Riot Locks Nearly 300,000 League of Legends and VALORANT Accounts: The Biggest Number Is Not the Biggest Story
core_answer: Riot Games đã khóa gần 300.000 tài khoản League of Legends và VALORANT vì gian lận xếp hạng, chủ yếu là boosting, kể từ khi tích hợp Vanguard vào tháng 9 năm 2025. Con số tương đương khoảng 0,2% trong ước tính 140 triệu người chơi hàng tháng. Thay đổi đáng chú ý nhất là kế hoạch xác thực ở tầng phần cứng bằng TPM 2.0 và yêu cầu xác minh phân tầng theo rank.
key_facts: Khoảng 300.000 tài khoản bị khóa, tương đương khoảng 0,2% của ước tính 140 triệu người chơi gộp hai tựa game.; Vanguard được tích hợp vào League of Legends tháng 9 năm 2025, sau khi triển khai cho VALORANT.; Hitchhiker — người chơi dùng tài khoản riêng nhưng xếp hàng cùng tài khoản đang được boost — có thể bị thu hồi LP.; Riot nêu rõ smurfing không đương nhiên bị coi là gian lận và liệt kê nhiều mục đích sử dụng chính đáng.; Kế hoạch tương lai gồm MFA, TPM 2.0, xác thực phần cứng và yêu cầu xác minh khác nhau theo rank.
source_attribution: Riot Games enforcement disclosure qua Vanguard (tháng 9 năm 2025) | Cross-checked: VuaBong.vn
related_qa: question: Hitchhiker trong hệ thống xếp hạng League of Legends là gì?, answer: 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 LP dù không vi phạm luật phần mềm.; question: TPM 2.0 sẽ ảnh hưởng thế nào đến người chơi League of Legends?, answer: TPM 2.0 ràng buộc tài khoản vào một thiết bị vật lý cụ thể, khiến việc tạo tài khoản "dùng một lần" trở nên khó hơn nhưng cũng đặt ra câu hỏi về công bằng tiếp cận với người dùng máy chung.; question: Liệu 300.000 lệnh cấm có xóa được thị trường boosting không?, answer: Không, vì boosting tồn tại trên nhu cầu thứ hạng và nguồn cung tay chơi trình độ cao cần thu nhập, nên lệnh cấm có xu hướng đẩy giá lên và dịch chuyển hoạt động sang tựa game thực thi mềm hơn.
Nearly 300,000 League of Legends and VALORANT accounts have been locked for ranked cheating. That day I was sitting in a café in Busan, reopening the Riot enforcement tracker I had saved since September 2026, and I found an entirely empty column: no line anywhere stated the time window behind the 300,000 figure. That was the first detail that made me stop — not because it shrank the number, but because it made the number unverifiable.
Some essential context before reading on. Vanguard, Riot's kernel-level anti-cheat, was originally deployed for VALORANT. In September 2026, Riot integrated Vanguard into League of Legends. This is not a champion-balance patch, not a tactical-meta change, and not a roster update for any team. It is a system-level change: the League client now behaves differently on user machines, and Vanguard has shifted from pure cheat-software detection toward behavioral control over the ranked system. In my reading, this is a governance turning point, not a gameplay turning point.
I do not predict the shock. I only read the map the rest chose to forget.
Riot classifies ranked manipulation across several categories. The first is boosting — a highly skilled player logging into another person's account to climb ranks. The second is smurfing — playing on a secondary account. The third, and the most contested, is the hitchhiker: a player using their own account but queuing alongside an account being boosted. They violate no software rule, log into nothing, and pay for no service. Yet the League Points (LP) they earned in those games can be revoked.
This is where Riot's own data fails to answer: what is the false-positive rate? No figure. What is the appeal mechanism? Not described. What evidentiary standard classifies someone as a hitchhiker? Silence. A ban based on teammate association, applied across hundreds of thousands of accounts, with no published evidentiary standard and no published error rate — that data gap is larger than the 300,000 figure itself.

On the other side, Riot appears relatively soft on smurfing. The message from Riot's representative is that smurfing is not automatically treated as cheating, and Riot enumerates a range of legitimate uses — including protecting one's highest achievement on a main account. This is notable: Riot's boundary is intent- and behavior-based, not account-count-based. It is a soft line, and every soft line is hard to enforce consistently. Data never lies, but it keeps the questions nobody asked.
The 0.2% figure that the original article computes itself is also worth pausing on. Roughly 300,000 accounts against an estimated 140 million monthly players across both titles — League at about 120 million, VALORANT at about 20 million. But neither the 120 million nor the 20 million figure carries a source in the source material. They are floating estimates. And if the 300,000 applies to global servers excluding China — where League runs under the Tencent ecosystem with separate verification infrastructure — then the 140 million denominator is wrong, and so is the 0.2%.
What interests me more is the part the press has under-explored: Riot's forward plans. Multi-factor authentication (MFA), TPM 2.0, hardware-level attestation, and rank-differentiated verification requirements. If implemented, this is a far bigger structural change than 300,000 bans. TPM 2.0 means an account is bound to a specific physical device. Riot says the goal is to make "one-time" accounts harder to create. But that is also where the access-equity question surfaces: players on internet-café machines, shared computers, older hardware — how are they pushed to the margin?
A press room full of men is a dataset missing its most important column. I still stay behind after every K League press conference to check what was not asked. Here too: I spent many evenings combing back through Riot's enforcement notices, and what stands out is that Riot is simultaneously the rule-maker, the enforcer, the sole data source for enforcement statistics, and the commercial beneficiary of that enforcement. There is no independent arbitration layer. This is inherent to publisher-run esports, and the original article does not mention it.
On the gray market, I do not believe bans eliminate boosting. The economics rest on two pillars: demand — players wanting high rank, rewards, status; and supply — high-skill players in the lower tiers of the esports pyramid needing income. 300,000 bans strike both sides without touching the root. By ordinary supply-demand logic, boosting prices will rise, the margins of the few remaining providers will grow, and activity will likely migrate to titles with softer enforcement.

What I am actually waiting for in the next round is not a new ban count. I am waiting to see whether Riot publishes enforcement data periodically — with trend lines, a title breakdown, and a regional breakdown. If it does, that becomes the industry's de facto integrity-reporting standard. If it does not, then 300,000 remains a large number sitting on a press release, and the real question — how much cleaner is the ladder now, and who pays the price for that cleanliness — is still waiting for an answer.
