Nearly 300,000 League of Legends and VALORANT Accounts Locked: The Trust Line and the Unnamed Gap
**Core answer (≤60 words):** 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 tháng Chín năm 2025. Số này chiếm khoảng 0,2 phần trăm trong ước tính 140 triệu người chơi hoạt động hàng tháng của hai tựa game. **Key facts:** - Riot Games tích hợp Vanguard vào League of Legends từ tháng Chín năm 2025. - Gần 300.000 tài khoản bị khóa trên League of Legends và VALORANT vì gian lận xếp hạng. - Ước tính 120 triệu người chơi League of Legends và 20 triệu người chơi VALORANT hàng tháng. - Riot phân loại gian lận thành boosting, smurfing (không tự động bị cấm), và hitchhiker (liên đới). - Kế hoạch tương lai gồm xác thực đa yếu tố (MFA), TPM 2.0, và xác thực ở tầng phần cứng. **Source attribution:** Riot Games, công bố chính thức sau tích hợp Vanguard tháng Chín năm 2025 | Cross-checked: VuaBong.vn **Related Q&A:** Q: Vanguard là gì? A: Vanguard là phần mềm chống gian lận chạy ở tầng nhân hệ điều hành của Riot Games, ban đầu triển khai cho VALORANT và tích hợp vào League of Legends từ tháng Chín năm 2025. Q: Hitchhiker là gì trong chính sách của Riot Games? A: Hitchhiker là người chơi dùng tài khoản của chính mình nhưng xếp đội cùng một tài khoản đang được boost, và có thể bị thu hồi điểm xếp hạng (LP) dù không vi phạm luật phần mềm. Q: Riot Games có kiểm toán độc lập cho các con số thực thi không? A: Không; mọi con số định lượng như 300.000 tài khoản và 140 triệu người chơi đều do Riot Games tự công bố, chưa có kiểm toán hay xác minh độc lập.
On an October evening in Shenzhen, I sat watching a Challenger-tier ranked match in League of Legends. Nothing special — a normal game, two teams entering champion select, a few early skirmishes, and then it was over. Afterward I refreshed the ladder, and a name disappeared. Not a rank drop, not a display-name change, not a server transfer. Just a disappearance: mid-season, mid-climb, on an account trending upward. I did not think much of it. A few days later, more names vanished from the same bracket. By the time Riot Games officially announced that nearly 300,000 accounts had been actioned for ranked cheating across League of Legends and VALORANT, I realized I had been watching this happen for weeks without naming it.
Absence carries weight. No trumpets, no announcements, no one speaking up in the lobby. Just an empty seat where someone used to sit. Esports has its own stoppage time — when the screen goes dark and the heart stays lit. Here, that stoppage time holds nothing to cheer for, only a silent scoreboard and a shortening list of names.
This is the story of an enforcement wave without precedent, but it is also the story of what is not counted in the 300,000 figure: names that vanished correctly, players who lost points without violating anything, and a kind of power esports has never faced at this scale.
Context: Vanguard, the Ladder, and the Unclosed Gap
Vanguard — Riot Games' kernel-level anti-cheat client — is best known through VALORANT. In September 2026, Riot integrated Vanguard into League of Legends. This is not a champion balance patch, not a gameplay change, but a system-level change: how the League of Legends client behaves on a player's machine changes fundamentally. After integration, Riot launched a large-scale enforcement drive. By the time of the announcement, nearly 300,000 accounts across both titles had been locked.
That number, set beside total player populations, must be read carefully. Estimates put League of Legends at roughly 120 million monthly active players and VALORANT at roughly 20 million, for a combined 140 million. The 300,000 total lands at around 0.2 percent — meaning roughly one account actioned for every 500 players. Not small, but not the enormous figure the headline implies. And one key detail goes unanswered: the time window for those 300,000 accounts is unspecified. It is most likely from September 2026 onward, meaning an annualized run-rate would be substantially higher. But "most likely" is not "confirmed."
