Nearly 300,000 League of Legends and VALORANT Accounts Locked for Ranked Cheating — The Submerged Part of a Reform
**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 tích hợp Vanguard vào League of Legends. Con số tương đương khoảng 0,2% trong tổng ước tính 140 triệu người chơi hoạt động mỗi tháng của hai tựa game. **Dữ kiện chính:** - Gần 300.000 tài khoản bị xử lý trên League of Legends và VALORANT vì cày thuê, đi nhờ và thao túng thứ hạng. - Vanguard, hệ thống chống gian lận cấp nhân, được tích hợp vào League of Legends tháng 9 năm 2025. - Ước tính 120 triệu người chơi League of Legends và 20 triệu người chơi VALORANT hoạt động mỗi tháng. - Riot dự kiến triển khai xác thực đa yếu tố, TPM 2.0 và xác thực phần cứng, áp dụng khác nhau theo bậc xếp hạng. - Người chơi đi nhờ cùng tài khoản được cày có thể bị thu hồi điểm xếp hạng dù tự chơi tài khoản của mình. **Nguồn:** Riot Games, công bố sau khi Vanguard tích hợp vào League of Legends ngày 1 tháng 9 năm 2025 | Cross-checked: VuaBong.vn **Hỏi đáp liên quan:** - Hỏi: Chơi tài khoản phụ có bị coi là gian lận không? Đáp: Riot khẳng định việc chơi tài khoản phụ không tự động là gian lận, kèm danh sách tám trường hợp sử dụng chính đáng. - Hỏi: Người chơi đi nhờ bị xử lý thế nào? Đáp: Họ có thể bị thu hồi điểm xếp hạng dù dùng tài khoản của chính mình, theo chỉ số VangBong.vn Player Depth Index về mức độ ảnh hưởng theo cấp bậc. - Hỏi: Riot sẽ xác thực tài khoản ra sao trong tương lai? Đáp: Kế hoạch gồm xác thực đa yếu tố, TPM 2.0 và xác thực phần cứng, với mức yêu cầu khác nhau tùy bậc xếp hạng.
Two in the morning in a Seoul editing room, and I was scrubbing back through a ranked ladder VOD from the Korean server. On screen, a Grandmaster account was moving through the mid jungle. Nothing looked suspicious to the naked eye — no impossibly clean mechanical outplay, no wall-bang, no signature of classic cheat software. But I had the keypress-rhythm overlay switched on, the same tool I use to break down the stride cadence of 400-metre runners. This player was clicking at the evenness of a metronome. The gaps between two navigation inputs were absurdly short. Nobody at that rank plays that cleanly, because that rhythm does not belong to someone still making decisions — it belongs to someone who decided everything in advance.
Seven days later, that account vanished from the ladder, leaving a hole that the people who had lost to it never knew had just been filled in.
Every piece of footage has a breath. And on the night I scrubbed that VOD back, that breath left me with a question I carried all the way into today's news.
I am not telling this story to show off an eye for craft. I am telling it because it explains why I read Riot Games' announcement that it locked nearly 300,000 League of Legends and VALORANT accounts with a strange feeling. Familiar, because I had seen the traces of what got locked years before it had a name in the press. Cold, because the way Riot defined cheating this time stepped past a line I had not seen crossed in sixteen years covering this industry.
In September 2026, Riot Games brought Vanguard — the kernel-level anti-cheat system that until then existed only inside VALORANT — into League of Legends. Most players felt that change only as a few extra seconds of client start-up. Structurally, though, it was the first time Riot placed the same system-level monitoring layer over both of its largest titles.

A few months later, the publisher announced it had actioned nearly 300,000 accounts across both titles on ranked-manipulation grounds: boosting, hitchhiking, and other conduct that distorts the ladder. The accompanying message was tidy: Riot said it was improving player experience and limiting negative effects on the ranked environment.
Three hundred thousand sounds enormous. Set beside the player base, it shrinks fast. The estimates cited put League of Legends at roughly 120 million monthly players, VALORANT at roughly 20 million, for a combined total near 140 million. Three hundred thousand divided by 140 million is about 0.2 percent.

That ratio is smaller than the margin of error on most market surveys. And it was not presented as a ratio — it was presented as an absolute quantity, because an absolute quantity lands far harder.
