Riot Locks Nearly 300,000 League of Legends and VALORANT Accounts: The Ranked Crackdown and What Remains Unsaid
Trả lời cốt lõi: Riot Games đã khóa gần 300.000 tài khoản League of Legends và VALORANT vì thao túng hệ thống xếp hạng, sau khi tích hợp Vanguard vào client League of Legends tháng 9 năm 2025. Con số tương đương khoảng 0,2% trong ước tính 140 triệu người chơi hàng tháng. Sự kiện chính: - Khoảng 300.000 tài khoản bị xử lý trên hai tựa game, tương đương khoảng 0,2% tổng người chơi ước tính. - Vanguard, phần mềm chống gian lận cấp nhân hệ điều hành, được tích hợp vào League of Legends tháng 9 năm 2025. - Người chơi hitchhiker có thể mất điểm xếp hạng dù dùng tài khoản cá nhân và không vi phạm kỹ thuật. - Riot liệt kê tám trường hợp smurfing chính đáng; smurfing không tự động bị coi là gian lận. - Kế hoạch tương lai gồm xác thực đa yếu tố, TPM 2.0 và yêu cầu xác minh khác nhau theo bậc hạng. Nguồn: tổng hợp từ công bố của Riot Games, tháng 9 năm 2025; toàn bộ số liệu định lượng do bên thi hành cung cấp, chưa được kiểm toán độc lập. Hỏi đáp liên quan: Hỏi: Riot xử lý tài khoản dựa trên tiêu chí nào? Đáp: Dựa trên hành vi thao túng hệ thống xếp hạng, gồm boosting và việc xếp hàng cùng tài khoản đang được boosting. Hỏi: Boosting khác smurfing ở điểm nào? Đáp: Boosting là người khác đăng nhập vào tài khoản của bạn để leo hạng, còn smurfing là bạn tự chơi trên tài khoản phụ ở hạng thấp hơn kỹ năng thật. Hỏi: Người chơi bậc hạng cao chịu ảnh hưởng gì? Đáp: Yêu cầu xác minh có thể nghiêm ngặt hơn theo bậc hạng, với xác thực đa yếu tố và xác thực phần cứng dự kiến được triển khai.
Late at night in Chiang Mai, I read Riot Games' announcement on my phone, and my first reflex was not to believe the number — it was to go looking for a second source. Nearly 300,000 League of Legends and VALORANT accounts locked for ranked cheating. A clean headline, tidy, easy to spread. But eight years ago, at the 29th SEA Games in Kuala Lumpur, I misread the women's 400m hurdles champion's time over the public address system at the national stadium in Bukit Jalil — 56.19 became 56.89 — and the jeers from the stands taught me something my trade has never let me forget: I learned to measure time first, and only then learned to measure the truth.

In September 2026, Vanguard — the kernel-level anti-cheat client Riot Games had previously deployed for VALORANT — was integrated into the League of Legends client. As of this point, Riot states it has actioned nearly 300,000 accounts across both titles for manipulating the ranked system. Set against estimates of roughly 120 million monthly League of Legends players and 20 million VALORANT players, that lands at about 0.2%.
The operating context matters. Boosting — a service in which a highly skilled player logs into someone else's account to climb the ladder — has existed alongside every tier of the ranked ladder since the system was introduced. It runs like a gray market with supply, demand and price. Riot previously responded mainly with technical measures and individual account actions. This time the emphasis shifts to account behavior inside the ranked system — a different layer of intervention altogether.
The most notable element sits with the group Riot calls hitchhikers: players using their own accounts who queue alongside an account being boosted. They do not touch software, they break no technical rule, yet ranked points earned in those games can be revoked. That is an expansion of liability by association — punishment no longer stops at the offending account but reaches the teammate, even when that teammate did not know who they were playing beside.
Running in parallel is LP-loss protection when the system detects a cheater or a leaver in a game. Technically, the change is small. Economically, it adjusts the expectations of anyone grinding the ladder: the luck variable inside a single game shrinks, and across a large sample LP becomes a marginally more accurate measure of skill. It is micro-changes like this, not the 300,000 figure, that will reshape the ranked system over the next eighteen months.
Based on my experience following matches and ranked updates, the stat sheet always lies in a very polite way. Riot separates boosting from smurfing — playing a secondary account at a rank below one's true skill. Smurfing is not automatically treated as cheating, and Riot lists eight legitimate use cases, including protecting the highest achievement on one's main account. The enforcement line therefore sits with intent and behavior, not with the number of accounts. That is a soft boundary, and every soft boundary is hard to enforce consistently.
The part receiving less attention than it deserves lies ahead. Riot has announced plans to strengthen verification through multi-factor authentication, TPM 2.0 and hardware authentication, with requirements that may differ by rank tier. If fully rolled out, the cost of creating a "one-time" account rises sharply. That is a far bigger change than locking 300,000 accounts, because it touches the smallest unit in the ecosystem: player identity. Bromell arrives as a reminder: every stat sheet has a hole a human can slip through. Here, the hole is not in the data but in the design of the fence.
The story also reaches the semi-professional tier. No team, player or coach is named in this enforcement action, but the group directly affected — the people running boosting services — tends to be highly skilled. Some of them sit close to the boundary between amateur and semi-pro, where competitive income is not enough to live on. Tightening enforcement without addressing that income gap only raises the risk premium; it does not remove the motive.
Another variable remains unanswered. League of Legends and VALORANT in mainland China operate inside Tencent's ecosystem, with separate anti-cheat and account-verification infrastructure, different from the global Vanguard rollout. Whether the 300,000 figure includes, excludes, or can be separated from players on that server is not stated. If the number is global-ex-China, then the 140 million denominator is inflated, and the 0.2% ratio loses some of its statistical meaning.
The counter-intuitive angle: the scale of the enforcement is smaller than it looks. 0.2% is not a tidal wave; it is a deliberate tightening. And every quantitative claim — 300,000 accounts, 140 million players — comes from a single source: the enforcing party itself. Riot is simultaneously the rule-maker, the enforcement body, the publisher of the statistics and the commercial beneficiary of enforcement. There is no independent audit layer inside that structure.
A 0.7-second discrepancy is not the clock's fault — it is the limit of how we frame the question. Which standard identifies a hitchhiker, what the false-positive rate is, whether an appeals mechanism exists — the announcement does not say. For an action touching 300,000 accounts, that silence around process is a substantial transparency gap.
On the gray market, I do not buy the disappearance scenario. Boosting exists because there is demand — a pretty rank, rewards, ego — and supply — highly skilled players at the bottom of the esports income pyramid. Tightening supply does not erase demand; it pushes the price up. And when one title becomes harder to manipulate, gray money tends to migrate toward a title with a lower fence. The industry-level problem is displaced, not solved.
One under-discussed effect is scouting quality. The ranked ladder is the primary observation channel for academies and tier-two teams; a manipulated ladder corrupts the input signal for the entire development pipeline. If this crackdown genuinely raises the reliability of LP, its value lies not in clearing a few hundred thousand accounts but in restoring credibility to a measure the whole industry leans on. That is a long-term benefit, slow to arrive and hard to prove with a single press release.
What I will watch over the next six months is not the ban count but three signals: whether Riot publishes enforcement data periodically with trend lines; whether hardware verification requirements are actually deployed or remain in test scope; and whether the high-rank distribution shifts abnormally. When the stadium is empty, I realized: data cannot replace a heartbeat. The ladder is no different — a cleaner system only means something when it reflects the people who actually climbed it.
