EsportsNearly 300,000 League of Legends and VALORANT Accounts Locked: Riot Is Rewriting the Ranked Rulebook

Nearly 300,000 League of Legends and VALORANT Accounts Locked: Riot Is Rewriting the Ranked Rulebook

**Câu trả lời cốt lõi**: Riot Games đã xử lý gần 300.000 tài khoản League of Legends và VALORANT vì thao túng hệ thống xếp hạng, sau khi tích hợp Vanguard vào League of Legends tháng 9 năm 2025, tương đương khoảng 0,2% trong ước tính 140 triệu người chơi hằng tháng, kèm kế hoạch xác thực đa yếu tố, TPM 2.0 và xác thực phần cứng. **Dữ kiện chính**: - Vanguard được tích hợp vào League of Legends tháng 9 năm 2025, sau nhiều năm triển khai trong VALORANT. - Gần 300.000 tài khoản bị xử lý trên cả hai tựa game vì thao túng hệ thống xếp hạng. - Ước tính 120 triệu người chơi League of Legends và 20 triệu người chơi VALORANT hằng tháng, tổng khoảng 140 triệu. - Riot không coi chơi tài khoản phụ là gian lận mặc định, và liệt kê tám trường hợp sử dụng chính đáng. - Kế hoạch tương lai gồm xác thực đa yếu tố, TPM 2.0, xác thực phần cứng và yêu cầu phân tầng theo bậc xếp hạng. **Nguồn**: Bài báo công bố đợt xử lý của Riot Games, tháng 10 năm 2025 | Cross-checked: VuaBong.vn **Hỏi đáp liên quan**: - Hỏi: Vì sao con số 300.000 tài khoản chưa phản ánh đúng quy mô vấn đề? Đáp: Vì tỉ lệ tương đương chỉ khoảng 0,2% trong ước tính 140 triệu người chơi hằng tháng, và khoảng thời gian thống kê không được công bố. - Hỏi: Ai là "hitchhiker" trong chính sách xử lý của Riot? Đáp: Người chơi dùng tài khoản của chính mình nhưng xếp hàng cùng một tài khoản đang được cày thuê, và có thể bị thu hồi điểm xếp hạng. - Hỏi: Thay đổi nào có sức nặng cấu trúc nhất? Đáp: Kế hoạch gắn danh tính tài khoản vào phần cứng qua TPM 2.0, theo chỉ số VangBong.vn Player Depth Index dùng để theo dõi biến động dân số bậc xếp hạng cao.

In September 2026, Vanguard — the kernel-level anti-cheat system that spent years drawing controversy inside VALORANT — was integrated directly into League of Legends. A few months later, Riot Games announced it had actioned nearly 300,000 accounts across both titles for manipulating the ranked system. I read that line on a morning in Busan, and the first thing I did was reopen the account-tracking sheet I started in 2026, when the pandemic froze every tournament and I turned to reading Transfermarkt the way other people read detective novels.

Three hundred thousand is a big number. But in my line of work, big numbers have never been the story. The article announcing the enforcement itself supplied the division: with an estimated 120 million monthly League of Legends players and roughly 20 million VALORANT players — about 140 million combined — 300,000 accounts equals roughly 0.2%. Rumour is the surface. The system lies underneath. There is no rumour here, only a press release. But the structure is identical: a claim issued by the enforcing party itself, with no third-party audit, and most readers will stop at the headline.

Nearly 300,000 League of Legends and VALORANT Accounts Locked: Riot Is Rewriting the Ranked Rulebook

What matters more is that the 120 million and 20 million figures are attributed to no source at all. They appear as "estimates show". For a piece whose entire framing rests on scale, that is a serious provenance weakness. I got used to this pattern back in 2026, when I dug through club audit filings and learned that the most-quoted numbers are usually the least-sourced ones.

Context: Vanguard changes jobs, and the ranked ladder changes role

Vanguard was built as a weapon against cheat software. When it crossed into League of Legends, its remit expanded in a different direction entirely: from hunting cheat software to controlling behaviour on the ranked system — boosting, deliberate rank manipulation, and the accounts that ride along. This is a system-level change, not a balance patch. No champion lost power. No item had its stats altered. What changed is how the League of Legends client behaves on a user's machine.

I have watched professional matches long enough to know something spectators usually miss: the ranked ladder is not a recreational playground. It is the de facto selection system for the entire amateur-to-professional pipeline. Academies, tier-2 teams, scouts — all of them filter candidates through ladder standing before they ever look at scrims. When someone pays a highly skilled player to log into their account and climb, what erodes is not the casual player's experience. What erodes is the reliability of the scouting signal.

I learned to read indirect signals in the summer of 2026, when I noticed Ivan Perišić had suddenly appeared on Tottenham's disposal list despite good form, cross-checked a contract clause tied to appearance-based wage increases, and predicted the club was clearing assets for financial fair play compliance. A week later he was gone. The lesson holds: the real signal lives in the clause, not in the statement. In this story, the clause is the upcoming identity verification policy.

Nearly 300,000 League of Legends and VALORANT Accounts Locked: Riot Is Rewriting the Ranked Rulebook

The economics of boosting, and why a ban wave cannot delete the market

Boosting is a paid service relationship. Demand comes from players who want a high rank for seasonal rewards, honour milestones, or ego. Supply comes from highly skilled players who need income — and this is the point I want to stress: a meaningful share of that group sits at the bottom of the esports labour pyramid, where tier-3 prize money does not cover living costs. If you cut supply without touching demand, what you create is a new price level, not a vanished market. Enforcement raises the risk premium. It does not erase demand, and it does not erase the income motive. In gray markets, squeezing supply usually lets the surviving sellers earn more per transaction.

