Our DDoS Protection

Built to keep your players connected-multi-terabit capacity with game-aware rules.

Always-on mitigation

DDoS protection built for game hosting

Multi-terabit capacity and game-specific heuristics keep players online while floods are scrubbed automatically.

EU: pletX + Aurologic Dual-provider blend for scrubbing + filtering with multi-terabit headroom.
UK: Terabit+ In-house Custom filters and game-aware rules with terabit+ capacity for UK players.
NA: In-house Rules tuned for Minecraft and low-latency workloads without warmup delays.
Always-on Automatic mitigation, jitter control, and real-player passthrough.

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.

Posture

Always-on

Mitigation stays live; no warmup time, no manual flip. Jitter and latency kept stable while floods are handled.

Control

Auto + manual

Automatic signatures and shaping, plus rapid custom rules via support or Discord.

Fit for games

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.

Europe

pletX + Aurologic

  • Scrubbing + inline filtering with multi-terabit capacity.
  • Upstream absorption for volumetric floods.
  • Player traffic kept stable during spikes.
North America

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.

  1. Edge intake

    Traffic hits regional edges and is classified instantly, no warmup or manual switch needed.

  2. Filter & scrub

    Known bad signatures, reflection vectors, and malformed packets are dropped; floods are rate-shaped.

  3. Game heuristics

    Rulesets tuned for Minecraft and other real-time workloads separate players from bots.

  4. 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.