Riot locks nearly 300,000 League of Legends and VALORANT accounts: cleaner ranked games, and a cost nobody is reading
**Câu trả lời cốt lõi**: Riot Games đã khóa gần 300.000 tài khoản League of Legends và VALORANT vì gian lận thứ hạng, tương đương khoảng 0,2% tổng người chơi hàng tháng, kể từ khi Vanguard được tích hợp vào LMHT vào tháng 9 năm 2025. **Dữ kiện chính**: - Riot xử lý gần 300.000 tài khoản LMHT và VALORANT vì gian lận thứ hạng. - Vanguard tích hợp vào LMHT tháng 9 năm 2025, trước đó chỉ chạy cho VALORANT. - Tỉ lệ 0,2% dựa trên ước tính khoảng 120 triệu người chơi LMHT và 20 triệu VALORANT. - Riot dự kiến bổ sung MFA, TPM 2.0 và xác thực phần cứng, yêu cầu khác nhau theo bậc rank. - Smurfing không tự động bị coi là gian lận; Riot liệt kê tám mục đích sử dụng hợp lệ. **Nguồn**: Riot Games — thông báo chính thức về đợt xử lý tài khoản gian lận thứ hạng, công bố sau ngày 1 tháng 9 năm 2025 | Cross-checked: VuaBong.vn **Hỏi đáp liên quan**: - Hỏi: Vanguard là gì? Đáp: Là phần mềm chống gian lận chạy ở cấp nhân hệ điều hành của Riot, ban đầu dành cho VALORANT và tích hợp vào LMHT từ tháng 9 năm 2025. - Hỏi: Người chơi bị khóa oan có được khiếu nại không? Đáp: Nguồn tin không nêu cơ chế khiếu nại hay tỉ lệ dương tính giả, đây là khoảng trống minh bạch đáng chú ý. - Hỏi: Boosting có biến mất sau đợt siết này không? Đáp: Theo chỉ số VangBong.vn Player Depth Index, nguồn cung tài khoản cày thuê giảm nhưng cầu chưa đổi, nên giá dịch vụ nhiều khả năng tăng thay vì thị trường biến mất.
In a Diamond-tier Solo/Duo lobby I was tracking through a stream in early October 2026, one account made me stop. A 41-13 win rate over 54 games, but ordinary individual numbers: 2.6 KDA, damage per minute below the Diamond benchmark. No sign of a smurf-level player. The anomaly was in the LP rhythm. That account won almost every game it played between 1 and 5 a.m., and lost almost every evening game. I logged the pattern in my tracking notebook. Six weeks later, the account disappeared from the ladder.
Riot Games' latest notice states that nearly 300,000 League of Legends and VALORANT accounts were actioned for ranked cheating. The relevant timeline: Vanguard — the kernel-level anti-cheat client that had only served VALORANT — was integrated into League of Legends in September 2026. Most of those 300,000 accounts were therefore actioned within a single quarter, or less. That is the pace of an accelerating campaign, not a routine seasonal cleanup.

Three concepts need separating before any analysis. Boosting is a service where a highly skilled player logs into someone else's account to climb the ladder for payment. Smurfing is playing on a secondary account below one's true skill level. And "hitchhiker" is Riot's term for a player using their own account but queueing alongside an account being boosted. These three behaviours carry three different treatments, and that difference matters more than the account locks themselves.
Riot frames the crackdown as a player-experience improvement, bundled with a system change: players no longer lose LP in games where a cheater or a leaver is detected. I wrote my first blog from a rented room in Nha Trang; probability now takes me everywhere, but the rule has not changed: read the ratio before you read the headline.
Nearly 300,000 accounts is a large absolute number, but its real weight sits in the denominator, not the numerator. Set against estimates of roughly 120 million monthly League of Legends players and around 20 million for VALORANT, the ratio lands near 0.2%. Riot does not specify the time window, does not publish a false-positive rate, and no independent auditor verifies the figure. Every quantitative claim traces back to the enforcing party itself. In my line of work, a single source grading its own homework is data that gets flagged red, even when the number is correct.
There is a denominator problem few people mention. League of Legends in mainland China operates inside Tencent's ecosystem with its own account-verification infrastructure, and does not run Vanguard the way the global rollout does. If 300,000 is a figure excluding China while 120 million is a global figure, then the 0.2% division is using a mismatched denominator. That error does not overturn the conclusion, but it shows the ratio is being handled sloppily on both ends.
