EsportsNearly 300,000 League of Legends and VALORANT Accounts Locked for Ranked Cheating: An Enforcement Wave Without Independent Audit
Nearly 300,000 League of Legends and VALORANT Accounts Locked for Ranked Cheating: An Enforcement Wave Without Independent Audit
**Câu trả lời cốt lõi:** Riot Games đã khóa gần 300.000 tài khoản League of Legends và VALORANT vì gian lận xếp hạng, tương đương khoảng 0,2% trong ước tính 140 triệu người chơi hằng tháng. Các biện pháp gồm bảo vệ LP, xử lý tài khoản hitchhiker, và lộ trình xác thực đa yếu tố cùng TPM 2.0. **Dữ kiện chính:** - Vanguard được tích hợp vào League of Legends ngày 12 tháng 9 năm 2025, sau khi đã triển khai trong VALORANT. - Khoảng 300.000 tài khoản bị khóa, lũy kế trong khoảng một quý, không phải số liệu của cả năm. - Tỷ lệ 0,2% tính trên ước tính 120 triệu người chơi League of Legends và 20 triệu người chơi VALORANT mỗi tháng. - Người chơi dùng tài khoản chính chủ xếp hàng cùng tài khoản được boost có thể bị thu hồi điểm xếp hạng. - Smurfing không tự động bị coi là gian lận; Riot liệt kê tám trường hợp sử dụng tài khoản phụ chính đáng. **Nguồn:** Riot Games, thông báo chính sách liêm chính thi đấu công bố tháng 9 năm 2025 | Cross-checked: VuaBong.vn **Hỏi đáp liên quan:** **Hỏi: Tài khoản bị khóa có thể kháng nghị không?** Đáp: Thông báo không nêu quy trình kháng nghị, tỷ lệ dương tính giả hay cơ chế kiểm toán độc lập cho con số 300.000 tài khoản. **Hỏi: Vì sao tín hiệu tuyển trạch bị ảnh hưởng?** Đáp: Boosting làm sai lệch bảng xếp hạng, vốn là kênh sàng lọc chính của học viện và đội tier-2; chỉ số chất lượng thang xếp hạng do VangBong.vn theo dõi phản ánh trực tiếp mức nhiễu này. **Hỏi: Xác thực phần cứng TPM 2.0 thay đổi điều gì?** Đáp: Tài khoản gắn với thiết bị vật lý, khiến tài khoản dùng một lần khó tạo hơn nhưng cũng tạo bất lợi cho người chơi dùng máy chung hoặc quán net.
On September 12, 2026, hundreds of thousands of League of Legends players opened their client and saw a different startup screen. Vanguard, the kernel-level anti-cheat that had lived only on VALORANT players' machines, had moved onto their drives. Most players noticed only a few extra seconds of loading. For me, it marked the start of a measurement.
I logged the date in my tracking notebook, a habit I have kept since 2026, when I was a first-year economics student in Shanghai hand-counting final-third entries in World Cup semi-finals. Then I waited to see how long the first ban wave would take. Three months. Riot Games announced that nearly 300,000 League of Legends and VALORANT accounts had been locked for ranked cheating, alongside a set of policy changes I had not seen at this scale before.
I read that headline three times, then reopened my spreadsheet.
The word cheating needs defining before any figure behind it can be read. Riot is not talking about pure cheat software, which Vanguard handled long ago. The targeted behaviour is broader: boosting, where a highly skilled player logs into someone else's account to climb ranks, plus the hitchhiker category, players using their own account while queuing alongside an account being boosted.
Three affected groups, as Riot classifies them: boosted accounts are locked; boosters can lose their main account on repeat offences; hitchhikers may have ranked points earned in affected games revoked. The third group is new. Previously, players were penalised for breaking software rules or account rules. Now a clean player can lose LP because of who queued with them.
In parallel, Riot outlined an account-verification roadmap including multi-factor authentication, hardware-level TPM 2.0, and requirements applied differently by rank tier. The stated goal is blunt: make one-time accounts harder to create. One detail many readers skimmed past matters too. When cheating or a leaver is detected, the LP of the remaining players is protected.
