Port range floods
The server occupies several adjacent UDP ports, so a rule written for one port leaves the rest of the range addressable.
Valheim uses a small contiguous UDP range for the game and its Steam query, and the world file lives on the server. A dedicated Valheim server is a shared save more than a match.
Valheim hosting from $14.75/mo, protection included.
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The filtering in front of your server is the Terabit mitigation network. It keeps hosting online through volumetric floods, protocol abuse and the game specific patterns that generic filtering treats as ordinary traffic, and it does that without adding latency to a single player.
Mitigation is only as good as its understanding of what it is protecting. These are the ports a server has to leave open to be playable, and what each one invites.
Three adjacent ports, not one. Filtering written for the first leaves the other two reachable.
These are the player facing defaults, the same ones published in every server browser. Control ports are deliberately not listed: on a page about attack surface, enumerating the control plane is pointing at it.
Volumetric floods are the easy half. The half that breaks game servers is abuse that looks almost exactly like a real player.
The server occupies several adjacent UDP ports, so a rule written for one port leaves the rest of the range addressable.
The Steam facing port answers larger than it is asked, which is what makes a listed server usable as an amplifier.
An unclean stop between world writes costs whatever had not been saved, which on a long running world is the part that matters.
UDP and TCP floods, ICMP, DNS amplification, NTP reflection and memcached abuse. Traffic profiles whose only goal is to saturate the link, which they can do without the server ever noticing.
SYN floods, fragmented packets, LAND variants and state exhaustion. These do not need volume, only asymmetry: each packet costs far more to process than it does to send.
Distributed traffic from compromised hosts with mixed signatures that adapt over time, and novel patterns nobody has a filter for yet. Both are answered by people rather than by a rule written in advance.
Filtering happens upstream. By the time traffic reaches your server it has already been through every stage below.
Traffic enters at the closest edge instead of one choke point, so a flood is split geographically before anything is filtered.
L3 and L4 floods are absorbed at edge capacity. The bulk of any attack dies here, off your node entirely.
What survives meets protocol aware rules that understand what a real Valheim join looks like and what a forged one looks like.
Only validated traffic reaches your server. Your players stay connected and your tick rate does not move.
What generic hosting ships out of the box, next to the filtering in front of your Valheim server.
| Terabit.io Parent company | OVHcloud | Qonzer | Serverse | Hetzner | Nitrado | |
|---|---|---|---|---|---|---|
| Edge filtering capacity | 500+ Tbps / 13+ Tbps | 50+ Tbps | 20+ Tbps / 100+ Gbps | 10 Gbps | Not stated | Not stated |
| Global points of presence | 13+ | 40+ | Not stated | Not stated | 5+ | 12 |
| Mitigation latency | 0 ms | 0 to 5 ms | Variable | 0 to 5 ms | 0 ms | Variable |
| Filtering pipeline | Triple layer | Advanced | Advanced | Advanced | Basic | Basic |
| Layer protection | L3 / L4 / L7 | L3 / L4 / L7 | L3 / L4 | L3 / L4 / L7 | L3 / L4 | L3 / L4 |
| Always on mitigation | Included | Partial | Included | Partial | Not included | Not included |
| Anycast network | Included | Included | Included | Included | Not included | Not included |
| Game aware filters | Included | Partial | Included | Partial | Not included | Not included |
| Custom filters | Included | Not included | Not included | Not included | Not included | Not included |
| A2S query caching | Included | Not included | Not included | Not included | Not included | Not included |
| Mitigation dashboard | Included | Partial | Included | Not included | Not included | Not included |
| Owned infrastructure | Included | Included | Partial | Not included | Partial | Not included |
| Attack leak response | Live engineer response | Standard | Not stated | Not stated | Standard | Not stated |
| Get protected | ||||||
Scroll the table sideways to see every provider.
Comparison data is drawn from each provider's publicly advertised pages, checked August 2026. Providers change what they publish, so treat it as a snapshot rather than a live feed.
Valheim progress is a single shared world file. An outage at the wrong moment does not cost a session, it costs the part of the world that had not been written.
That is the entire argument for filtering that is always on rather than filtering somebody switches on after the complaints start.
Generic filtering is written for websites. Almost none of what breaks a game server looks like a web request.
Up to 13+ Tbps of stateful filtering worldwide, owned and operated rather than rented from someone further upstream.
Up to 500+ Tbps of volumetric capacity through transit partners, absorbed at the edge before it reaches a node.
Filtering never waits to be switched on, and engaging it does not cost your players a millisecond of ping.
When something novel gets through, the people who tune the filters work here. It is not a ticket handed to an upstream vendor.
You pay for memory, cores and storage. Protection is not a tier, an add on, or a reason to sell you a bigger plan.
A hundred gigabits of junk and a precisely crafted handshake abuse are different problems. The pipeline is designed to answer both.
The filtering is identical on every server we run. The only thing left to decide is whether you want an IP address that is yours alone.
Loafhosts is part of Terabit.io, and the protection on your Valheim server is the Terabit mitigation network: 500+ Tbps of volumetric capacity absorbed at the edge, and 13+ Tbps of stateful filtering that admits only the traffic your server expects. It runs in Dallas, Los Angeles, New York, Montreal, Frankfurt and Sydney, which is every region we operate.
Yes. Terabit DDoS Protection is on every Valheim server from the first minute, at no extra cost. There is no tier to choose, nothing to switch on, and no upsell. It covers 500+ Tbps of volumetric capacity and 13+ Tbps of stateful filtering.
Port range floods, Query reflection, Save window targeting, alongside the general volumetric and protocol families. Valheim uses a small contiguous UDP range for the game and its Steam query, and the world file lives on the server. A dedicated Valheim server is a shared save more than a match.
No. Mitigation is always on and runs upstream of your node rather than on it, so there is no detection delay to wait through and no filtering cost on your own hardware.
No. The filtering is the same on every server regardless of whether the IP is shared or yours alone. A dedicated IP is offered because some people want an address of their own, not because it filters differently.
Attack leak patching is handled by the Terabit network team rather than passed to an upstream vendor. Every server keeps its own attack history, so you can see when you were hit and how long it ran.
Same network, same posture, a different surface to defend.
You do not configure it, you do not pay extra for it, and you do not wait for an attack to find out whether it works.
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