Nearly 300,000 League of Legends and VALORANT Accounts Locked for Ranked Cheating: Rereading the 0.2% Figure
**Core answer:** Riot Games actioned nearly 300,000 League of Legends and VALORANT accounts for ranked manipulation, roughly 0.2% of an estimated 140 million monthly players, since Vanguard integrated into League of Legends in September 2025. **Key facts:** - Riot actioned ~300,000 accounts across League of Legends and VALORANT for ranked cheating and boosting. - Riot's Vanguard kernel-level anti-cheat was integrated into League of Legends in September 2025. - The "hitchhiker" doctrine lets Riot revoke ranked points from players who used their own accounts. - Planned measures include MFA, TPM 2.0 hardware attestation, and rank-differentiated verification. - Phillip "mirageofpenguins" Koskinas of Riot Games stated smurfing is not automatically treated as cheating. **Source attribution:** Riot Games official communications, published 2025; enforcement figures originate from Riot Games as the sole source. | Cross-checked: VuaBong.vn **Related Q&A:** - Q: Does Riot consider smurfing the same as cheating? - A: No — Riot Games explicitly permits multiple legitimate uses of secondary accounts, so the boundary is behavior-based, not account-count-based. - Q: What is a "hitchhiker" under Riot's new policy? - A: A player using their own account who queues with a boosted account and may still lose ranked points as a result. - Q: How large is the enforcement relative to the player base? - A: Approximately 0.2% of an estimated 140 million monthly players across both titles.
Nearly 300,000 League of Legends and VALORANT Accounts Locked for Ranked Cheating: Rereading the 0.2% Figure
Two Numbers Facing Off
There are two things that never lie: data and time. In the story of Riot Games processing nearly 300,000 League of Legends and VALORANT accounts for ranked manipulation, both are facing off right in the headline.
The first number is 300,000 — a purge that sounds large in scale. The second number is 0.2% — the ratio that appears when you divide 300,000 by an estimated 140 million monthly players across both titles. One is an absolute figure designed for visual impact; the other is a modest relative figure. The casual reader stops at the first. The data analyst is forced to walk to the second.
Before you trust your eyes, check what your eyes have already decided to believe.
I remember one night in Penang, sitting in front of an old computer, replaying a Diamond-ranked match that felt wrong. I rewatched the teamfight near the second tower, not because the play was beautiful, but because it did not match the displayed rank. I watched that match 47 times — each time the data told a different story. Eventually I understood: this was not a bad player. This was an account being boosted. What I observed privately years ago has now become a global campaign with a figure of nearly 300,000.

Context: When a Gray Service Becomes a Market
To understand the 300,000 figure, you must understand the market behind it. Boosting is a paid or arranged service in which a highly skilled player logs into another person's account to raise that account's rank. This is not a joke among a few scattered individuals. Based on my experience watching matches and regional forums, boosting has become an organized supply chain: buyers paying for a rank badge, skilled sellers needing income, intermediaries taking commissions, and companions queuing in the same match.
Alongside boosting is smurfing — playing on a secondary account, typically at a lower rank than one's true skill level. Riot Games has drawn a clear distinction between the two concepts in recent statements. Smurfing is not automatically deemed cheating. Riot enumerates many legitimate uses of secondary accounts, including protecting one's highest achievement on a main account, avoiding harassment in practice games, or testing new playstyles without affecting a primary score. This is a deliberately soft line: the enforcement boundary is drawn by intent and behavior, not by account count.
The only individual named in this story is Phillip "mirageofpenguins" Koskinas, a Riot Games staff member who spoke on the smurfing question. Notably, this is not a coach or a player, but a publisher spokesperson — a detail that matters, because it shows the entire story is told from the side of the party that sets the rules, enforces them, and publishes the enforcement statistics.
On the infrastructure side, Vanguard — Riot's kernel-level anti-cheat — was integrated into League of Legends in September 2026, after prior deployment for VALORANT. This is the key timeline marker: the nearly 300,000 figure is likely a cumulative enforcement tally over roughly one quarter or less, starting from when Vanguard entered League of Legends, not an annual figure. If so, the actual intensity of the campaign is higher than the raw number suggests.
Vanguard Enters League of Legends: An Invisible Referee Changes the Rules
When anti-cheat software migrates from one title to another, what changes is not champion balance but how the client interacts with the machine. Vanguard runs at the kernel level, meaning it has deep system access. This delivers high effectiveness in detecting cheat software, but it also creates friction for users on low-spec hardware or those using peripheral software flagged as conflicting. This is a long-documented characteristic of Vanguard, not a claim made in the original article.
At the data layer, Vanguard's expanded remit carries deeper meaning. It shifts from a pure anti-cheat software battle toward behavioral enforcement within the ranked system: boosting, companion accounts, and other ladder manipulation patterns. This marks a turning point in governance thinking. If Vanguard was once a technical tool, it is now becoming a platform-scale behavioral governance layer.
For professional and semi-professional players who maintain alt accounts, the consequence is that account multiplicity itself becomes a tracked attribute. Riot has announced plans to add multi-factor authentication (MFA), hardware attestation via TPM 2.0, and verification requirements that differ by rank tier. The stated goal: making "one-time" account creation harder. This is a change at the level of account identity policy, not an ordinary balance patch.
Numbers never panic — panicking people are the real variable. In this case, the machine is not panicking; the operators of the boosting market are the variable now forced to recalculate their cost equation.
