Our DDoS Protection
Built to keep your players connected-multi-terabit capacity with game-aware rules.
DDoS protection built for game hosting
Multi-terabit capacity and game-specific heuristics keep players online while floods are scrubbed automatically.
Always-on L3/L4 coverage with tuned rules for Minecraft and real-time servers.
Protection at a glance
Always-on filtering with game-aware tuning and clear control points.
Always-on
Mitigation stays live; no warmup time, no manual flip. Jitter and latency kept stable while floods are handled.
Auto + manual
Automatic signatures and shaping, plus rapid custom rules via support or Discord.
Low-latency tuned
Rulesets designed for Minecraft and real-time workloads so real players stay connected during events.
Coverage by region
Layered protection tailored to where you deploy.
pletX + Aurologic
- Scrubbing + inline filtering with multi-terabit capacity.
- Upstream absorption for volumetric floods.
- Player traffic kept stable during spikes.
In-house engine
- Game-aware rules for Minecraft and low-latency traffic.
- Always-on; no mitigation warmup.
- Rapid updates for new vectors and signatures.
Protections and performance
What we block and how we protect player experience.
What we stop
- Volumetric UDP/TCP floods and amplification vectors.
- SYN/ACK + connection exhaustion and slow drain attempts.
- Malformed or spoofed packets targeting game servers.
- Application-level probes with rate limits and heuristics.
How we keep latency low
- Always-on inspection so mitigation never waits to spin up.
- Region-specific allowlists for popular game signatures.
- Burst-aware shaping keeps player spikes clean, not throttled.
- Live playbooks and rapid rule changes on request.
How mitigation flows
Clear stages from the edge to your server.
- Edge intake
Traffic hits regional edges and is classified instantly, no warmup or manual switch needed.
- Filter & scrub
Known bad signatures, reflection vectors, and malformed packets are dropped; floods are rate-shaped.
- Game heuristics
Rulesets tuned for Minecraft and other real-time workloads separate players from bots.
- Delivery
Clean traffic is forwarded with jitter control to keep latency stable while mitigation runs.
Need a custom rule or allowlist?
Tell us the vectors you see and we will tune mitigation for your deployment.