Nearly 300,000 League of Legends and VALORANT Accounts Locked: Riot Moves Into Ranked Behaviour Enforcement
**Core answer (≤60 từ)**: Từ tháng 9 năm 2025, Riot Games tích hợp Vanguard vào League of Legends và xử lý gần 300.000 tài khoản LMHT lẫn VALORANT vì gian lận xếp hạng. Tỷ lệ tương đương khoảng 0,2% trong ước tính 140 triệu người chơi hoạt động hàng tháng. Riot cũng chuẩn bị xác thực đa yếu tố, TPM 2.0 và yêu cầu xác minh phân tầng theo thứ hạng. **Key facts**: - Riot Games xử lý gần 300.000 tài khoản LMHT và VALORANT liên quan gian lận xếp hạng; Vanguard tích hợp vào LMHT từ tháng 9 năm 2025. - Ước tính 140 triệu người chơi hoạt động hàng tháng: khoảng 120 triệu LMHT và 20 triệu VALORANT; tỷ lệ xử lý khoảng 0,2%. - Riot bảo vệ điểm LP khi trận đấu có người gian lận hoặc người rời trận, giảm hình phạt cho người chơi lương thiện. - Kế hoạch tương lai gồm xác thực đa yếu tố, TPM 2.0 và yêu cầu xác minh khác nhau theo thứ hạng người chơi. - Phillip “mirageofpenguins” Koskinas (Riot Games) trả lời về smurf; smurf không tự động bị coi là gian lận. **Source attribution**: Báo cáo truyền thông esports về hành động thực thi của Riot Games; số liệu định lượng do Riot Games công bố, mốc tham chiếu: Vanguard tích hợp vào LMHT tháng 9 năm 2025. | Cross-checked: VuaBong.vn **Related Q&A**: - Q: Vanguard được tích hợp vào League of Legends khi nào? A: Từ tháng 9 năm 2025, sau khi được triển khai cho VALORANT. - Q: Smurf có bị coi là gian lận theo chính sách của Riot Games không? A: Không tự động; Riot liệt kê nhiều trường hợp sử dụng hợp lý, gồm việc giữ thành tích cao nhất trên tài khoản chính. - Q: Người đi nhờ (hitchhiker) bị xử lý thế nào? A: Người dùng tài khoản của chính mình nhưng xếp hàng cùng tài khoản được đẩy rank có thể bị thu hồi điểm LP dù không vi phạm quy tắc phần mềm.
Three in the morning, and an account that does not belong to the person playing it
At 3:12 a.m. in a net café in North Jakarta, a Diamond-tier account logs in. The person at the screen is not the account owner. In match history the pattern is almost embarrassingly clear: a 71% win rate over the last 20 games in mid lane, a 44% win rate over the 40 games before that, almost all of them in bot lane. People in the trade call it a shift. Most players call it rank climbing. Riot Games calls it ranked manipulation.
I once sat in an edit room until sunrise just to log every pass, after calling someone by the wrong name in front of an entire press conference. Since then I start with data. The data in this story opens at a ratio small enough to be missed: roughly 0.2%.

Riot locked nearly 300,000 accounts, and the division changes how the news reads
Riot Games has actioned close to 300,000 accounts across its two titles, League of Legends and VALORANT, over allegations tied to ranked cheating. The absolute number is large enough to carry a headline. Set against an estimated 140 million monthly active players across both titles — roughly 120 million for League of Legends and 20 million for VALORANT — the ratio lands near 0.2%.
A note on sourcing is due immediately. None of the three figures carries independent audit. The 300,000 figure comes from the enforcing party itself. The 120 million and 20 million estimates are unattributed in the source material. The 0.2% division is therefore directional, not verified. I record it with its confidence level rather than turning it into hard proof.