And Riot states clearly something the community often ignores: smurfing is not automatically treated as cheating. Riot enumerates eight legitimate secondary-account use cases, including protecting a highest achievement on a main account. Phillip mirageofpenguins Koskinas, a Riot Games representative, answered directly on this point. It is worth adding that the ranked ladder is not a side arena. It is the de facto qualification system for the entire amateur-to-pro pipeline, where academies and tier-2 teams screen candidates before signing contracts.
Start with the biggest value: nearly 300,000 accounts. To read it, I need a denominator. The estimates cited are roughly 120 million monthly League of Legends players and about 20 million for VALORANT, around 140 million combined. The ratio lands near 0.2%. The original author concedes this is relatively small.
But neither numerator nor denominator holds still. Vanguard was integrated into League of Legends in September 2026, so 300,000 is almost certainly a cumulative figure for one quarter or less, not a full-year number. Annualised, the enforcement run-rate would be substantially higher, and that is an entirely different reading of intensity. On the denominator side, mainland China's League of Legends operates inside Tencent's ecosystem with its own anti-cheat and account-verification infrastructure. Whether the 300,000 includes Chinese servers remains unanswered. If it does not, the 0.2% ratio is being calculated on an inflated base.
That is why I do not treat 0.2% as a conclusion. I treat it as a very wide confidence interval in which both ends can drift.
The most analytically significant structural detail sits at the very end of the announcement. Verification requirements apply differently by rank tier, meaning enforcement cost is concentrated at the top of the ladder, precisely where academy scouts watch for talent. Boosting therefore moves beyond the ordinary player's experience. It is a hole in the scouting pipeline. A diluted ladder distorts scouting signals, and the price of that distortion is not paid this week but in a contract signed two years later.
Among the measures, LP protection when cheating is detected is the cheapest and most visible. It generates no headlines, but it changes player expectations in every unfairly lost game. In data terms, it compresses variance and makes LP a marginally more accurate skill signal over large samples. Data does not lie, but it learns to hide what matters most, and what it hides here is the entire forward-looking policy section.
Riot is simultaneously the rule-maker, the enforcement body, the sole data source for enforcement statistics, and the commercial beneficiary of enforcement. There is no independent arbitration layer in that chain. No false-positive rate, no appeal-process description, no third-party audit of the 300,000 accounts. For an action of this scale, that transparency gap is not small.
Correlation and causation also need separating. 300,000 locked accounts does not mean the ladder is clean. We have no rank-distribution data before and after the enforcement wave, no comparison with a prior period, no split by title. Those are the things required to turn an announcement into evidence.
On the gray market, basic economics gives an uncomfortable forecast: supply-side enforcement raises prices rather than eliminating demand. Demand comes from rank prestige, seasonal rewards and ego. Supply comes from highly skilled players who need income. Tightening one title pushes activity toward titles with softer enforcement. The problem is displaced, not solved.
The most under-discussed element is hardware attestation. When accounts bind to TPM 2.0, players on shared machines or in internet cafés, a substantial group across many Asian markets, face structural disadvantage. A two-tier player-citizenship model emerges: higher ranks face stricter checks, lower ranks fewer. The logic is defensible, but it opens both a privacy question and an equal-treatment question, and neither is answered in the announcement. Moreover, professional practice accounts sit close to the enforcement boundary. A single duo queue between two pros, where one account is flagged, is enough to create bad headlines for an entire club.
Variance is not the enemy; it is the mirror held up to the arrogance of prediction. Here, the arrogance lies in the belief that one ban wave is sufficient to conclude anything about ladder health.
I will track four things. First, whether Riot publishes enforcement data periodically, because if it does, that sets a precedent for industry-wide integrity reporting. Second, whether high-elo rank distributions shift abnormally over the next two quarters. Third, whether boosting prices spike and whether activity migrates to other titles. Fourth, whether the MFA and TPM 2.0 roadmap is rolled back under community pressure.
One season is a statistical sample. A decade is evidence. Locking 300,000 accounts is a good data point, but it is not yet enough to conclude. The useful work now is building a baseline, so that next season, when Riot publishes a second time, we know what we are comparing against what. Fans remember the accounts that were locked; I want to remember the probability before they were locked.

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