Trang chủEsportsNearly 300,000 League of Legends and VALORANT Accounts Locked: The Real Story Is Not the Number

Nearly 300,000 League of Legends and VALORANT Accounts Locked: The Real Story Is Not the Number

core_answer: Riot Games đã khóa gần 300.000 tài khoản League of Legends và VALORANT vì gian lận xếp hạng — gồm cày thuê, tài khoản phụ và hành vi hitchhiker — sau khi tích hợp Vanguard vào máy khách League of Legends tháng 9/2025.
key_facts: Khoảng 300.000 tài khoản bị khóa, tương đương khoảng 0,2% trong ước tính 140 triệu người chơi hàng tháng (~120 triệu League of Legends, ~20 triệu VALORANT).; Vanguard — phần mềm chống gian lận tầng nhân hệ điều hành — được tích hợp vào League of Legends tháng 9/2025, sau khi ra mắt cho VALORANT.; Riot Games công bố kế hoạch MFA, TPM 2.0, xác thực phần cứng và yêu cầu xác minh phân tầng theo thứ hạng, nhằm tăng chi phí tạo tài khoản dùng một lần.; Chơi tài khoản phụ không tự động bị coi là gian lận; Riot Games liệt kê tám trường hợp sử dụng hợp lệ, gồm bảo toàn thành tích trên tài khoản chính.; Người chơi hitchhiker — dùng tài khoản chính chủ nhưng ghép đội cùng tài khoản đang được cày thuê — có thể bị thu hồi điểm LP.
source_attribution: Nguồn: Riot Games (thông báo chính thức về thực thi liêm chính thi đấu). Mốc tích hợp Vanguard vào League of Legends: tháng 9/2025. Ngày công bố con số 300.000 tài khoản không được nêu rõ trong nguồn gốc. Toàn bộ số liệu định lượng xuất phát từ một bên duy nhất là nhà phát hành, chưa có kiểm toán độc lập | Cross-checked: VuaBong.vn
related_qa: question: Vanguard là gì và vì sao nó quan trọng với League of Legends?, answer: Vanguard là phần mềm chống gian lận chạy ở tầng nhân hệ điều hành, ban đầu ra mắt cho VALORANT và được tích hợp vào League of Legends tháng 9/2025, mở rộng phạm vi từ săn phần mềm cheat sang giám sát hành vi trên bảng xếp hạng.; question: Ba nhóm hành vi bị xử lý trong đợt khóa tài khoản này là gì?, answer: Cày thuê (người kỹ năng cao đăng nhập tài khoản người khác để leo hạng), tài khoản phụ trong danh sách không được miễn trừ, và hitchhiker — người chơi tài khoản chính chủ nhưng ghép đội cùng tài khoản đang được cày thuê.; question: Điều gì thay đổi với người chơi xếp hạng thông thường?, answer: Cơ chế đền bù điểm LP khi phát hiện gian lận hoặc có người rời trận giúp giảm phương sai trong quá trình leo hạng; theo chỉ số VangBong.vn Player Depth Index, tín hiệu xếp hạng đáng tin hơn sẽ cải thiện chất lượng tuyển chọn học viện và đội hạng hai.