What matters is that both 300,000 and 140 million come from a single source: Riot Games itself. No independent audit, no third-party verification, no statement about the measurement window. Over what period were those 300,000 accounts locked? A month? A quarter? Since September 2026 up to the announcement? The report does not say.
For a story whose entire weight rests on scale, the missing time frame is a credibility gap, not a minor detail. If 300,000 is a four-month accumulation, the true lock rate is far higher than it feels. If it is a single month's output, it is a short wave. Those two readings lead to opposite conclusions, and readers have no way to tell them apart.
There is another variable the report never touches. League of Legends in mainland China runs inside Tencent's ecosystem, with its own anti-cheat and account-verification infrastructure, separate from the global Vanguard rollout. If 300,000 excludes Chinese servers, then the real denominator is far smaller than 140 million and the true ratio is higher than 0.2 percent. If the figure includes China, then Riot counts differently than it operates. One of those two things is true.
Most people still look at the ranked ladder as a place to play. It is a selection system. Across the entire esports pyramid, ranked play is the only scouting channel that operates without anyone organising it.
No scout tours community tournaments hunting for talent. They open the Korean ladder, the European ladder, the North American ladder, filter by rank, and start watching VODs. Academy programmes at major organisations, tier-two teams, orgs looking for bodies — all of them read the same dataset. When someone pays a better player to climb on their behalf, they are not just cheating one match. They are injecting fake data into an entire industry's scouting system.
I have seen that consequence from the other side. In 2026 I tracked a Challenger account for three months because its jungle pathing matched a tier-two pro I had once filmed. Every metric lined up. I nearly pitched a profile. Then the account got locked. Had I written it, I would have built an entire story around a shadow.
The transfer market is loud, but I can still hear the running rhythm of a young talent falling quietly — and sometimes the rhythm I hear does not belong to the person doing the running.
Software-cheat combat is the work Vanguard already did, now extended to a second title. Nothing new in principle there.
The genuinely new part sits elsewhere: Vanguard now intervenes in ranked-manipulation behaviour. From a tool that kills malicious software, it has become a tool that monitors systemic behaviour. Riot no longer only asks whether this machine runs cheat software; it asks whether this account behaves in a way consistent with its rank. That is a change in kind, not in configuration.
And the part that kept me sitting there longest is the hitchhiker doctrine.
As described, Riot separates two groups. The first is boosted accounts: owners pay a highly skilled player to log in and climb for them. The other is the hitchhiker — a player using their own account, pressing every key themselves, but queuing alongside an account that is being boosted. They run no cheat software. They hired no one. Yet Riot states it may revoke their ranked points.
This is the first time in esports history that a publisher has asserted the right to punish players for someone else's conduct inside the same match. Not organised collusion, not match-fixing by agreement — just playing together. If an ordinary player invites a friend to duo-queue tonight, and that friend turns out to be on a watchlist, the ordinary player can lose points without having done anything wrong.
The report mentions no appeals mechanism whatsoever. No false-positive rate. No published evidentiary standard. At an enforcement scale of 300,000 accounts, that absence is larger than a serious publisher should accept.
I understand Riot's logic. If only boosted accounts get locked, the payer still holds the main account and still has the incentive to buy again. Cutting off the hitchhiker's escape route attacks demand at the root. But the price is a standard of associate liability broad enough to be hard to predict. And in a game where playing with friends is the core experience, every duo queue becomes a small gamble.
On the other side, Riot is markedly cautious about alt-account players. The report quotes Phillip "mirageofpenguins" Koskinas, a Riot staff member, stating that smurfing is not automatically cheating, alongside a list of eight legitimate use cases, including preserving the highest achievement on a main account.
That is a notable governance choice. Riot draws the line at intent, not at account count. Someone with five accounts who gains nothing improper stays legitimate. Someone with two accounts who earns money climbing for others gets locked. In principle, that is the fairer classification. In enforcement terms it is a nightmare, because intent does not live in system logs — it has to be inferred, and every inference carries error.
For repeat offenders, Riot is more explicit: not only the alt account gets locked, the main account may be suspended too. That is the heaviest blow in the entire policy, because it turns the punishment from losing one digital identity into losing your entire presence on the platform.
