Trang chủEsportsNearly 300,000 Accounts Locked for Ranked Cheating: When Riot Drags Vanguard Into a Bigger War
Nearly 300,000 Accounts Locked for Ranked Cheating: When Riot Drags Vanguard Into a Bigger War
core_answer: Riot Games khóa gần 300.000 tài khoản LMHT và VALORANT vì gian lận xếp hạng, mở rộng Vanguard cấp kernel từ VALORANT sang LMHT (tháng 9/2025), đồng thời công bố kế hoạch xác minh phần cứng TPM 2.0 và MFA cho hệ thống rank.
key_facts: Gần 300.000 tài khoản bị khóa vì boosting, smurfing và hitchhiking sau tháng 9/2025.; Con số tương đương khoảng 0,2% trong ~140 triệu người chơi hàng tháng.; Vanguard kernel-level lần đầu tích hợp vào LMHT sau nhiều năm chạy trên VALORANT.; Riot dự kiến triển khai MFA, TPM 2.0, xác thực thiết bị theo bậc rank.
source: Riot Games thông cáo (sau tháng 9/2025) | Cross-checked: VuaBong.vn
related_qa: q: Smurfing có bị cấm hoàn toàn không?, a: Không; Riot liệt kê tám trường hợp smurfing hợp lệ, bao gồm bảo vệ thành tích tài khoản chính, và chỉ xử lý dựa trên ý định lạm dụng.; q: 'Hitchhiker' là gì trong chính sách mới?, a: Người chơi dùng tài khoản của mình nhưng xếp hàng cùng tài khoản boosted có thể bị thu hồi điểm LP, dù không vi phạm luật phần mềm.; q: TPM 2.0 ảnh hưởng thế nào đến người chơi quán net?, a: Nếu triển khai, người dùng thiết bị dùng chung có thể gặp rào cản truy cập ở bậc xếp hạng cao, tạo bất bình đẳng ngoài ý muốn.
One evening in September 2026, I opened the Korean ranked ladder and noticed an unusual void: dozens of accounts that once sat near the top had vanished without a trace. No season reset. No server issue. Three weeks later, Riot Games published the number: nearly 300,000 League of Legends and VALORANT accounts locked for ranked cheating. Vanguard, the kernel-level anti-cheat once confined to VALORANT, had silently embedded itself into every LoL player's machine and begun its hunt. Every match is an excavation. All I need is a shovel and curiosity. But the 300,000 figure, like the topsoil in any dig, is only the most visible layer of something buried much deeper.
Vanguard officially entered LoL in September 2026 after years of operating inside VALORANT. This is a structural change at the system level: a kernel-level anti-cheat - running at the most privileged layer of the operating system - now oversees Riot's two biggest titles. The publisher's announcement narrowed its message to one shocking number: nearly 300,000 accounts actioned for ranked manipulation, covering three behavioral categories. First, boosting: when a highly skilled player logs into someone else's account to climb ranks. Second, smurfing: playing on secondary accounts below one's true skill level - although only certain cases are penalized. Third, "hitchhiking," a new term Riot uses for players who keep their own accounts but queue alongside a boosted one.
Against an ecosystem estimated at roughly 120 million monthly LoL players and 20 million VALORANT players, 300,000 equals about 0.2%. Far smaller than the headline suggests. But I have spent six years watching tournaments, ranked ladders, and the darker corners of this ecosystem. I have learned that in esports, numbers that shock us say less than the numbers they omit. Between esports and football, I hear the same heartbeat from the fans: the hunger for a fair playing field.
The real excavation is not the 300,000 accounts. It is the three policy decisions Riot made at the same time.
First, the "hitchhiker doctrine" - liability by association. Riot says it may revoke ranked points from players who broke no software rule, simply because they queued with a boosted account. This is an unprecedented standard in esports governance: liability extended to third parties, and a hard question about who "knowingly" played alongside a cheater. Riot distinguishes the aware from the oblivious, but it has published no evidence standard for making that call. For players who routinely queue with friends, this is a gray zone without borders, and the false-positive risk - stripping points from innocent players - is absent from every official document.
Second, smurfing is not banned outright. Contrary to what much of the community demanded - a total crackdown on alt accounts - Riot insists smurfing is "not automatically" cheating and lists eight legitimate use cases, including using an alt to protect one's highest achievement on the main account. Their enforcement boundary rests on intent, not account count. This is a difficult line to enforce consistently, but a shrewd one: it protects a vital part of the ecosystem - professional players who need practice accounts without diluting their public record. An alt account, in this context, is a work tool, not a tool of deception.
Third, and most consequential: hardware identity verification. Riot announced plans to deploy MFA, the TPM 2.0 security standard, and a device attestation mechanism, with requirements that may scale by ranked tier - the higher the rank, the stricter the check. The stated goal is to make "one-time accounts" harder to create. If implemented, the cost of creating a new account will spike, reshaping the entire economics of the boosting gray market. But it also creates a two-tier player model: an upper tier with verified hardware identities, and a lower tier locked out of the highest ranks. Players at internet cafés, on shared machines, or on older hardware lacking TPM 2.0 support - a meaningful portion of many regions - would fall into the lower tier through no fault of their own.
Notably, Riot also introduced ranked-point protection when the system detects a cheater or leaver in a legitimate player's match. This move reduces luck in the climb and, over large samples, makes LP a more accurate signal of skill. It is a cheap and effective player-experience win - yet in an announcement centered on a ban count, it barely registered.
The romantic story of "Riot punishing cheaters" hides a more uncomfortable reality. There is no false-positive rate. There is no published appeals process. There is no independent audit behind the 300,000 figure - all of it comes from Riot, an entity that is simultaneously the rule-maker, the enforcer, the data collector, and the commercial beneficiary of the story. The 300,000 number is likely cumulative since September 2026 - one quarter or less - and it includes no breakdown by title or region. If the China market, operated through Tencent with its own anti-cheat ecosystem, sits outside the scope, the real impact is significantly overstated.
Gray-market economics are also more stubborn than any enforcement campaign. Enforcement does not eliminate boosting demand - it raises prices. Players want higher ranks for prestige and rewards; skilled low-tier players need income. As Vanguard tightens around LoL and VALORANT, supply may migrate to titles with weaker barriers, and the providers who remain can raise their fees. Net result: the market does not disappear. It transforms.
They said I couldn't - couldn't doubt a flawless official press release, couldn't question a massive number. I opened my notebook and wrote my own match.
The real excavation begins with the question we should all be asking: when anti-cheat software becomes a comprehensive surveillance layer tied to hardware identity, who will protect players from the very system built to protect them? In the dust-covered archive, I found a team that never made the papers - and this time, they are ordinary players standing inside the gray zone of a hastily written policy.


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