for practice or protecting achievements on a main account is not automatically considered cheating. They listed eight legitimate cases. This shows Riot's boundary is intent-based and behavioral, not based on account count. That choice may create loopholes, but it also reflects the reality that many professional and semi-professional players need secondary accounts. A total ban would damage the practice ecosystem.
The more consequential part is the roadmap ahead. Riot plans to add multi-factor authentication, TPM 2.0, and hardware authentication. Requirements may differ by rank. The goal is to make one-time accounts harder to create. If deployed, accounts will be linked to physical devices. That affects the entry cost for all players, including public computer users, internet cafés, old machines, and borrowed devices. I have followed many Riot policy changes, and this is the most structurally significant one.
One point rarely questioned is the source of the numbers. 300,000 is Riot's own number. The 120 million and 20 million estimates in the original story have no independent source. It is unclear whether the 300,000 includes the China server, operated by Tencent with a different anti-cheat ecosystem. If not, the 0.2% ratio against 140 million global players could be overstated. I read the footnote when everyone else looks at the scoreboard.
A contrarian view: the boosting market will not disappear. Demand stays because players want high rank, end-of-season rewards, and recognition. Supply stays because the bottom of the esports labor pyramid contains many highly skilled players with low income. When Riot tightens supply, risk costs rise and prices go up. Remaining operators may earn more per transaction. Enforcement does not solve the economic incentive; it drives the market deeper into the shadows.
At the industry level, this is a clear signal that Riot is turning Vanguard into shared anti-cheat infrastructure. Other publishers will feel pressure to upgrade their systems. But it also concentrates power in one party: Riot makes the rules, enforces them, provides the statistics, and benefits commercially. There is no independent arbitration layer. That is not automatically wrong, but it is worth questioning.
For scouts and academy teams, this story matters even more. If ranked play becomes cleaner, ladder-derived scouting signals become more reliable. If enforcement is uneven across regions, talent-identification quality will diverge by server. When boosted accounts vanish from the ladder, percentile distributions may temporarily shift, causing scouts to misread short-term data.
I also care about privacy. Kernel-level anti-cheat and hardware authentication always create controversy. The industry has seen strong backlash when publishers expand system access. Riot has not mentioned the appeals process, the false-positive rate, or how it will protect public computer users. That gap may become a PR hotspot.
In the end, nearly 300,000 locked accounts is a data point, not a verdict. The real measure of success is the quality of the ranked system over the next two or three seasons: whether genuine players can climb more easily, whether purchased accounts disappear from the ladder, and whether the false-positive rate is disclosed. I will track the MFA and TPM 2.0 roadmap, and how Riot treats internet cafés or shared devices. A season is a scripture, each match is a verse — do not rush to chant half of it.

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