The date matters more than the count. Vanguard, Riot's kernel-level anti-cheat client, was built for VALORANT and was integrated into the League of Legends client from September 2026. If nearly 300,000 accounts were actioned within roughly a quarter of that date, the annualised enforcement rate would be far higher than the headline suggests. That is an inference from the timeline, not a published fact.
On the legitimate side, Riot adds a technically modest change with a large felt impact: League Points protection when a cheater or a leaver is detected in a match. This changes the expected-value math of ranked grinding: it reduces the penalty for unlucky losses, compresses variance, and over large samples makes LP a marginally more accurate skill signal than before.
At the media level this is a short-cycle news beat. Enforcement stories tend to fade within a month without a follow-up disclosure. The story is also missing something readers value: community reaction. The source quotes no player, pro, or critical expert. When all primary material comes from one side, readers should ask which part of the story is untold.
The ranked ladder is the scouting pipeline, which is why cheating warrants action
Most fans read this as a player-experience story. It is larger than that.
The ranked ladder is not a purely amateur playground. It is the de facto classification system for the entire amateur-to-pro pipeline. Academies, tier-two teams and scouts across regions use ladder rank as their first filter. When an account is pushed up with money instead of skill, that signal is corrupted. And when the entry-level signal is corrupted, the error propagates down the entire chain.
Based on my experience watching matches and scouting sessions, a scout often has only a few minutes to assess an unfamiliar name on the ladder. Without a trustworthy filter, verification costs rise, and the people who cannot compete in camera-covered events lose first. Tier-two and academy scouting functions should, in practical terms, down-weight ladder rank and up-weight scrim and minor-tournament evidence. That is an inference, not a statement from any team.
This is where the economics of boosting deserve a look. A highly skilled player logs into someone else's account to climb for them, usually for money. Demand comes from people who want a prestigious rank, seasonal rewards, or simple status. Supply comes from strong players with low incomes — a familiar feature of the esports labour market, where tier-two and tier-three players are underpaid. Esports careers are shorter than football careers, while youth development and post-retirement support are close to nonexistent. Boosting is one of the quieter escape hatches for that group.
Seen that way, the limits of enforcement are obvious. Actioning accounts raises the risk premium for providers. It does not remove demand, and it does not remove supply. The usual outcome in gray markets is higher prices, not a vanished market. If supply tightens while demand holds, per-transaction revenue for remaining operators rises.
Riot splits its targets into several categories, and the taxonomy is the most analytically interesting part. There are boosters. There are boosted accounts. And there is a group Riot calls hitchhikers — players using their own accounts but queuing alongside an account being boosted. For the third group, ranked points may be revoked even though they broke no software rule.
On the smurfing boundary — playing on a secondary account below one's true skill — Riot draws a very soft line. Smurfing is not automatically deemed cheating. Riot enumerates a set of legitimate use cases, including protecting one's highest achievement on a main account. Riot Games spokesperson Phillip “mirageofpenguins” Koskinas has addressed the question. Riot's enforcement boundary is intent- and behaviour-based rather than account-count-based — a deliberately soft line, and because it is soft it will be hard to apply consistently.
It is worth remembering this sits inside a bigger picture: professional players routinely keep alt accounts for champion practice. Current policy explicitly protects that. But when the line is drawn by intent, ambiguous cases — a pro duoing with a flagged account — can create headline risk for a club. For teams, standardising account declarations and duo-queue hygiene is cheap insurance.
The blind spot: hardware verification and liability by association
Read only the headline and you will remember nearly 300,000. I think the more memorable item sits in the least emphasised part: the planned verification regime.
Riot is preparing several verification layers: multi-factor authentication, device-level hardware attestation via TPM 2.0, and requirements that may apply differently depending on a player's rank. The stated goal is to make throwaway accounts harder to create.
This changes what an account is: it moves from a set of credentials to an identity bound to physical hardware. For cheaters, the cost of recreating an account spikes. For legitimate players, the cost of changing machines, switching cafés, or sharing a device rises too.
