Esports
Riot takes action on 296,416 boosting accounts: A clean ladder, but one quiet gap remains
Riot Games đã xử lý 296.416 tài khoản có hành vi thao túng rank trong hệ thống Anti-Boost áp dụng cho VALORANT và League of Legends. Hệ thống hủy điểm thưởng, khôi phục rank, treo tài khoản theo mức độ, cấm vĩnh viễn nếu mua bán tài khoản hoặc cố ý hạ rank. - Anti-Boost phạt theo cấp: tịch thu điểm, khôi phục rank, đình chỉ tạm thời; tái phạm tăng nặng. - Mua bán, chuyển nhượng tài khoản hoặc cố ý hạ rank có thể bị cấm vĩnh viễn. - Tài khoản phụ tự tạo và tự sử dụng không bị xử lý nếu không có ý định thao túng. - Riot mở rộng xử lý lên tài khoản chính của người cày thuê và bạn chơi thường xuyên đi chung. Nguồn: Thông cáo Riot Games; phân tích từ VuaBong.vn | Cross-checked: VuaBong.vn - Cày thuê là gì? Cày thuê là người chơi kỹ năng cao đăng nhập tài khoản người khác để leo rank thay, giúp chủ tài khoản đạt thứ hạng cao hơn. - Tài khoản phụ có bị cấm không? Tài khoản phụ tự tạo và tự vận hành được Riot xem là hoạt động bình thường, chỉ xử lý khi có chủ ý thao túng rank. - Vì sao con số 296.416 chưa chứng minh xu hướng? Đây là tổng lũy kế, không có mốc so sánh trước đó, nên chưa thể khẳng định việc siết chặt ngày càng tăng.
The grass of the Incheon training ground still remembers where I stood waiting. That afternoon, I was not waiting for an Incheon United training session, but for the latest announcement from Riot Games about the anti-boosting system in VALORANT and League of Legends. The figure of 296,416 accounts punished for rank manipulation appeared right in the first line. To viewers, it is just a dry statistic. Spectators look at the scoreboard. I look at how they tie their shoelaces before kickoff. To me, every punishment number is a story about trust being placed back in the right spot.
Riot Games calls this Anti-Boost, an automated system that detects and punishes boosting, account buying and selling, intentional deranking, and other forms of rank manipulation. The system applies to both VALORANT and League of Legends, meaning an account that violates in one title can be handled under a similar standard in the other. The original article does not provide a specific date, only saying the figure was recorded from late last year to the current reporting period. What stands out is that this number pools both games without splitting by region or title. Until Riot releases more detail, any analysis of boosting trends remains speculation.
Under the system's logic, boosting is when a highly skilled player logs into another person's account to climb rank on their behalf. This makes the account owner's rank fail to reflect true ability. Buying, selling, or transferring accounts also falls under violation, because it turns rank into a tradable commodity. In addition, intentionally deranking to make it easier to boost another account is considered manipulation. Riot clearly distinguishes between secondary accounts created by the player for their own use and those used with the intent to manipulate. This distinction matters because it shows the system is not targeting the existence of alt accounts, but the intent behind their use.
When an account is found to violate, ranked points and rewards gained from cheating are cancelled. The account is returned to its rank before the manipulation. If the offense is repeated, suspension time increases. For account buying, selling, or intentional deranking, Riot may apply a permanent ban. Another important detail is that the system does not only punish the violating account. The booster's main account and accounts that frequently queue with the booster can also be punished. This is a joint liability model, designed to cut the entire chain around paid rank climbing.
From a governance perspective, Anti-Boost offers a deep approach. Riot chooses an intent-based standard instead of banning all alt accounts. This protects players who legitimately train with a second account while tightening controls on behavior that commercializes rank. The penalty ladder is designed by severity, from point removal, rank restoration, and temporary suspension to permanent bans. But precisely because it relies on behavioral data, the system carries the risk of punishing innocent players when two people regularly play together and one does not know the other is a booster. The clause about punishing frequently paired teammates is the most controversial point. It can create anxiety for legitimate duo players.
Based on my experience following tournaments and the ranked ladder, I see a second effect few people mention. A cleaner rank means scouting data from ranked solo play becomes more trustworthy. Young teams often scout talent from the top ranks. When a large number of accounts are inflated by boosting, the signal from high ladder positions becomes noisy. People remember goals. I remember the substitute clapping for his teammates. In scouting terms, inflated accounts are the substitutes of the system: they occupy places on the leaderboard but produce no real value.
In esports, the boosting market is an underground flow. Players pay for higher ranks, while boosters take on risk fees. Anti-Boost affects both supply and demand. When the probability of detection rises, the price of boosting services must rise to cover risk, naturally reducing demand. But the article does not provide market size or price data, so we can only reason at a logical level. Riot's willingness to publish the total number of punished accounts is also a communication move. It signals to the community that the system is working, while reminding boosters they are being watched.
The story becomes more interesting when placing the 296,416 figure in context. This is a cumulative number, not a series of figures across reporting periods. Without a previous baseline, we cannot conclude that Riot is tightening control or simply summing results over a long period. The original article mentions expanding Anti-Boost and detecting boosting at match level, but also admits the system still needs improvement. That means current detection methods are imperfect. Boosters always find ways to adapt faster than the system. This is an endless arms race. The data is self-reported by Riot with no independent third-party audit, so it should be seen as a governance signal, not absolute proof of effectiveness.
The biggest blind spot lies in the appeal mechanism. The article does not mention any grievance process or tolerance threshold for players accidentally caught in the net. When a governance system is intent-based, the possibility of misjudgment always exists. A player who regularly duos with a friend can be swept into a ruling simply because that friend once boosted. Without a transparent review mechanism, the trust Riot wants to build can be eroded by its own wrongful punishments.
I remember standing through three consecutive training sessions just to count how many times the team repeated a corner-kick drill. The result was 47 times. That article was not about a goal, but about how a team prepared for one set piece. My job is to keep the drumbeat so others can walk in step. Anti-Boost is the same: it does not create goals or titles, but it keeps the rhythm of the whole ecosystem from breaking. A clean ladder is the foundation for true stories to be told. I write slowly. Because I believe the ball never needs to be rushed. And I will watch how Riot handles the joint liability problem before believing everything has become fairer.



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