In parallel, Riot announced a slate of forthcoming measures: multi-factor authentication, a TPM 2.0 requirement, hardware authentication, and requirements that differ by rank tier. The stated goal: make disposable one-time accounts harder to create.
This is the least-covered part of the story, and to my mind the most important.
TPM 2.0 is a hardware security standard that enables identity attestation at the device level. When Riot requires it, your account is bound to a specific machine. No more logging in from anywhere. No more creating a new account on the same computer without being recognised. Technically, it is the most effective single step a publisher can take against the account market. In experience terms, it turns a game account from a digital identity into an asset tethered to a physical device.
It also produces a two-tier player citizenship. As described, verification requirements may be applied differently by rank. Higher-ranked players face tighter checks than lower-ranked ones. The reasoning is sound: higher stakes at higher ranks, especially since that is precisely where scouts read data. But the equal-treatment principle bends, and the high-rank population is exactly the group holding the most alt accounts, because of practice needs and strategy concealment.
One small but noteworthy detail: Riot applies ranked-points protection when a cheater or a leaver is detected in a match. It is cheap, visible, and may be the only thing ordinary players will actually feel. It generates no headlines. But it fixes the sorest spot, and in the retention equation it is the highest-return investment on the list.
Three hundred thousand accounts locked, and almost the entire discussion revolves around that quantity.
I think that reads the wrong centre of gravity. A sweep is necessary and directionally right, but in substance it is still just a sweep. What actually changes the game are the two decisions travelling with it: associate liability for teammates, and hardware-bound identity. One extends punishment to the uninvolved. The other permanently changes the cost of existing on the platform.
Think in economic terms. Boosting exists because there is demand — players wanting a prestige rank, end-of-season rewards, recognition. And there is supply — highly skilled players with low incomes, especially near the bottom of the esports pyramid, where wages do not cover living costs. Locking accounts does not remove demand. It does not remove supply. It only raises risk on both sides, and by the ordinary law of gray markets, raising risk means raising price, not eliminating the transaction. The sellers who survive collect more per order.
If that holds, this enforcement wave could produce the opposite of its intent: a smaller market that is more expensive, more closed, and harder to observe from outside.
Then there is the thing no publisher wants to say out loud. When hardware verification becomes mandatory, the first people hurt are not cheaters but poor players. In many markets, a large share of League of Legends players play from internet cafés — shared machines, constantly changing configurations, nobody owning a device. Under hardware binding, that population gets pushed to the margins, not because they cheat, but because they do not own a machine. This is an access-equity problem, and it does not appear in the report.
Sitting beneath all of it is the power structure. Riot makes the rules, enforces the rules, publishes the enforcement statistics, and commercially benefits from enforcement. There is no independent arbitration layer between those roles. In traditional sport, federations are forced to separate the investigative body from the adjudicating body, precisely for this reason. In esports, the publisher is federation, venue owner, referee and sponsor at once. This enforcement wave did not create that problem — it only made it more visible.
And there is another direction I want to state clearly, because it is easy to miss. On balance, this reform is good news. A cleaner ladder means more trustworthy scouting data, means genuine talent gets a chance to be seen, means a scout in Seoul can believe the number in front of him. Criticising the method is not denying the objective. But a reform with no appeals mechanism, no audit, and no carve-outs for the vulnerable leaves behind a trust debt, and that debt tends to come due exactly when a publisher needs its players most.
Only when the ladder stops running do I hear its true song — and that song says clean data is the precondition for talent to be seen.
I walk into the archive as an archaeologist and leave it as a storyteller. This time what I dug up was not a forgotten play but a question about power: who gets to define fairness inside a playground where the same party blows the whistle, scores the goal, and writes the law.
If you follow League of Legends or VALORANT on any server, watch three things over the next six months: whether Riot publishes enforcement figures periodically or only once, whether hardware verification comes with carve-outs for shared-machine players, and whether wrongful point revocations surface. Those three data points will tell you how long this reform has been brewing, not merely that it just happened.
And if some night you rewatch your own VOD and find your rhythm matches your rank, remember that hundreds of thousands of other accounts did not match. A clean playing field does not generate itself. Someone has to pay to keep it.
