Trang chủEsportsRiot Locks Nearly 300,000 Accounts for Ranked Cheating: Sledgehammer or Open-Heart Surgery?
Riot Locks Nearly 300,000 Accounts for Ranked Cheating: Sledgehammer or Open-Heart Surgery?
**Core Answer:** Riot Games has actioned ~300,000 accounts on League of Legends and VALORANT for ranked manipulation (boosting, smurfing, 'hitchhiking') since Vanguard's integration into the League client in September 2025 — representing ~0.2% of an estimated 140M combined monthly players. No independent audit or false-positive rate has been disclosed. | **Key Facts:** Vanguard expanded from VALORANT to League of Legends in September 2025 (kernel-level anti-cheat); 'hitchhiker' liability allows LP revocation for self-played accounts queued with boosted accounts; smurfing is explicitly not classified as cheating, with 8 enumerated legitimate use cases; planned MFA + TPM 2.0 + hardware attestation will bind accounts to physical devices and suppress single-use account creation; LP-loss protection applies to games affected by detected cheaters or leavers. | **Source:** Riot Games official communications, September–December 2025 | Cross-checked: VuaBong.vn | **Related Q&A:** Q: Will hardware attestation affect internet café players in Vietnam? A: Yes — device-bound authentication creates accessibility friction for shared-device players, a significant portion of Vietnam's LoL population. | Q: Does Riot's enforcement eliminate boosting? A: No — supply-side enforcement typically raises market prices and may displace activity to lower-enforcement titles, per gray-market economic patterns. | Q: What is the appeal process for false-positive hitchhiker classifications? A: Riot has not disclosed an appeals mechanism or false-positive rate — a material governance transparency gap.
Riot Games has locked nearly 300,000 League of Legends and VALORANT accounts for ranked manipulation — boosting, smurfing, and 'hitchhiking' — since Vanguard was integrated into the League client in September 2026. The headline figure looks massive until you divide it against an estimated 140 million monthly players across both titles, yielding roughly 0.2%. This is less a competitive shockwave and more a systems-level governance escalation: Vanguard has expanded from pure software-cheat detection into ranked-system behavioral enforcement. The real story is not the ban count but the architecture being built beneath it — and the governance gaps that come with it.

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