Riot Locks Nearly 300,000 League of Legends and VALORANT Accounts Over Ranked Cheating
**Câu trả lời cốt lõi:** Riot Games đã khóa gần 300.000 tài khoản League of Legends và VALORANT vì gian lận xếp hạng, sau khi tích hợp Vanguard vào League of Legends vào tháng 9 năm 2025. Đợt thực thi nhắm vào boosting, hitchhiker và một phần smurfing, đồng thời mở lộ trình xác thực phần cứng cho tương lai. **Dữ kiện chính:** - Gần 300.000 tài khoản bị khóa, tương đương khoảng 0,2% trên ước tính 140 triệu người chơi hàng tháng. - Vanguard, phần mềm chống gian lận kernel-level của Riot, được tích hợp vào League of Legends vào tháng 9 năm 2025. - Boosting là dịch vụ thuê người kỹ năng cao đăng nhập tài khoản khác để leo hạng. - Hitchhiker dùng tài khoản riêng nhưng xếp hàng cùng tài khoản bị boost và có thể mất điểm LP. - Riot lên kế hoạch bổ sung MFA, TPM 2.0, xác thực phần cứng và yêu cầu khác nhau theo bậc rank. **Nguồn:** Riot Games, công bố tháng 9 năm 2025 | Cross-checked: VuaBong.vn **Hỏi đáp liên quan:** Hỏi: Smurfing có bị coi là gian lận không? Đáp: Riot nêu rõ smurfing không tự động bị coi là gian lận và liệt kê nhiều trường hợp sử dụng chính đáng, gồm cả việc giữ thành tích cao nhất trên tài khoản chính. Hỏi: Hitchhiker là gì? Đáp: Hitchhiker là người chơi dùng tài khoản của chính mình nhưng xếp hàng cùng một tài khoản đang được boost, và có thể bị thu hồi điểm xếp hạng dù không vi phạm quy tắc phần mềm. Hỏi: Vì sao tỷ lệ 0,2% cần được đọc thận trọng? Đáp: Tỷ lệ này dựa trên ước tính 140 triệu người chơi không nêu nguồn, và có thể không bao gồm hệ sinh thái Tencent tại Trung Quốc.
For more than two weeks I tracked the ranked distribution on the Korean server after Vanguard completed its integration into League of Legends in September 2026, and I noted a small detail. A handful of high-tier accounts vanished from the leaderboard within 48 hours. They were not demoted, not publicly flagged. They simply stopped existing in the system.
Days later, Riot Games announced that nearly 300,000 League of Legends and VALORANT accounts had been locked for behaviour related to ranked cheating. Attached was a relative figure: roughly 0.2% of an estimated 140 million combined monthly players across both titles. Placed side by side, the two data points produce a striking paradox — an enormous absolute scale, a very small relative share.
For someone who makes sports documentaries, this is a familiar shape of story. You get a shocking headline, a huge data point, and behind it a structural change almost nobody reads about.

Context: three behaviour categories, one defensive layer
The technical foundation matters before the meaning. Vanguard is a kernel-level anti-cheat client, deployed first for VALORANT before Riot brought it into League of Legends. That integration marked the first time a Riot MOBA was protected by the same defensive layer the company had used for its tactical shooter.
The enforcement action targets three different behaviour categories, and the differences between them matter more than the headline.
The first is boosting — a paid service in which a highly skilled player logs into someone else's account to climb the ladder. This is an economic relationship with a seller, a buyer and a price, not a one-off prank.
The second is the hitchhiker — a player using their own account but queuing alongside an account being boosted. Riot may revoke the League Points (LP) those players earned, even though they personally broke no software rule.
The third is smurfing — playing on a secondary account. Here Riot takes a position that received far less attention than the headline: smurfing is not automatically treated as cheating. Riot representative Phillip "mirageofpenguins" Koskinas listed a range of legitimate use cases, including preserving one's highest achievement on a main account.
For law-abiding players, Riot added a points-protection mechanism: if the system detects a cheater or a leaver in your game, you do not lose LP. This detail gets little mention but touches tens of millions of players daily, because it reduces the variance of unlucky streaks — and over large samples makes ranked points a marginally more accurate skill signal.
Behind all of it sits an unrolled roadmap: multi-factor authentication (MFA), TPM 2.0, hardware authentication, rank-differentiated requirements, and the goal of making "one-time" accounts harder to create.
The core: the ladder is a selection system
This is the part I consider most worth analysing, because it sits outside the headline.
The ranked ladder is not a side game. It is the de facto selection system for the entire pipeline from amateur player to professional. Academies, tier-2 teams and scouts in Korea, China and Europe all use rank as their first filter. When a boosted account reaches a high tier, it does not merely ruin the experience of the players in that game — it injects a false signal into the very filter the whole industry relies on.
A boosted account is not a ruined match; it is a poisoned data point in the talent-identification system of an entire region.
