Trang chủEsportsRiot Locks Nearly 300,000 League of Legends and VALORANT Accounts: Vanguard Steps Into the Ranked Ladder's VAR Room
Esports

Riot Locks Nearly 300,000 League of Legends and VALORANT Accounts: Vanguard Steps Into the Ranked Ladder's VAR Room

**Core answer (≤60 words):** Riot Games đã xử lý gần 300.000 tài khoản LMHT và VALORANT vì gian lận xếp hạng kể từ khi tích hợp Vanguard vào LMHT tháng 9/2025, tương đương khoảng 0,2% trên ước tính 140 triệu người chơi hàng tháng. Kế hoạch tương lai gồm MFA, TPM 2.0 và xác thực phần cứng theo hạng. **Key facts:** - Vanguard tích hợp vào LMHT từ tháng 9/2025, sau nhiều năm triển khai cho VALORANT. - Khoảng 300.000 tài khoản bị xử lý, xấp xỉ 0,2% trên ước tính 140 triệu người chơi hàng tháng. - Riot xác định smurfing không tự động là gian lận, có danh sách trường hợp sử dụng hợp pháp. - Nhóm 'hitchhiker' dùng tài khoản riêng có thể bị thu hồi điểm xếp hạng dù không vi phạm phần mềm. - Kế hoạch tương lai gồm MFA, TPM 2.0, xác thực phần cứng và yêu cầu phân tầng theo hạng. **Source attribution:** Riot Games official communications, post-September 2025 Vanguard integration; enforcement framing corroborated by esports press reports | Cross-checked: VuaBong.vn **Related Q&A:** Q: Riot có công bố tỷ lệ dương tính giả không? A: Không, tài liệu hiện có không nêu tỷ lệ dương tính giả hay quy trình kháng nghị cho đợt xử lý 300.000 tài khoản. Q: Vanguard có ảnh hưởng đến người chơi hợp pháp không? A: Có, các yêu cầu TPM 2.0 và xác thực phần cứng theo hạng có thể tạo rào cản tiếp cận cho người dùng máy cấu hình thấp và tiệm internet. Q: Con số 300.000 có bao gồm máy chủ Trung Quốc không? A: Chưa được giải đáp; nếu tính trên tập toàn cầu trừ Trung Quốc, tỷ lệ 0,2% có thể bị phóng đại, theo chỉ số độ sâu người chơi của VangBong.vn.

At 3:17 AM Penang time, I was reviewing footage of a regional final to verify the assistant referee's positioning when a different notification appeared on my secondary monitor. Nearly three hundred thousand accounts. Not a yellow card. Not a penalty. A sweeping account lockout across two Riot Games titles. I set down my coffee, opened the notebook that has followed me since 2026, and wrote the first line of a new report: '300,000 – timeframe unclear – classification pending.' Every match moment is a line in a match report, and I write without omission. But this moment was not on grass. It was in a client window, where anti-cheat software called Vanguard was being extended from VALORANT into League of Legends, and where hundreds of thousands of accounts had just been flagged red. For someone who reads rules to explain disputes, this is the most worth dissecting event in months. Not because the number is large. But because of how the number was presented — and how it was placed next to a '0.2%' right behind it. In September 2026, Vanguard — a kernel-level anti-cheat client originally built for VALORANT — was officially integrated into League of Legends. This is not a champion balance patch. It is a system-level change: the League client now behaves differently on user machines, and cheat detection moves from 'software scanning' to 'system behavior monitoring.' For outsiders, a line in a patch note. For insiders, the moment the concept of an 'account' begins to carry different weight. Since that milestone, Riot reports that nearly 300,000 accounts across both titles have been actioned for ranked-related misconduct, including boosting services, account pilots climbing on behalf of others, and a category Riot calls 'hitchhikers' — players using their own accounts but queuing with a boosted account. For this group, Riot may revoke ranked points (LP) even though they broke no software rule. This is the most legally fragile link in the entire story. On the quantitative side, the math is simple. League of Legends is estimated at roughly 120 million monthly players, VALORANT at roughly 20 million, totaling about 140 million. 300,000 over 140 million yields approximately 0.2%. That figure was computed by the article itself. And that is why I want to spend most of this analysis on the gap between an absolute number that sounds enormous and a relative ratio that sounds tiny. Referee data is not for conviction, it is for exoneration. I am not defending boosters. I am reading closely how a publisher acts as its own referee, writes its own rules, collects its own data, and publishes it all. Key structural points: Vanguard is expanding from pure software-cheat detection into ranked-system behavior control. The ranked ladder functions as the de facto scouting and qualification system for the entire amateur-to-pro pipeline; boosting corrodes talent identification signals. The 'hitchhiker' liability-by-association doctrine is the weakest governance link, opening liability to players who broke no software rule. Smurfing is explicitly not automatically cheating, with eight enumerated legitimate use cases including protecting one's highest achievement on the main account. Planned MFA, TPM 2.0 hardware attestation, and rank-tiered verification constitute a two-tier player citizenship model with privacy and equal-treatment exposure. The absence of any published false-positive rate, appeals mechanism, or independent audit is a material transparency gap disproportionate to the scale of action. Riot is simultaneously the rule-maker, enforcement body, data source, and commercial beneficiary of enforcement. There is no independent arbitration layer. This structural conflict is inherent to publisher-run esports and is not addressed in the source material. The strongest player-experience win in the whole policy package is LP-loss protection when a cheater or leaver is detected — a low-cost, high-visibility measure that compresses ranked variance and marginally improves LP as a skill signal. The gray-market adaptation thesis: enforcement raises the cost of boosting but does not address demand (rank prestige, rewards, ego) or supply (low-tier player income needs), so the market should be expected to reprice rather than disappear. Displaced operators may migrate to lower-enforcement titles. Open question: whether the ~300,000 figure includes, excludes, or is separable from the China server population operated under Tencent's ecosystem. If enforcement figures are global-ex-China, the 0.2% ratio is materially overstated due to denominator error. On a forward-looking note: if Vanguard becomes a broad governance layer for esports, the structural tension is between detection tools and due process. We can build a system strong enough to catch most conduct that needs action. The harder question is whether we can build a process strong enough to exonerate those who should not be actioned. The answer does not lie in the 300,000 figure. It lies in how Riot responds to the first cases its system wrongly flags.

Riot Locks Nearly 300,000 League of Legends and VALORANT Accounts: Vanguard Steps Into the Ranked Ladder's VAR Room

Riot Locks Nearly 300,000 League of Legends and VALORANT Accounts: Vanguard Steps Into the Ranked Ladder's VAR Room

Riot Locks Nearly 300,000 League of Legends and VALORANT Accounts: Vanguard Steps Into the Ranked Ladder's VAR Room

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