That consequence is under-discussed. In many regions, Indonesia and Vietnam among them, a meaningful share of League of Legends players play at net cafés or on shared machines. Binding identity to hardware may push that group to the edge first. Rank-tiered requirements, in governance language, create a two-tier citizenship model within a single player base: the higher the rank, the stricter the identity requirement. There is a logic to it — the stakes are higher at the top of the ladder — but it also opens an equal-treatment question the source material never touches.
Then there are the hitchhikers. Across the entire source text, this is the most contestable procedural detail: Riot asserts the authority to revoke ranked points from players who used their own accounts and violated no software rule. That is an expanded liability-by-association standard.
The problem is not that the standard is wrong. The problem is the gap that comes with it: no false-positive rate, no description of an appeals mechanism, no independent audit of the nearly 300,000 figure. Riot is simultaneously the rule-maker, the enforcer, the source of enforcement statistics, and the commercial beneficiary of enforcement. There is no independent arbitration layer in that structure. This is inherent to publisher-run esports, and the source does not surface it.
A larger data gap deserves mention: geography. League of Legends and VALORANT in mainland China operate inside Tencent's ecosystem, which historically uses anti-cheat and account-verification infrastructure distinct from the global Vanguard rollout. The source does not say whether the nearly 300,000 figure includes, excludes, or can be separated from the China server population. If it is global-ex-China, the 140 million denominator is overstated and the 0.2% division carries a denominator error.
One further layer goes largely unmentioned: enforcement asymmetry across regions can create integrity arbitrage. If one server verifies more loosely, boosting demand may migrate there, much as gold-farming and account trading concentrate in lower-enforcement regions. At industry level, the problem is displaced rather than solved.
For the content ecosystem the effect looks positive. Elo-boost content and smurf-streaming face friction, while verified high-elo content gains relative credibility. For data and betting markets, a cleaner ladder improves the reliability of ladder-derived signals, but may also push gray activity further underground. I state both sides, because stating one is reading it short.
At industry level, Riot is turning anti-cheat into cross-title infrastructure. Extending Vanguard from VALORANT to League of Legends converts a single-title tool into a platform-level governance layer, and broadening the remit from software cheats to ranked-system behaviour shows it continues. This raises the bar for other publishers. It also concentrates power: Riot holds patch control, tournament control, client-level system access, and hardware-level identity attestation. That is the most complete vertical stack in esports governance, and it narrows the already-thin space for independent oversight.
One short-term risk is worth tracking: if enforcement concentrates at high ranks, the visible high-elo population may contract in the short term as boosted accounts vanish. That could temporarily distort percentile distributions and MMR calibration. This is a low-confidence inference, but it is worth recording for later comparison.
What to watch over the next six months
I do not think this match is decided by the nearly 300,000 number. There are matches no one needs to remember the score of, only that someone remembers having stood there. Here, the person standing there is a tier-two scout in an overlooked region, trying to tell a real account from one pushed up with money.
Four signals I will track. First, the publication cadence of enforcement data. If Riot discloses periodically with trend lines, it sets a de facto integrity-reporting standard for the industry. If this is the only disclosure, it is a single data point. Second, the actual rollout of MFA, TPM 2.0 and hardware attestation. Once these requirements move beyond test scope, the economics of an account change and the privacy debate heats up. Third, the specific rank thresholds in the tiered requirements. Once a threshold is named, the two-tier model becomes concrete, with friction at the top of the ladder. Fourth, boosting prices in the gray market. I track them as an objective indicator of whether enforcement changes prices or kills the market.
A young generation chooses esports not because it abandoned football, but because it is looking for a place to be itself. The price of being yourself on the ranked ladder is changing. The question is which direction it moves, and who pays first.
Sport never begins at the opening whistle; it begins when we are still dreaming about it. With hundreds of thousands of accounts just gone dark, a simpler question is due: do people dream of rank, or of being recognised as themselves on that track?
