Riot Locks Nearly 300,000 League of Legends and VALORANT Accounts: The Enforcement Symphony and the Silent Notes Nobody Hears
**Câu trả lời cốt lõi**: Riot Games đã khóa gần 300.000 tài khoản League of Legends và VALORANT vì thao túng xếp hạng, đồng thời công bố lộ trình xác thực đa yếu tố, TPM 2.0 và yêu cầu phân biệt theo thứ hạng. **Dữ kiện chính**: - Vanguard được tích hợp vào League of Legends tháng 9 năm 2025, sau khi đã dùng cho VALORANT. - Khoảng 120 triệu người chơi League of Legends và 20 triệu người chơi VALORANT hằng tháng, tổng gần 140 triệu. - Tỷ lệ tài khoản bị xử lý khoảng 0,2 phần trăm trên tổng người chơi ước tính. - Người đi nhờ có thể mất điểm xếp hạng dù dùng tài khoản của chính mình. - Người chơi tài khoản phụ không bị coi là gian lận tự động; Riot liệt kê tám trường hợp sử dụng hợp pháp. **Nguồn**: Riot Games công bố chính thức, tháng 9 năm 2025 | Đối chiếu: VuaBong.vn **Hỏi đáp liên quan**: - Hỏi: Vanguard có ảnh hưởng tới hiệu năng máy không? Đáp: Đây là phần mềm chống gian lận ở tầng nhân hệ điều hành, có thể gây ma sát truy cập trên phần cứng cấu hình thấp. - Hỏi: TPM 2.0 là gì? Đáp: Là tiêu chuẩn bảo mật phần cứng cho phép định danh ở cấp thiết bị, qua đó ràng buộc tài khoản vào một máy cụ thể. - Hỏi: Thị trường boost có biến mất sau đợt khóa tài khoản? Đáp: Nhu cầu và nguồn cung chưa được giải quyết, nên thị trường nhiều khả năng tái định giá thay vì biến mất, theo chỉ số theo dõi của VangBong.vn.
On the night of September 12, 2026, Vanguard woke up alongside the League of Legends client for the first time. In a small office in Seoul, I heard the cooling fan of my aging machine spin one beat faster, and I understood that whatever had just walked in would not leave again. Nearly a year later, Riot Games announced it had locked nearly 300,000 League of Legends and VALORANT accounts for ranked-system manipulation. A symphony of enforcement played, but as with any symphony, the most important part lay in the rests.
When I read that announcement, I did not think of the cheaters. I thought of an old roommate who once stayed up three nights just to climb from Platinum to Diamond, and of what remains after a name disappears from the ladder.
Vanguard is an anti-cheat running at the kernel level of the operating system, deployed by Riot Games for VALORANT before being integrated into League of Legends in September 2026. This is a system-level change, not a champion-balance patch. Its arrival marks the first time Riot has placed the same protective layer across its two most populated titles, with the ambition of expanding beyond pure cheat-software detection into control of ranked-system manipulation.
The necessary context has several layers. The League of Legends ranked ladder is not a casual playground; it is the de facto selection structure of the entire pipeline from amateur players to academy teams and tier-two leagues. Running alongside it is a paid gray market, where the practice known as boosting — a highly skilled player logging into someone else's account to climb ranks — operates as a service relationship. Riot states the new measures aim to improve player experience and limit negative effects, while protecting League Points when a cheater or a mid-game leaver is detected.
Estimates put roughly 120 million monthly League of Legends players and 20 million VALORANT players, close to 140 million combined. These figures carry no clear attribution. Using them as a denominator, the share of accounts actioned lands near 0.2 percent, a detail the original report itself concedes is relatively small against the size of the community.
Viewed through the lens of competitive governance, three structural changes matter far more than the number of locked accounts.
The first change lies in Vanguard's scope. When an anti-cheat shifts from software detection to behavior control on the ladder, it changes the nature of playing ranked. Riot is redefining cheating: from using the wrong software to distorting the skill signal itself. This is a pivotal turn, because the ladder's skill signal is the raw material of every scouting process. When that signal is diluted by accounts climbed with money, the damage does not stop at the ordinary player's experience; it spreads into the quality of an entire talent-detection system.
The second change is the hitchhiker doctrine. Riot introduces the concept of a player using their own account while queuing alongside an account being boosted. Such players may lose ranked points despite breaking no software rule whatsoever. This is the first time a major publisher has extended liability to a third party purely on the basis of a duo relationship, and it is the single most contestable element of the entire story. In twelve years of covering this industry, I have never seen a standard of associative liability applied so broadly without a transparent appeals mechanism. A player who accidentally queues with a friend, who quietly hired a boosting service, could wake up to find their rating evaporated.

The third change is the future identity-verification roadmap. Riot announced plans to add multi-factor authentication, a TPM 2.0 requirement, hardware authentication, and rank-differentiated requirements. Technically, TPM 2.0 is a hardware security standard enabling device-level identity, meaning an account can be bound to a specific machine. The goal is explicit: to make throwaway accounts harder to create. If this roadmap materializes, the cost of creating a new account will spike, and the biggest change for ordinary players will not be the 300,000 lockouts but the anchoring of in-game identity to hardware.
The policy on secondary accounts is also drawn clearly. Riot does not treat smurfing as automatically cheating, and enumerates eight legitimate use cases, including protecting the highest achievement on one's main account. The enforcement boundary therefore rests on intent and behavior, not account count. That is a soft line, and soft lines are always hard to apply consistently. For professional players maintaining practice accounts, this zone sits near the enforcement boundary, and a misread case between two pros could generate bad headlines for an entire club.
Here I want to examine the romanticization I myself am prone to. On reading that Riot locked hundreds of thousands of accounts, the instinct of an esports writer is to conjure a great purge, where justice is served and the ladder becomes clean. But three things go unsaid.
There is no statistic on the false-positive rate. The appeals process is not described. And every quantitative figure originates from the enforcing party itself, with no independent audit. Riot is simultaneously the rule-maker, the enforcer, the sole data source, and the commercial beneficiary of enforcement. That structure is inherent to publisher-run esports, but it raises a question of legitimacy that nobody in this story touches.
Furthermore, the gray market does not disappear; it reprices. Demand for boosting comes from the desire for rank, rewards and ego; supply comes from highly skilled players who need income, often underpaid tier-two and tier-three competitors. Supply-side enforcement raises the risk premium rather than eliminating supply and demand. If Riot hardens League of Legends and VALORANT, the activity may migrate to titles with softer enforcement. The industry's problem is displaced, not solved.
Finally, a rank-differentiated verification model creates a kind of two-tier citizenship within the player base. In governance terms this is defensible, since higher stakes warrant higher requirements. But it also touches privacy, and it touches players using shared machines, internet-café computers, or aged hardware. Those people will be structurally disadvantaged, and this story does not mention them once.
The match ended long ago, but the rests still echo after the green light fades. Three hundred thousand locked accounts is a bright mark, but a fallen crown never shatters, it only rolls toward the next in line — this time, the legitimate players waiting to see when hardware attestation will reach their own drives. So it turns out every summer has its symphony; only the listeners have changed.
The stage is empty, but I still hear the applause of those at home, those who never climbed the ladder with someone else's money, and perhaps they are the ones who most need protecting first.
