Understanding how a DDoS attack actually hurts you is the first condition of stopping it. The sentence "we are under attack" tells you nothing on its own: UDP flood, SYN flood and amplification work through entirely different mechanisms, exhaust different resources, and demand different defences. A measure that stops one may do nothing at all against another. This guide explains how these three attack types work at the packet level, how to tell them apart, and which layer you need to defend at for each.
The most practical way to understand these attacks is to ask which resource they target. There are three, and your server becomes unreachable when any of them runs out:
UDP flood and amplification primarily target bandwidth. SYN flood, by contrast, exhausts connection state without consuming much bandwidth at all — which is why it can be effective with a very small traffic volume. This distinction underpins the whole layer discussion; for the wider picture, see our comparison of Layer 4 and Layer 7 DDoS attacks.
A normal TCP connection is established in three steps. The client sends a SYN packet, the server replies with SYN-ACK, and the client confirms with ACK. At the second step the server has a problem: while waiting for that final confirmation, it has to remember the connection. So it allocates a record in the kernel and marks the connection as "half-open".
In a SYN flood, the attacker sends thousands of SYN packets and never answers any of them with an ACK. Because the source IP addresses are spoofed, the SYN-ACK packets the server sends go to non-existent or unrelated addresses. The server allocates a record for each one and waits until timeout.
The result: the half-open connection queue (backlog) fills up. Once it is full, the server begins rejecting SYN packets from legitimate users too. From the outside the server looks completely down, even though your link is nearly idle. That is what makes SYN flood insidious — you may not see a dramatic spike on your traffic graph at all.
The classic defence developed against this attack is SYN cookies. The idea is elegant: instead of reserving memory for a half-open connection, the server encodes the connection details into the sequence number of the SYN-ACK packet, so it does not need to keep a record at all. If the client really does return with an ACK, the server reconstructs the connection from that number. Spoofed SYN packets never come back, so they consume no resources. On Linux this behaviour is controlled by net.ipv4.tcp_syncookies and is enabled by default on most modern distributions.
UDP has no handshake. A packet arrives, it is processed, and that is it. Because this design lowers latency, services such as game servers, DNS and VoIP rely on UDP. The same design creates two security problems.
First, the source IP address is trivially spoofable. In TCP a handshake cannot be completed from a forged address, but UDP has no such verification step. Second, the server has no opportunity to validate the sender before processing the packet.
The attacker sends a high volume of UDP packets to random or specific ports on the target. Two distinct kinds of damage occur:
This is exactly why game servers are targeted so often: the port is already open, the protocol is already UDP, and the single-threaded game loop is a bottleneck. We covered why HTTP-based solutions such as Cloudflare fall short in this scenario in our article on Cloudflare and the UDP reality.
Amplification is the technique that lets an attacker multiply the bandwidth available to them many times over. The largest volumetric attacks are produced this way.
Two concepts are frequently conflated:
Used together, an attacker can direct traffic at a target that far exceeds the capacity of their own link.
The exploited protocols are UDP services left exposed to the internet that perform no authentication:
monlist command in older versions returns a long client list from a single request.The amplification ratio varies from tens to tens of thousands of times depending on protocol and configuration. That is why the defence discussion focuses less on "how many times" and more on "what happens when my link is full".
Amplification traffic technically arrives from legitimate servers. The source addresses belong to real DNS or NTP hosts. A simple IP blocklist therefore does not work: the list changes constantly, and you risk blocking genuine infrastructure. On top of that, by the time the traffic reaches your server your link is already saturated.
To work out quickly which one you are facing during an incident, look for these signs:
SYN_RECV states in netstat or ss output.With UDP flood and amplification, it is already too late once the packets reach your server. Filtering has to happen upstream, before the traffic enters your link. That depends on your hosting provider's infrastructure — our game server services and dedicated server solutions run on DDoS-protected network infrastructure.
You need processor and storage headroom to absorb whatever residual traffic slips through the filter. Because game servers in particular run their main loop on a single core, high single-core performance is decisive. Our AMD Ryzen 9 9950X based Turkey-location VDS options are configured for exactly this scenario with DDR5 memory and NVMe M2 SSD storage.
A SYN flood fills your connection table with very little traffic; a UDP flood aims to saturate your link directly. The first can be mitigated substantially through server configuration, the second requires filtering at the network level.
No. The packets have already reached your link; even if the firewall drops them, the bandwidth has been consumed. And since your game server also uses UDP, you would be blocking legitimate players too.
Those servers are usually not the culprit but poorly configured third parties. Notifying their owners is useful for the internet in the long run, but it will not stop an attack in progress.
Because source address validation is left to the discretion of network operators and is not enforced everywhere in the world. That is why reflection attacks remain effective.
Monitor packet rate, bandwidth and connection-state counters together. Which of the three looks abnormal tells you directly what kind of attack you are facing.
Yes. If a website, database or voice server runs on the same machine, they all share the same link and are affected together. Separate critical services where you can.
A SYN flood fills the connection table by leaving TCP handshakes half-finished, doing serious damage with very little traffic; its defence lies largely on the server side. A UDP flood exploits the connectionless protocol's inability to verify senders, consuming both your link and your CPU. Amplification is the method that reaches the highest volumes, with the attacker generating enormous responses from third-party servers using tiny requests. For the latter two, the only realistic defence is filtering the traffic at the network level before it reaches your server. In-server hardening and hardware headroom complement that — they do not replace it.
If you want to host your project on DDoS-protected network infrastructure, take a look at our game server packages, or get in touch to work out the right solution for your current setup. Our 24/7 support team can also advise you on what to do while an attack is underway.