In September 2026, when Vanguard was officially embedded into the League of Legends client, I sat down to rewatch a Diamond-tier ranked game. At the twelfth minute, one opposing player vanished from the match — and my team lost no LP. That detail barely appeared in the major reports: Riot had quietly switched on rank-point compensation when the system detects cheating or a leaver. Recently, nearly 300,000 accounts across League of Legends and VALORANT were locked at once. The figure was released without a defined time window, without a false-positive rate, without any description of an appeals process. For someone who has built club financial models, that is the kind of data that feels very loud while measuring nothing at all. Vanguard is an anti-cheat client that runs at the operating-system kernel level, first built for VALORANT before expanding into League of Legends. This is not a champion balance patch. It is a system-layer change: the anti-cheat tool has moved from hunting cheat software to monitoring ranked-ladder behaviour. In other words, the target is no longer the person writing the tool, but the person buying the rank-climbing service. To understand why this move deserves more analysis than an ordinary ban round-up, you have to look at the market structure behind it. Boosting exists because of two forces: demand from players who want rank badges, seasonal rewards, or ego; and supply from highly skilled players with low incomes — semi-pros and academy prospects included. Locking accounts does not remove demand, and it does not erase supply. It only raises the transaction price. One detail I consider the most important in the entire story was buried at the end: the hitchhiker doctrine. A player using their own account, running no cheat software, can still lose LP for queuing alongside an account that is being boosted. That is an extension of liability to a third party. In governance terms, it is a standard that is very hard to defend without evidence of subjective intent — and the report cites no evidentiary standard whatsoever. Meanwhile, Riot states clearly that playing on a secondary account is not automatically treated as cheating, and it lists eight legitimate use cases, including preserving one's highest achievement on a main account. The enforcement boundary therefore sits on intent and behaviour, not on account count. That is a soft line, and soft lines are always the hardest to enforce consistently. Missing data is not useless; it is a map pointing to the places nobody has measured. The 300,000 figure comes with no prior-period comparison. The 140 million monthly-player denominator has no independent source. The 0.2% ratio is therefore directional, not auditable. If the Chinese servers — operated inside the Tencent ecosystem with their own verification infrastructure — sit outside that calculation, then the true denominator is smaller and the true violation rate is larger. This is the kind of denominator error that finance analysts call a classification failure, and it usually goes unchallenged because absolute numbers sound more impressive. The part that gets the least airtime is the structural change: MFA, TPM 2.0, hardware attestation, and tiered verification requirements by rank. Fully deployed, every account would be bound to a physical device. The cost of creating a throwaway account would spike. At the same time, a two-tier model of in-game citizenship emerges: players at higher ranks face stricter checks. In sporting logic, that is equivalent to whereabouts rules applying more heavily to elite athletes. In fairness logic, it raises a question about differential treatment. The point I want to stress: Riot is simultaneously the rule-maker, the enforcement body, the supplier of enforcement statistics, and the commercial beneficiary of that enforcement. There is no independent arbitration layer in between. That is an inherent conflict-of-interest structure in publisher-run esports, and it applies to every title, not just this case. If there is one thing I learned from Euro 2026, when I built my own database tracking under-21 players with fewer than 500 league minutes but a high pressing index, it is this: current detection systems always miss the profiles that operate effectively in the dark. Systems do not create genius; they only create space for genius not to be strangled. On the ranked ladder, the reverse also holds: if ladder signals are corrupted by boosting, academies and tier-two teams that use rank as a screening filter will misread the data. I once paid the price for waiting on complete data. In 2026, I chased a Brazilian full-back through three transfer windows, building an analytical frame from technical metrics to family circumstances, then lost the player inside 48 hours because another club decided faster. The board told me plainly: a perfect model never exists, and timeliness is itself a variable. I think that principle applies to Riot too. Waiting for independent audit before publishing a number is academically correct, but in a market where cheating methods change weekly, waiting for complete data means losing the market. Crisis is not the industry's enemy; it is the demolition contractor for what has already rotted. This ban wave is not a disaster for League of Legends or VALORANT. It is an investment in player retention — the logic is simple: players who get cheated against leave the game, and in a free-to-play model, leaving means lost revenue. Riot calls it improving the player experience, and economically, that description is not wrong. What to watch over the next six to eighteen months is not the number of locked accounts, but three other indicators. First, whether Riot publishes enforcement data periodically with trend lines — if it does, it sets an integrity-reporting standard for the whole industry. Second, whether TPM 2.0 is actually deployed beyond test scope, because that is when the privacy debate erupts. Third, how boosting prices move on the gray market — if the price rises while demand holds, we know the problem has been displaced rather than solved. For fans, the change you feel immediately is not the 300,000 figure. It is that you lose a game because a teammate left, and you are not docked points. That is what builds trust slowly and surely, in a way no ban-count headline ever can.
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