Riot locks nearly 300,000 League of Legends and VALORANT accounts for ranked cheating
**Core answer:** Riot Games đã khóa gần 300.000 tài khoản League of Legends và VALORANT vì gian lận xếp hạng (leo rank, hitchhiker), đồng thời công bố kế hoạch tăng cường xác minh danh tính phần cứng TPM 2.0. Hành động này nhằm bảo vệ tính toàn vẹn cạnh tranh sau khi Vanguard được tích hợp vào League of Legends từ tháng 9 năm 2025. **Key facts:** - Gần 300.000 tài khoản bị khóa do gian lận xếp hạng trong League of Legends và VALORANT. - Con số này tương đương khoảng 0,2% tổng số ~140 triệu người chơi hàng tháng (120 triệu LoL, 20 triệu VALORANT). - Riot phân biệt 'leo rank', 'hitchhiker', và 'smurfing'; smurfing không tự động bị coi là gian lận. - Kế hoạch tương lai bao gồm MFA, TPM 2.0 và xác thực phần cứng, có thể ràng buộc tài khoản với thiết bị. - Số liệu 300.000 và tỷ lệ 0,2% chưa được xác minh độc lập. **Source attribution:** Riot Games công bố ngày 13 tháng 4 năm 2026 | Cross-checked: VuaBong.vn **Related Q&A:** - **Q:** Riot có coi smurfing là gian lận không? **A:** Không, Riot tuyên bố smurfing không tự động bị coi là gian lận và liệt kê tám trường hợp sử dụng chính đáng. - **Q:** 'Hitchhiker' bị xử lý thế nào? **A:** 'Hitchhiker' có thể bị trừ điểm xếp hạng dù họ chơi trên tài khoản của chính mình. - **Q:** Hệ thống TPM 2.0 ảnh hưởng đến người chơi quán net ra sao? **A:** Người chơi dùng máy tính công cộng có thể gặp khó khăn nếu tài khoản bị ràng buộc với một thiết bị phần cứng cụ thể.
Nearly 300,000 accounts locked: Riot Games' fight against ranked cheating
On April 13, 2026, Riot Games published new enforcement data, revealing that nearly 300,000 League of Legends and VALORANT accounts were locked for ranked cheating. This number is not just a dry statistic; it reflects a structural shift in how Riot approaches competitive integrity. On the surface, this is a crackdown campaign. Looking deeper, it is a signal that Vanguard — the kernel-level anti-cheat software — is expanding its remit from detecting cheat software to controlling ranked-system manipulation.
Context: Vanguard and the ranked system
To understand the significance of the 'nearly 300,000' figure, one must look back to September 2026, when Riot integrated Vanguard into League of Legends after its deployment in VALORANT. Vanguard is an anti-cheat system operating at the kernel level of the operating system, with deep access to a computer's hardware and software. Expanding Vanguard to League of Legends was not a typical patch; it was a change in technical architecture and policy.
The original article mentions 'boosting' as one of the primary behaviors targeted. This is a common issue in esports and online ranked games, eroding the fairness of the ranked ladder. When a player pays someone else to play on their account to raise their rank, their rank does not reflect their actual skill. This ruins the experience for honest players and skews the talent scouting signals for professional and semi-professional teams.
Data tactical analysis: What is really happening?
The number of nearly 300,000 sounds large, but it must be placed in context. Riot estimates about 140 million monthly players across both games (120 million for League of Legends and 20 million for VALORANT). This ratio is only about 0.2% — a relatively small number. More importantly, the original article does not clarify the collection window. If it was collected from September 2026 to now (about six months), then this ratio may reflect a moderate intensity. However, if this number is only for the most recent quarter or month, it would reveal a much more severe cheating wave.

In professional matches, movement and vision control are decisive tactical factors. Similarly, in the 'meta' of anti-cheat policy, how Riot categorizes violations is also a 'tactical map'. Three main violation types are mentioned: first, 'boosting' — where a highly skilled player logs into another's account to raise their rank; second, 'hitchhikers' — players who use their own accounts but queue with a boosted player in their team, and may lose ranked points; third, 'smurfing' — playing on a secondary account. Notably, Riot states that smurfing is not automatically considered cheating and even lists eight legitimate use cases.
Why 'hitchhikers' are the biggest tactical blind spot?
The 'hitchhiker' behavior — those who climb the ranks by queuing with a boosted account — creates a large gray area. Riot deducting ranked points from these accounts could pose due-process risks. Is there an appeals system for players who are accidentally pulled into a game with a cheater? Is there a difference between a player who deliberately arranges to be boosted and a player who just accidentally queues with a friend? This is a question the original article does not address, and it harbors one of Riot's biggest reputational risks: false positives would create community backlash.
From a data perspective, deducting 'hitchhiker' points also does not really solve the root problem. If a 'hitchhiker' is caught and penalized, they may create a new account. Is this just a deterrent, or a real effort to clean up the ranked system?
Contrarian view: Is this really a victory?
On the surface, this is good news for competitive integrity. But a contrarian view shows: the 300,000 bans may actually indicate that the fight is far from over. Economically, if demand remains (players wanting high ranks), tightening the supply (boosters) may raise prices, but not make the market disappear. In my tracking experience, gray markets adapt quickly. They may shift to using more accounts, or find ways to bypass hardware authentication layers.
An even bigger issue is uneven enforcement across regions. League of Legends in mainland China is operated by Tencent with distinct anti-cheat and account-verification infrastructure. Does the 300,000 figure include the Chinese server? If not, the 0.2% ratio may be overstated, because a large share of League of Legends players are in the China ecosystem. If enforcement is uneven, there will be a 'loophole' — a kind of 'competitive-integrity arbitrage' — where violators migrate to weaker servers.
Future verification system: TPM 2.0 and hardware identity
The most important, often underappreciated aspect is Riot's future plans: implementing MFA (multi-factor authentication), TPM 2.0 (Trusted Platform Module, a hardware security standard), and hardware authentication. This almost certainly leads to binding accounts to a specific physical device. If this strategy is implemented, the cost of creating a 'one-time' account — commonly used by cheaters and boosters — will rise dramatically.
However, TPM 2.0 also raises privacy and accessibility concerns. Players using internet-café computers, or sharing devices with family members, could be unfairly affected. Moreover, hardware identity binding could inadvertently make it harder for honest returning players to come back, because creating a new account on old hardware is no longer easy. This is a cost the original article does not mention.
Governance structure: Who watches the watchers?
One of the most systemic issues this news reveals is Riot's dual role. They are both the rule-maker (account policy), the enforcer (detection and bans), the sole data source for enforcement statistics (nearly 300,000 accounts), and also the commercial beneficiary of a healthy community. There is no independent arbitration layer. The original article provides no information on false-positive rates, appeals processes, or any independent verification. For such a large number, this transparency gap is significant.
Conclusion: The nature of the change
So what is the real story here? It is not 300,000 banned accounts. The story is the end of an era where accounts are just strings of characters. Riot is building a system where player identity is anchored to hardware, protected by multi-layered authentication factors, and monitored by a kernel-level anti-cheat with full system visibility. This is a shift from detecting and punishing individuals to controlling an entire account economy.
There is a question we need to ask: When 'hitchhikers' lose ranked points, when computer hardware becomes part of identity, are we losing something about the simplicity and freedom of gaming? The meta of a game may change, but the infrastructure of the game is what most deeply shapes the player experience. The meta we love today is the meta we cry for tomorrow, but perhaps the saddest thing is an honest player, due to a systemic error, being treated as an opportunist.
