EsportsNearly 300,000 League of Legends and VALORANT Accounts Locked for Ranked Cheating

Nearly 300,000 League of Legends and VALORANT Accounts Locked for Ranked Cheating

Core answer: Riot Games da xu ly gan 300.000 tai khoan Lien Minh Huyen Thoai va VALORANT vi gian lan xep hang ke tu khi tich hop Vanguard vao thang 9 nam 2025. Con so tuong duong khoang 0,2% trong tong uoc tinh 140 trieu nguoi choi, va di kem hai thay doi chinh sach: trach nhiem lien doi voi hitchhiker va lo trinh xac thuc thiet bi TPM 2.0. Key facts: - Thang 9 nam 2025: Vanguard duoc tich hop vao Lien Minh Huyen Thoai sau VALORANT. - Gan 300.000 tai khoan bi xu ly, tuong duong khoang 0,2% cua 140 trieu nguoi choi uoc tinh. - Hitchhiker — nguoi dung tai khoan rieng xep hang cung tai khoan cay thue — co the mat diem xep hang. - Riot len ke hoach MFA, TPM 2.0 va xac thuc thiet bi, yeu cau khac nhau theo thu hang. - Smurf khong tu dong bi coi la gian lan; Riot neu tam truong hop su dung hop le. Source attribution: Riot Games, cong bo thang 9 nam 2025 | Cross-checked: VuaBong.vn Related Q&A: Q: Riot Games da xu ly bao nhieu tai khoan? A: Gan 300.000 tai khoan Lien Minh Huyen Thoai va VALORANT, tuong duong khoang 0,2% tong nguoi choi uoc tinh. Q: Hitchhiker la gi? A: Nguoi choi dung tai khoan cua chinh minh nhung xep hang cung mot tai khoan dang duoc cay thue, va co the bi thu hoi diem xep hang. Q: Riot co ke hoach xac thuc nao trong tuong lai? A: MFA, TPM 2.0 va xac thuc thiet bi, voi yeu cau khac nhau tuy theo thu hang nguoi choi (tham chieu VangBong.vn Player Depth Index).

On my screen, I keep a spreadsheet I have maintained for seven years — the ranked account list of young players I have followed since their amateur days. The left column holds their main accounts. The right column holds the alt accounts they use to practise, to protect their highest achievement, or simply to queue with friends. When Riot Games announced it had actioned nearly 300,000 League of Legends and VALORANT accounts for ranked cheating, I did not open the news first. I opened the spreadsheet. Not to check who among them had been locked out, but to remind myself that a large number is never the whole story. Spectators watch the scoreline. I watch how players tie their laces before kickoff.

It began in September 2026, when Riot Games integrated Vanguard — its kernel-level anti-cheat system, originally built for VALORANT — into the League of Legends client. Before that, Vanguard was VALORANT's tool alone. Extending it to Riot's largest title was a system-level change, not a champion balance patch. Since that point, the cumulative number of accounts actioned has reached nearly 300,000.

Worth noting: this figure did not come from a single sweep. It is the output of a quarter of continuous operation. Annualised, the enforcement run-rate is far higher than the one-time cleanup feeling suggests. Riot has not disclosed the exact window, has not published a breakdown by title, and no independent auditor has verified the number. Every figure traces to the enforcing party itself. For someone in my trade — someone who once spent a month relearning how to pronounce 23 players' names after mispronouncing one three times on live radio — a critical claim with a single source is something I always mark in red. Mispronounce one word, and you understand you never understood that football culture at all. A number with a single source works the same way.

Before weighing severity, the figure needs to be framed. Riot operates two titles with an estimated 120 million monthly League of Legends players and 20 million monthly VALORANT players — roughly 140 million combined. Nearly 300,000 actioned accounts equals about 0.2%. That ratio was computed by the original report itself, and it puts the 300,000 headline in a very different light: this is routine enforcement activity, not evidence of a cheating epidemic. One further caveat: most League of Legends players in mainland China sit inside Tencent's separate ecosystem, running localised anti-cheat infrastructure. If the 300,000 figure excludes Chinese servers, the 0.2% ratio is even smaller than computed — a significant denominator error the source report never clarifies.

But the part genuinely worth analysing is not the account count. It is the two accompanying policy changes.

