Why Players Leave League Solo Queue: Suspected Griefing and Trust in Ranked Play
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Why Players Leave League Solo Queue: Suspected Griefing and Trust in Ranked Play

KUKJIN LEE·October 28, 2026

The reason why you get tired in LoL solo queue is not just because you are defeated. Even if you play hard, if you have to wonder if someone is deliberately ruining the game, it becomes harder to believe in the competition itself than in the results of each game. In a game where you lose due to a difference in skill, there is room for recovery, but in a game where there is intentional interference, it becomes unclear what you should improve.

Of course, intentional defeat or match-fixing cannot be confirmed with just one or two strange scenes. While maintaining that distinction, we need to look at how actual sabotage affects the time and ranked experience of the other nine. The fun of solo queue is not just the odds of winning, but because it operates on the trust that everyone participates in the game to win.

Why teammates’ actions weigh so heavily in solo queue

The phrase “weight of team games” with characters fighting together on a fantasy battlefield

Although it is called individual rank, League of Legends' solo/duo rank is a team game where five people work together to achieve victory. Each player takes on a different lane and role, and the gap that opens up early on can lead to vision, objectives, and even teamfights. Even if one person is good at laning, it becomes difficult to maintain that advantage if the opponent progresses elsewhere.

This structure itself is not the problem. The fun of team games is having other team members help out on disadvantageous lines and turning the tables the moment the combination's strengths emerge. However, in solo queue, where you have to work with strangers in a short period of time, it is easy for your judgment to deviate. Even when looking at the same scene, one person may see it as an opportunity to open fire, while another may see it as a moment to retreat.

LP makes each match feel more consequential. It is a visible measure of ranked progress, distinct from the MMR used for matchmaking. A change in displayed LP alone therefore cannot prove that a match was manipulated. Understanding how performance across many games shapes ranking helps separate frustration with one result from long-term progress.

This is why it is difficult to place all responsibility for defeat on one person. For example, even if there are consecutive kills at the top, the intervention of the opponent's jungle, vision conditions, compatibility, and the team's response may be intertwined. The number of deaths on the results screen may be a starting point, but they alone do not describe the entire match.

How intentional losses undermine trust

Unlike an ordinary mistake, deliberately dying to the enemy or sabotaging play breaks the team’s shared objective. When some players invest resources to win while another intentionally helps the opposition, the rest lose the sense of competing under the same rules.

The Korean term often translated as “abusing” covers several forms of unfair manipulation. However, intentional feeding, account boosting, and match-fixing are different problems. Intentional feeding deliberately gives the enemy an advantage; boosting involves someone other than the owner playing on an account to raise its rank. Match-fixing means attempting to predetermine or manipulate results. Suspicious play alone does not establish financial dealings or a connection to illegal betting.

In a past domestic notice, Riot announced measures to be taken against intentionally losing accounts linked to illegal betting, and announced that it would respond to actions that interfere with fair competition. The fact that such instances exist and that specific players in specific matches engaged in the conduct must be separately confirmed. Even if the problem is real, it doesn't mean that all strange play can be attributed to one single cause.

Nevertheless, it is understandable why repeated doubts are tiring. If you lose to your opponent's skill, you can consider a different choice next time, but if you feel that the win or loss of the game was swayed by external reasons, the standard for recovery disappears. What you lose at this time is not only LP, but also the time you spent on one game and your expectations for the next game.

Mistakes versus deliberate sabotage

Characters examining a crossroads with a magnifying glass and the phrase the difference between mistake and intention

The first thing to look at when making a decision is the difference between bad results and intention. You may have low champion mastery, be in an unfamiliar position, or keep getting caught by your opponent's unexpected moves. Even if a dangerous entry fails, it does not mean that the entry was made intentionally.

Conversely, actions that repeatedly give an advantage to the opponent, ignoring the context, or that appear to intentionally give up participation in the game, may be circumstances that require investigation. Even so, there are limits to the screens and match records that players can view. It is more appropriate to leave it to the operator's investigation to accurately determine intent, including reconnection issues and judgments that the team has not seen.

Riot explained that in Patch 25.09, they will strengthen the ranked game sabotage detection system and detect not only overt intentional deaths but also more subtle sabotage. At the same time, accurate discrimination is required to reduce erroneous sanctions. Reporting a suspicious scene is one thing, but publicly assuming a specific person is the culprit is another thing.

In particular, if you criticize your opponent in chat just because he made a play that is difficult to understand, even team communication can break down. Even if it is necessary to point out wrong decisions, the moment you attach unconfirmed motives as fact, it becomes more difficult to solve the remaining games.

What reports and LP remedies can address

The words report and LP rewards next to the shield and rank symbol representing report.

If you suspect intentional death or game disruption, you can use the client's report function after the game is over. Rather than just listing the number of deaths, it is better to provide specific information about what actions were repeated and under what circumstances to provide the necessary context for the investigation. Riot also provides guidance on how to use the report function after the game ends rather than sending a replay to customer support when encountering this type of behavior.

If you have additional information, such as illegal betting or win/loss manipulation circumstances linked to an external chat room, you can contact customer support. At this time, it is best to write down confirmed facts and guesses separately. Reporting is a process for requesting an investigation, not a declaration that the other party's violation has been confirmed.

Riot’s disruptive-behavior compensation guidance describes conditional autofill protection and LP-loss mitigation for players affected by confirmed AFK behavior or intentional feeding in Ranked Solo/Duo. Remedies are automatic, but may not apply if the conduct is unconfirmed or the player recently received similar compensation. LP compensation also cannot push a player above 99 LP into a promotion.

Therefore, you should not expect that ‘LP will be returned unconditionally because there was a suspicious team member.’ Conversely, it is difficult to conclude that the game was fair or that the report was meaningless just because there were no rewards. Confirmation and adjustment may take time, and rewards and sanctions are processed according to each condition.

Ways to reduce ranked fatigue

I can't control every team member, but I can reduce the factors that cloud my judgment. If the chat continues to be aggressive, you can either ignore that player or turn off the chat and focus on things you can actually adjust, like your next engagement and vision. Riot customer support also advises you to use features such as turning off chat or completely ignoring it when you have difficulty controlling your emotions.

It is also a good idea to take a break immediately after a losing streak and try to replay the last game. At this point, rather than stopping at the conclusion that ‘our team didn’t do it’, I look at my choices, such as whether there were vision tools I could have used or whether I had time to avoid an unfavorable encounter. However, you don't have to blame others for obvious interference. Recovery is a process of finding actions that can be changed, not taking responsibility for all defeats.

If you want to enjoy the game itself rather than the rank score, you can choose another mode such as a normal game or ARAM. However, this does not mean that these modes eliminate sabotage or team conflict. You can think of it as changing your options depending on whether you want intense climbing or light play.

What makes players want to compete again

In solo queue, not every game is tight or every team member is perfect. A game that eliminates mistakes and skill differences does not fit the nature of a team game. Instead, we must respond quickly and accurately to intentional interference, and allow victims to understand the processing results and reward conditions.

The important criterion is not whether you lost one game, but whether you can understand the result and start the next game. It leaves room for review for incorrect play and a fair investigation for suspicious behavior. Only when that trust is built can the rank score be accepted as a record of effort.