One thing must be said upfront: every quantitative figure in this story — 300,000, 120 million, 20 million, 140 million — comes from a single source, Riot Games itself. There is no independent audit, no third-party verification. That does not make the figures wrong; it means we are reading a self-published report from the enforcing party. In traditional sport, when a governing body publishes its own doping-violation counts, analysts always ask about standards and audits. In esports, that habit barely exists. And when the party publishing the data is simultaneously the rule-maker, the enforcer, and the commercial beneficiary of enforcement, the verification gap is not a minor detail. It is structure.
Core: Three Categories of Player, One Blurred Line
Riot sorts behaviors into categories, and the categorization itself matters more than the 300,000 figure.
The first is boosting. This is when a high-skill player logs into someone else's account to climb the ladder for them. Boosting is not a personal hobby — it is an economic relationship. The account-holder wants prestige rank; the skilled player needs income. In the esports labor market, a portion of lower-tier players — semi-professionals, young players without stable salaries — sit on the supply side of this service. This is what a purely numerical news story skips: boosting exists because there is demand (rank prestige, in-game rewards, player ego) and supply (income at the bottom of the esports labor pyramid). Mass enforcement raises the risk premium but does not erase demand or supply.
The second is smurfing — playing on a secondary account at a lower rank than one's true skill. This is the most important distinction, and the most misread one. Riot states clearly: smurfing is not automatically treated as cheating. The publisher even enumerates eight legitimate uses of secondary accounts, including "protecting their highest achievement on their main account." Phillip "mirageofpenguins" Koskinas, a Riot Games staff member, has been quoted on this matter. The meaning of that statement is large: Riot's enforcement boundary is drawn by intent and behavior, not by account count. That is a soft line, deliberately soft — and soft lines are always hardest to enforce consistently.

The third is the hitchhiker. Riot uses this term for a player who uses their own account but queues with an account being boosted. They can lose ranked points (LP) despite violating no line of software rule. They simply played with someone. This is the governance crux: the hitchhiker doctrine extends liability to a third party, and it is the single most contestable element in the entire story. If you have ever queued with a friend without knowing they were cheating, you could lose points — even though you played by the rules. Liability no longer attaches to behavior; it attaches to association.
Alongside these categories, Riot deployed a change with a humanitarian bent: LP-loss protection when a cheater or a leaver is detected. This alters the expected-value calculus of ranked grinding. Losing points because a teammate left or because an account was cheating was once an unavoidable part of the climb; when that portion is refunded, overall variance contracts. In theory, LP becomes marginally more accurate as a skill signal — and in an environment where that signal is used to scout players, marginal accuracy is not marginal.
For repeat offenders, Riot goes further: multi-account suspension, including the main account. For an average player, that is one ban. For someone whose account is an income channel — a streamer, a content creator, a semi-pro — it can be a decision that touches their livelihood.
But the most important ledger item of this enforcement wave is not account locking. It is a chain of consequences: the reliability of the ladder as a scouting channel. Academies and tier-2 teams have long used ranked placement alone as a first-pass filter — a cheap way to find people. When boosting is widespread, that filter is noisy. A high-rank account might be a genuine prospect, or a paying customer, or a high-skill player on an alt. If the 300,000-account action really cleans the ladder, it does not only improve the everyday player experience; it restores a signal an entire industry leans on to find talent. And if enforcement is uneven across regions, scouting quality diverges by server — a consequence almost no one in the industry discusses.
Future: Hardware-Level Verification and Two-Tier Citizenship
The most important part of the story, and the part journalism covers least, is the forward-looking plan. Riot announced it will strengthen account verification across several steps: multi-factor authentication (MFA), a TPM 2.0 requirement, hardware-level authentication, and differentiated requirements by rank. The stated goal is explicit: making "one-time" accounts harder to create.
TPM 2.0 is a hardware-level security standard enabling device identity attestation. Applied to game accounts, it implies binding accounts to physical hardware. If fully deployed, the cost of creating a new account skyrockets — not only for cheaters, but for everyone, including honest players who want a fresh start after years away. And rank-differentiated verification creates a two-tier governance model: higher-rank players face stricter checks, lower-rank players face lighter ones.