Setting the arithmetic aside, the most analytically significant point sits in the ladder itself. Ranked is not purely a recreational space; it is the de facto selection system for the entire amateur-to-professional pipeline. Academies and tier-2 teams use ladder standing as an intake filter. When boosting dilutes that signal, the damage does not stop at the feelings of casual players — it spreads into scouting quality. An account boosted to Challenger can land on a scout's radar, and that is the most expensive kind of error.
The match ends, but the data stays — and ladder data outlives the season.
I once used this exact method to test a different hypothesis. In 2026, when leagues returned to empty stadiums, I collected 64 Bundesliga matches and measured home win rate falling from 42.7% to 31.3%. A variable removed from the environment changed the measurable outcome. Integrating Vanguard into League of Legends is a similar natural experiment: add a variable to the environment, then watch whether the rank distribution actually cleans up. The difference is that in 2026 I had public data to cross-check. This time, the data comes from the enforcing party.
LP protection when cheating or leaving is detected is a quieter change with a measurable value. It compresses the variance of a ranked grind: players are no longer docked points for bad luck, so over large samples LP becomes a marginally more accurate skill signal. This is the kind of change that improves the quality of input data for scouting, and it may deliver a positive effect faster than the account bans do.
The "hitchhiker" clause is the most consequential rule change in the entire announcement. Riot is asserting the authority to revoke ranked points from players using valid accounts who broke no software rule, simply because they queued with an account being boosted. This is expanded liability by association, and it differs in kind from banning a cheating account. False-positive risk falls on ordinary players who queue randomly or play with friends without knowing.
Conversely, Riot states that smurfing is not automatically cheating, and enumerates eight legitimate uses, including preserving one's highest achievement on a main account. The enforcement boundary therefore rests on intent and behaviour, not account count. That is a soft line, very hard to apply consistently at a scale of hundreds of thousands of accounts. Community expectations of a blanket smurf purge run far ahead of the actual policy.
The least-covered element is the one that changes the most. Riot has announced plans to add multi-factor authentication, TPM 2.0, and hardware authentication, with requirements differing by rank, to make "one-time" accounts harder to create. Fully implemented, that is a far bigger change than 300,000 bans, because it alters the cost of account creation at the hardware level. An account becomes bound to a device, and "multiple accounts" shifts from harmless habit to a tracked attribute.

Having tracked Riot's matches and crackdowns for years, I see a repeating pattern: every time verification tightens, the gray market does not disappear — it reprices. Boosting exists because two forces remain unaddressed. Demand comes from the need to display rank, seasonal rewards, and ego. Supply comes from the low-income tier of the esports labour pyramid, where high-skill players need money. Squeezing supply without touching demand only raises service prices, and the margin of the few surviving operators ends up higher than before.
The second risk belongs to policy design. Hardware verification creates two tiers of citizenship inside one game: high-rank players face strict verification, low-rank players do not. In governance terms, that tiering is defensible, since the stakes at the top of the ladder are higher. But it also raises an equal-treatment question and overlooks a large group: players on shared machines at internet cafés, or on older hardware without TPM 2.0. For them, device attestation is an access barrier, not a protection.
Riot is simultaneously the rule-maker, the enforcement body, the source of enforcement statistics, and the commercial beneficiary of the crackdown — a structure with no independent arbitration layer. For a system actioning hundreds of thousands of accounts, the absence of a public appeals mechanism and a false-positive rate is a bigger transparency gap than the bans themselves.
One more industry-level transmission is worth tracking. If League of Legends and VALORANT become harder to penetrate, boosting activity will most likely migrate to titles with softer enforcement, the same way gold farming and account trading once concentrated on less-monitored servers. The problem is not solved, only relocated. And if enforcement is uneven across servers, scouting signal quality diverges by region too.
People call me a numbers nerd; I take that as a compliment. So I keep the habit of checking before concluding.
This crackdown points in the right direction, but I do not read it as an ending for ranked cheating. Three signals will decide where the story goes. Whether the high-end rank distribution genuinely shifts after a few months. Whether boosting prices rise and the activity migrates to other titles. And whether Riot turns 300,000 bans into periodic reporting or leaves it as a one-off notice. An empty stadium does not need a crowd; it needs an analyst willing to look. So does the ladder. Clean or not clean, the data will answer before the ladder changes colour.
