Riot Locks Nearly 300,000 LoL and VALORANT Accounts: The Boundaries of Ranked Cheating Are Being Redrawn
Core answer: Riot Games đã khóa gần 300.000 tài khoản League of Legends và VALORANT vì gian lận thứ hạng kể từ khi tích hợp Vanguard vào League of Legends tháng 9/2025. Nhà phát hành cũng công bố kế hoạch MFA, xác thực phần cứng TPM 2.0, và xử phạt "kẻ lang thang" (hitchhiker). Key facts: - Gần 300.000 tài khoản bị khóa, tương đương khoảng 0,2% trong ước tính 140 triệu người chơi hàng tháng. - Vanguard — phần mềm chống gian lận cấp kernel của Riot — mở rộng từ VALORANT sang League of Legends tháng 9/2025. - Chính sách mới gồm bảo vệ điểm LP, xử phạt "kẻ lang thang", và xác nhận smurfing không tự động là gian lận. - Kế hoạch tương lai: MFA, TPM 2.0, xác thực cấp thiết bị, yêu cầu khác nhau theo thứ hạng. Source attribution: Riot Games | Cross-checked: VuaBong.vn Related Q&A: Q: Vì sao Riot chưa xem smurfing là gian lận? A: Riot liệt kê tám trường hợp sử dụng hợp pháp cho tài khoản phụ, gồm luyện tướng và bảo vệ thành tích cao nhất trên tài khoản chính. Q: "Kẻ lang thang" là ai? A: Người chơi dùng tài khoản riêng, không vi phạm phần mềm, nhưng xếp hàng cùng tài khoản đang được cày thuê, có thể bị thu hồi điểm thứ hạng. Q: Xác thực phần cứng có ảnh hưởng người chơi phổ thông? A: Riot chưa công bố phạm vi, nhưng TPM 2.0 gắn tài khoản với thiết bị, có thể gây trở ngại cho quán net và máy tính dùng chung.
Three in the morning on August 29, 2026, my phone rang in Busan. Lee Dong-gyeong's agent called to confirm a loan deal was nearly done. I published at three, beating four major outlets. That feeling of knowing first — of being trusted because I had a source — is why I'm still here, reporting esports across both the Vietnam and Korea time zones, after twelve years watching this industry.
This time it's different. When Riot Games announced it had locked nearly 300,000 League of Legends and VALORANT accounts for ranked cheating, I wasn't thrilled. I saw a change most fans won't notice until it lands on their own accounts. And as usual, you'll want to argue with me before you finish reading.
The community's reaction was near-unanimous, and I understand why. On Vietnamese forums, players celebrated. On the Korean channels I follow every night, streamers called it a necessary purge. Everyone felt justice had been served, and the cheaters had finally paid.
Vanguard — Riot's kernel-level anti-cheat, operating at the deepest layer of the operating system — was originally deployed only for VALORANT. In September 2026, Riot integrated it into League of Legends. That's a system-level change: the League client now behaves differently on users' machines. Alongside it came LP-loss protection when a cheater or a deliberate leaver is detected — you no longer lose points for a game that was corrupted from the start.
The problem is that the figure of nearly 300,000 equals roughly 0.2% of an estimated 140 million monthly players across both titles — and both the 300,000 and the 140 million come from a single source: Riot itself. But that isn't what keeps me up at night.
What Riot doesn't say loudly is the most important part. In the ban announcement, a new concept appears: the "hitchhiker." Riot defines this as a player using their own account, without software intervention, without hiring a booster — but queueing alongside an account that is being boosted. The penalty may be revocation of earned ranked points. This is the first time a major publisher has granted itself the power to punish legitimate players purely for association.
Think of it in football terms: a player suspended for partnering with someone under investigation. Here, Riot publishes no evidentiary threshold, no appeal mechanism. You can lose ranked points without knowing why, simply because your duo queue partner happened to buy a boost. In Busan, I'm familiar with the duo culture at PC bangs — Koreans treat climbing together as part of the social experience. In Vietnam, I see the same thing at internet cafés in Saigon and Hanoi. For both cultures, the new policy creates an invisible price on friendship.
What's fascinating is that the second element cuts the other way. Riot states that smurfing — playing a secondary account below your true skill level — is not automatically cheating. It lists eight legitimate use cases, including protecting a main account's peak achievement and practice accounts for professional players. Riot's boundary is drawn on intent and behavior, not account count — a soft line that will be extremely hard to enforce consistently. While most of the community wants smurfs wiped out, Riot chose not to do that. That's an expectation-versus-policy gap few people notice.
But what interests me most lies in the unimplemented plan. Riot is preparing multi-factor authentication, TPM 2.0 — a hardware security chip bound to the motherboard — device-level attestation, and rank-differentiated requirements. The goal: making "one-time" accounts harder to create. If this materializes, your account will be tied to your computer's hardware, not just your email. At that point, buying second-hand hardware, playing at a public internet café, or simply switching machines all become variables that could lock you out of your own account.
I've reported transfers across both time zones, read patch notes at midnight, tracked every LCK team's move. But I've never seen a change that could redefine what "player" means quite like this. On the economic side, I've worked long enough to recognize a rule: prohibition does not erase demand. Players want prestige rank to show off, to buy skins, to feel skilled. Boosters need money — and at the bottom of the esports pyramid, money is scarce. When Riot raises the risk, the price of boosting rises. The market doesn't vanish. It gets more expensive, more discreet, and may migrate to titles with lighter enforcement.
And here's the point I want everyone to think through with me. Riot Games is simultaneously the rule-maker, the enforcer, the sole data source for the 300,000 figure, and the commercial beneficiary of tightening. There is no third-party verification. No appeal precedent. In football, FIFA and UEFA still have the Court of Arbitration for Sport for appeals. In esports, the publisher is the court, the police, and the prosecutor at once. I don't belong to any single team. I follow the stories that team forgets to tell — and this is one of them.
Now the part where I might be wrong. Maybe I'm too pessimistic. Maybe "hitchhiker" only targets those who knowingly benefited from a boosted partner. If so, the penalty is fair, and I'm defending unwitting accomplices.
Maybe hardware attestation only applies at the top ranks — where prize money, tournaments, and real market value live — leaving casual players untouched. Maybe the 0.2% is only a beginning: once Vanguard has run long enough, the 300,000 figure will spike and justify the entire campaign, turning me into the man who opposed something obviously right. Those Zoom nights taught me that fans are not spectators; they're the reason the match exists — and if the community genuinely wants cheating squeezed out, then my worry about player rights may just be a lonely voice.
If I'm right, this is the moment for the Vietnamese esports community — which follows LCK, LPL, and international events across different time zones — to start asking about its own rights. When someone locks your account without telling you why, what rights do you have? When computer hardware becomes identity, who protects the player at the internet café?
Here's my prediction, and you can save it to check. Within twelve months, Riot will announce at least a second large-scale ban wave, with details on hardware verification. If boosting service prices in Vietnam and Korea rise noticeably in that window, my thesis — that the market reprices rather than disappears — will have held. If Riot publishes a false-positive rate or builds an independent appeal mechanism, I'll be the first to admit I misjudged them. And if I'm wrong about everything, that means esports is maturing faster than I thought — and that would be the best news of the day.
When the stands are empty, I hear the ball rolling clearly. Truth only speaks when the space is quiet enough. This time the space is loud with numbers, and I'm listening to what lies beneath them.