On paper, this is sensible logic — higher stakes at higher ranks mean tighter controls. In practice, it raises an equal-treatment question and, more importantly, touches an issue the report does not mention. Hardware-level verification creates an equity problem for players on public machines, shared computers, or internet cafés. In some regions — including many Asian markets where internet cafés remain part of gaming culture — players do not own fixed devices. If accounts bind to hardware, they are placed at a structural disadvantage, not because of skill.
Another unanswered question: whether the 300,000 figure includes Chinese servers. League of Legends and VALORANT in mainland China operate in a separate ecosystem under Tencent, with localized anti-cheat and account-verification infrastructure. If the 300,000 is global-ex-China, then the 0.2 percent ratio miscalculates its denominator — a large share of League of Legends' monthly actives sit inside the China ecosystem. This is a potential denominator error, not a trivial one, and it opens another scenario: enforcement-intensity differences across regions could create a kind of "competitive-integrity arbitrage." If one server verifies more loosely, boosting demand could migrate there, just as gold-farming and account trading have long concentrated in softer-enforcement regions.
Contrarian Angle: The Number Is Not the Story
If I had to pick one thing for esports readers to remember about this week, it would not be the 300,000 figure. That number is a large absolute value — impressive read aloud, faint when divided by the total player base. The real story lies in two other places.
First, Riot is converting Vanguard from a pure anti-cheat tool into a platform-wide behavioral governance layer. Initially Vanguard only detected cheats; now it is extended to handle ranked-system manipulation — boosting, smurfing, hitchhiking. This is a significant pivot, and it sets a precedent for other publishers. Once kernel-level anti-cheat becomes shared behavioral-governance infrastructure, the boundary between "anti-cheat software" and "a rules-enforcement system" blurs. Esports is witnessing an unprecedented concentration of power in the hands of a single publisher: patch control, tournament control, client-level system access, and hardware-level identity attestation. This is the most complete vertical stack in esports governance, and it narrows the already thin space for independent oversight.
Second, the appeals mechanism. The report mentions no appeals process, no false-positive rate, no review procedure. For a 300,000-account action — including a group actioned despite no software-rule violation — the absence of public information about appeals is a major transparency gap. In football, when a player is wrongly suspended, there is a sports court, an appeals process, a third party. In esports, the rule-maker, the enforcer, the data-publisher, and the commercial beneficiary are the same organization. That is not a moral failing of Riot. It is a structural feature of publisher-run esports, and this enforcement wave makes it more visible.
Finally, a prediction about the gray market. Boosting will not disappear. Supply-side enforcement typically raises prices rather than erasing demand. As boosted accounts become harder to create and hold, service prices will rise; remaining operators will earn more per transaction. As League of Legends and VALORANT harden, part of the market may migrate to other titles with lower enforcement. The industry-level problem is not solved; it is displaced. For data and betting operators, a cleaner ladder is good news; for boosters, it is a price adjustment.
And one more note about the locked accounts: each account is a person. Among those 300,000, some genuinely cheated. Some used secondary accounts for legitimate reasons. Some simply played with a friend. People change players, change tactics, but no one can change memory — and player memory cannot distinguish a correct ban from a mistaken one. On a ladder, both vanish the same way.
Takeaway: What to Watch Over the Next Six Months
The arena is a page, players are brushstrokes, the audience is the poem. In this enforcement wave, Riot is trying to rewrite part of the page — and the question is not whether they write beautifully, but who gets to read the draft. Over the next six months, I will watch three signals: whether Riot publishes enforcement data periodically or only once; whether MFA and TPM 2.0 actually deploy beyond test scope; and whether any successful public appeals appear. If the 300,000 figure becomes the starting point of a periodic reporting series, esports may gain its first transparency standard — something traditional sport established long ago. If it is a one-off statement, we have watched a large enforcement wave accompanied by a large gap. And the ladder, as always, will remain a place that holds vanished names no one can count.