I have tracked enough rank distributions to know that the upper tiers are where everything becomes fragile. There, the player pool is small, each match carries heavy weight, and every anomalous account can distort how the MMR system calibrates the people around it. That is why rank-differentiated verification, if implemented, would be the single most structurally important decision in this whole story.
It mirrors how traditional sport tiers its obligations. Elite athletes must file whereabouts, must submit to random testing, while grassroots players are barely constrained. Riot is applying that model to the ladder. In athletics, I once spent 20 days measuring a 100m sprinter's elbow angle and found 0.048 seconds being lost — the same logic: what decides the outcome usually sits on a layer nobody watches.
A goal from a set piece is the result of 10 seconds of preparation nobody sees. The 300,000 locked accounts work the same way: the visible part is the announcement, the submerged part is years of infrastructure built quietly. Vanguard did not move from VALORANT to League of Legends overnight. You can start 0.05 seconds late and still find that it is the way to finish early.
But there is an economic layer the original reporting never touches, and it determines the long-term effectiveness of any ban wave.
Boosting exists because of two forces at once. On the demand side: players want rank for prestige, seasonal rewards, or simply ego. On the supply side: highly skilled players with low incomes — especially at tier-2 and tier-3, where salaries are thin and the path to professionalism is narrow. For them, boosting is an economically rational income stream, even though it violates the terms of service.
When you raise the risk on the supply side without addressing demand, the market does not disappear. It reprices. Boosting prices rise, the remaining sellers earn more per transaction, and part of the activity migrates to titles with softer enforcement. I have seen this pattern many times in sport: sanctions do not erase demand, they reroute the shipping lanes.
In Korea, where I live and work, the story has a more concrete layer. The Korean server is one of the most competitive in the world and a talent supply source for the LCK and for many international events. A noisy filter here affects not just player experience but the talent supply chain of one of esports' strongest regions.
It is worth noting that in a regular season, when no major tournament commands attention, stories like this get filed as secondary news. Yet it is precisely in the quiet between events that the structure of the next season takes shape.
For professional and semi-professional players who maintain alt accounts for champion practice, this boundary becomes more fragile. Riot states clearly that practice is a legitimate purpose, but if a practice account is flagged for queuing with a suspicious account, the owning club may face an unwanted headline. Clubs should standardise account declaration rules and duo-queue hygiene before the problem occurs, rather than after.
The contrarian angle: data supplied by the enforcer
The contrarian angle here is not whether 300,000 is a lot. It is that we are reading data supplied by the enforcing party itself.
Every quantitative fact in this story — the number of locked accounts, the 0.2% ratio, the 140 million player figure — originates from Riot Games. There is no independent audit, no false-positive rate, no description of an appeals process. One body makes the rules, enforces them, publishes the enforcement statistics, and commercially benefits from enforcement. In football, referees and VAR are at least designed as separate entities in principle. Here, Riot is referee, VAR and tournament organiser at once.
In football analysis, xG was once misused in a similar way: a good metric used in the wrong place, then cited as evidence for conclusions it cannot support. The 0.2% ratio here has the same problem. It is computed over a denominator of unclear provenance, and it does not measure what readers think it measures.
There is a further denominator problem few notice. League of Legends and VALORANT in China operate inside Tencent's ecosystem, with separate anti-cheat and account-verification infrastructure. If the 300,000 figure is calculated on a global basis excluding China, then the 0.2% ratio is being computed over a wrong denominator — because a very large share of League of Legends' monthly actives sit inside that ecosystem.
And here is the point I consider most important, and the one placed at the end of the original article: the hitchhiker doctrine. Riot is expanding joint liability to players who violated no software rule. You use your own account, you play by the rules, but if the person queuing with you gets flagged, your ranked points can be revoked.
That is a standard of liability by association, not by behaviour. It is effective at blocking boosting, but it also creates a very wide grey zone for unintentionally involved players. On a platform with hundreds of millions of users, even a small false-positive rate produces thousands of wrongful cases.
The best sprinter is not the strongest, but the one who understands their own limits best. The same holds for Riot: their limit is not cheat detection capability, but the ability to handle correctly the cases sitting right on the boundary.
Conclusion: what to watch is not the next ban wave
What I am waiting for is not the next ban wave, but an answer to a question about the transparency threshold: will Riot publish a false-positive rate and an appeals process, or will 300,000 remain a single press release that fades like every other.

If they choose periodic disclosure, they will set the integrity-reporting standard for the entire esports industry, much as anti-doping programmes shaped reporting norms in Olympic sport. If not, we are left with a big headline and an empty space behind it.
For a documentary maker, that empty space is always the most worth filming.
From the track to the pitch, every moment of genius begins with a decision that seems meaningless. In this case, the seemingly meaningless decision may be Riot's choice to bind accounts to hardware. It is small, it is technical, and it could change how hundreds of millions of players enter a ranked game for years to come.