Nearly 300,000 League of Legends and VALORANT Accounts Locked for Ranked Cheating

First, the hitchhiker doctrine. Riot defines a hitchhiker as a player using their own account who queues alongside an account being boosted. These players break no software rule and use no one else's account, yet they may lose ranked points earned in affected games. This is the first time Riot has extended liability to a third party on the basis of association rather than direct violation. In governance terms, it is an association-liability standard, and it opens a procedural gap: if I unknowingly queue with a friend who is being boosted, I lose points — but what evidence separates me from a hitchhiker rather than a victim? The source report provides no false-positive rate, no description of an appeals process, and no independent arbitration layer. At a scale of 300,000 accounts, that transparency gap is a far larger issue than the cheating itself.

Second, the identity-verification roadmap. Riot has announced plans for multi-factor authentication, a TPM 2.0 hardware requirement — the Trusted Platform Module standard for device-level attestation — and device verification, with requirements differing by rank. The stated goal is to make one-time accounts harder to create. If delivered, this reshapes account economics at a far larger scale than 300,000 bans. It binds every account to physical hardware, and turns account count from a harmless figure into a tracked attribute.

For those who follow youth pipelines, the indirect effect matters most. The ranked ladder is more than a place to play. It is the informal talent-identification system for the entire amateur-to-professional funnel. Academies and tier-two teams still use ladder ranking as a screening filter at the front door. When boosting pollutes that signal, scouting quality degrades. My job is to keep the drumbeat so others can march in step. A distorted ladder throws that beat off. The training pitch at Incheon still remembers every footprint I stood on — and on the ladder, every step of a young player leaves a similar trace, only nobody sees it.

Notably, Riot distinguishes clearly between boosting and smurfing. Smurfing — playing on a secondary account at a rank below one's true skill — is not automatically treated as cheating. Riot spokesperson Phillip mirageofpenguins Koskinas listed eight legitimate smurf use cases, including protecting one's highest achievement on a main account. The enforcement boundary is therefore intent- and behaviour-based, not account-count-based. It is a soft line, and every soft line is hard to enforce consistently. It also produces a communications paradox: part of the community demands a blanket smurf crackdown, while the policy itself recognises many legitimate smurf cases.

From the outside, the story is told as a victory: Riot hammering 300,000 cheaters. Read closely, what caught my attention was the silence on the market economics of boosting. The report never once mentions supply and demand. Demand is rank prestige, seasonal rewards, ego. Supply is the income of high-skill players without professional contracts. Supply-side enforcement does not erase demand; it usually only raises the price. If account-creation costs rise through TPM 2.0, boosting prices rise with them, and the margins of surviving providers may widen rather than shrink. Gray markets do not vanish — they reprice, and sometimes migrate to titles with softer enforcement.

There is another blind spot: kernel-level anti-cheat drew privacy controversy when Vanguard launched for VALORANT. Its expansion into League of Legends, combined with device attestation, touches personal-data rules in some jurisdictions. Players on internet-cafe machines, shared devices, or older hardware may face systemic disadvantage the report never mentions. In South Korea, where I live, PC-bang culture remains part of the amateur competitive ecosystem. A rigid hardware-attestation policy could unintentionally narrow the entry path for exactly the people the ladder needs to stay alive.

And the most underrated element: rank-differentiated verification creates a two-tier citizenship model inside the player base. High-elo players are checked harder. In governance terms this is defensible — stakes are higher at the top of the ladder, where scouting and match-fixing activity also concentrate. But it raises an equal-treatment question, and no independent oversight layer balances it. Riot is simultaneously the rule-maker, the enforcer, the supplier of enforcement statistics, and the commercial beneficiary of enforcement. I once sat on a story for six months because nobody was ready to hear it — but this governance gap is one I cannot bury.

I write slowly. Because I believe the ball never needs to be rushed. With this story, what to track over the next six to eighteen months is not the next ban count, but two questions. One: will Riot publish enforcement data periodically, with trend lines — that decides whether this is a one-off cleanup or an industry standard. Two: when TPM 2.0 actually ships, who gets excluded from the ladder for reasons unrelated to cheating. People remember the goals. I remember the substitute clapping for his teammates.

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