Enforcement Mechanics: From Software to Behavior
Riot is deploying three enforcement layers simultaneously, and each carries different consequences.
The first layer is locking boosted accounts. This is the clearest layer: an account identified as having been logged into by another person to climb ranks is actioned. At this layer, evidence typically comes from login traces, anomalous behavioral patterns, and large skill discrepancies within the same account over time. An account that suddenly jumps from Silver to Platinum with an 80% win rate in two weeks is a data signal, not a feeling.
The second layer is suspending the main accounts of repeat boosters. If someone is caught multiple times using another person's account to climb ranks, not only is the boosted account affected — the booster's own main account can also be suspended. This is a deterrent punishment aimed at the supply side of the market.
The third layer, and the most controversial, is the "hitchhiker" doctrine. This term refers to players who use their own accounts but queue alongside an account being boosted. Under the new policy, they may lose ranked points earned in affected matches, even though they broke no software rule. This is an extension of liability-by-association, and it is the most contestable element in procedural terms.
Alongside this is LP-loss protection: when a match is detected to contain a cheater or a leaver, affected players do not lose LP for that match. In data terms, this mechanism reduces the variance of a match streak, making ranked points a marginally more accurate skill signal over large samples. This is a low-cost, high-perceived-value change — it makes the ranked experience slightly less dominated by luck.
Notably, rank-differentiated verification creates a tiered governance model: the higher you climb, the stricter the identity requirements. This is a design with logic — where competitive value and scouting attention concentrate, so does fraud risk. But it also raises questions about equal treatment across player groups.
The Economics of Boosting: Supply, Demand, and an Unpriced Cost
What most news items overlook is that boosting operates as a market, and every market responds to a supply shock.
Demand comes from many sources: players wanting a rank badge to display, those wanting end-of-season rewards, those wanting to prove something to friends, and even those seeking a minimum threshold to join community tournaments. This demand does not disappear when Riot locks accounts. It shifts to another form, or accepts a higher price.

Supply comes from highly skilled players who need income. In the esports labor market of regions like Southeast Asia — where I live and work — many semi-professional players and high-level competitors lack stable contracts. For them, boosting is an income source. As the risk of account suspension rises, the price they demand rises with it. This is the standard outcome of supply-side enforcement in gray markets: it does not eliminate the market, it reprices it.
If Riot succeeds in making "one-time" accounts harder to create via MFA and TPM 2.0, the cost of recreating a new account will spike. That pushes up the operating cost of boosting services and may drive some small providers out. But surviving providers may profit more per transaction. This is a counterintuitive result that gray-market data has shown before.
Another variable unaddressed in the original article is geographic migration. If one server has softer verification, boosting demand may flow there, just as account-farming operations concentrate in weaker-enforcement regions. And the question of the mainland China server — which operates within the Tencent ecosystem with separate anti-cheat infrastructure — remains unanswered. If the 300,000 figure is global-ex-China, then the 0.2% ratio is effectively overstated, because a large share of monthly League of Legends players sits within the China ecosystem.
This is a notable provenance weakness. The estimates of 120 million League of Legends players and 20 million VALORANT players are not attributed to any specific source. They appear as "estimates show" and "said to have." For a ratio used as the headline framing, the lack of provenance is a serious gap.
The Counterintuitive Angle: The Biggest Risk Is Not Cheating
The most counterintuitive thing in this story is that the biggest risk is not cheating itself, but enforcement design.
First, the hitchhiker doctrine extends liability to third parties. A player using their own account, not running cheat software, not asking anyone to log in for them, can lose ranked points simply because they queued with a friend being boosted. No appeals mechanism is described, no false-positive rate is published. At a scale of 300,000 accounts, this is a significant transparency gap relative to the volume of action.
Second, TPM 2.0 attestation binds accounts to specific hardware. This creates an access-equity problem: players using shared computers, internet cafés, or older devices may be structurally disadvantaged. In some regions, internet cafés are a primary play venue for a segment of players, and hardware-binding accounts can create a non-trivial barrier. This is a user-experience and PR risk the original article does not address.
Third, the two-tier governance model — different verification requirements by rank — creates a sense of two classes of citizenship within a single player community. From a governance standpoint, this is defensible given higher stakes at the top of the ladder. But in perception terms, it raises questions about rule consistency.
And finally, a structural point: Riot is simultaneously the rule-maker, the enforcement body, the publisher of enforcement statistics, and the commercial beneficiary of enforcement. There is no independent arbitration layer in this ecosystem. This is an inherent feature of publisher-run esports, but when the scale reaches 300,000 accounts, the question of independent verification becomes more urgent than ever.
The old 2026 computer could not run the game — but it could run the truth. And the truth here is that every quantitative claim in this story originates from a single interested source. They should be read as directional signals, not audited data.
What to Watch in the Next Round
This story will not end at 300,000. Three signals to track: first, whether Riot publishes enforcement data periodically or just once, thereby establishing an integrity-reporting standard for the whole industry; second, the actual roll-out of MFA and TPM 2.0 — if widely adopted, this is a far bigger change than this round of bans; and third, boosting market price signals, because if prices rise rather than the market disappearing, the problem has been displaced rather than solved.
The question I leave with the reader, and the one I ask myself every time I look at a ranked distribution chart:
If a ranked ladder is cleaner but has fewer players, is it a better ladder?