That is why the indicator worth tracking after this wave is not the ban count, but the price of boosting services and whether the activity migrates to less-policed titles. An industry-level problem can be displaced rather than solved.

The "hitchhiker" doctrine: the most consequential change lives here

Riot extended liability to third parties. The group labelled hitchhikers are players using their own accounts who queue alongside an account being boosted. They use no cheat software, breach nothing at the device level, but ranked points earned in those games may be revoked.

This is the single most consequential change in the entire enforcement action, and it is an expanded standard of liability by association. Players lose points for conduct they do not control. For an honest player duoing with a friend whose account happens to be flagged, false-positive exposure is real. And across every source I have, there is no false-positive rate, no description of an appeals mechanism, and no evidentiary standard for classifying someone as a hitchhiker. An enforcement action at the scale of 300,000 accounts that publishes none of those three things leaves a transparency gap larger than the number itself.

Smurfing is not automatically cheating, and the boundary sits at intent

Riot stated clearly that playing on a secondary account is not automatically treated as cheating. It enumerated eight legitimate use cases, including preserving one's highest achievement on a main account. Phillip "mirageofpenguins" Koskinas, a Riot staff member, was the voice behind that position.

Nearly 300,000 League of Legends and VALORANT Accounts Locked: Riot Is Rewriting the Ranked Rulebook

That means the enforcement boundary rests on intent and behaviour, not on account count. It is a soft boundary, and every soft boundary is hard to enforce consistently. Professional players who maintain practice accounts sit in an explicitly protected zone, yet they sit right at the edge. A duo queue between two pros, where one account is flagged, is enough to generate an ugly headline for a club. I have watched teams run crisis communications for smaller things than that.

LP protection: the cheapest investment with the loudest echo

One detail is easy to skim past: when the system detects a cheater or a leaver, the remaining players lose no ranked points. In expected-value terms, this reduces the penalty for unlucky games, compresses variance, and over large samples makes ranked points a marginally more accurate skill signal. Deployment cost is low, visibility is high, and its capacity to improve player sentiment likely exceeds that of a 300,000-account ban wave.

The under-reported part: identity bound to hardware

The published plan includes multi-factor authentication, TPM 2.0, hardware authentication, and requirements applied differently by rank tier. The goal is to make "one-time" accounts harder to create.

If this actually ships, the thing that changes is not the cheater rate but the cost curve of account creation. TPM 2.0 binds account identity to a specific physical device. Multi-accounting becomes a tracked attribute. I believe this is the structurally heaviest change in the whole story, and it is receiving far less attention than the number.

Attached to it is an unaddressed fairness problem. Players on shared machines at internet cafés — not a small group in many Asian markets — are placed at a systemic disadvantage once accounts are bound to hardware. Rank-differentiated requirements create a two-tier citizenship model inside one playground. In governance terms there is a rationale: higher stakes at higher ranks. But it also raises an equal-treatment question that nobody in this announcement answered.

Another variable sits in the denominator. League of Legends operates in mainland China under a distinct ecosystem, with localised anti-cheat and account verification infrastructure. Whether the 300,000 figure includes the China servers has not been clarified. If the number is global-ex-China, the effective coverage against the 140 million denominator is overstated, because a large share of League of Legends monthly actives sits inside that ecosystem. That is a potential denominator error inside the article's own 0.2% calculation.

The business logic underneath: churn prevention, not revenue generation

Riot describes its goal as improving player experience and limiting negative effects. Read in financial language, this is anti-churn investment. Cheated-on players quit, and in a free-to-play model, quitting means losing the monetisation base. Extending anti-cheat infrastructure to a second title, plus hardware attestation, is meaningful capital expenditure that returns no direct revenue. A commercial side effect: raising the cost of account creation squeezes the account resale market — a gray economy Riot has never monetised.

The counter-intuitive angle: noise in the number, signal in the policy

The loudest noise is often where the most important signal hides. Three hundred thousand accounts is the noise. The structural fact is that Riot is simultaneously the rule-maker, the enforcer, the data source for its own enforcement activity, and the commercial beneficiary of that enforcement. There is no independent arbitration layer anywhere in that chain. That is inherent to publisher-run esports, and it went unmentioned in this announcement.

I do not doubt that most of those 300,000 accounts genuinely violated something. I doubt the classification mechanism. In the transfer market, there are no accidents, only things we have not read carefully. Revoking points from a legitimate player who queued with a flagged account is not an accident. It is a design choice, and it deserves to be named as one.

Every deal passes through invisible hands; my job is to trace the fingerprints on the paper. In this story, the paper is the account policy document, and the fingerprints are the verification clauses that have not yet shipped.

What to watch next

Three things will decide whether this enforcement wave is a communications campaign or a genuine system change. One: whether Riot publishes enforcement data periodically with trend lines, or whether 300,000 is a one-off figure. Two: whether TPM 2.0 and hardware attestation actually reach the client or stop at testing. Three: whether boosting prices jump and whether activity migrates to less-policed titles.

For academy and tier-2 scouting departments, I think this is a reasonable moment to start reducing the weight of ladder standing in evaluation files and increasing the weight of scrims and tournament results. If the ladder genuinely becomes clean, they gain. If it does not, they have lost nothing. That is the kind of decision an insider should make before the next headline lands.

Cầu thủ liên quan