>_ HackerWars Virus Guide

How DDoS attacks work and how to use them
Part 3: DDoS
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What is DDoS?
DDoS viruses are botnet slaves. Install .vddos files on hacked servers to build the network, then attack a target. They don't show up in collections and earn no money. Two uses: DDoS missions for clan points, and PvP to wreck other players' hardware (VPC damage stays until they buy replacements). Firewalls absorb DDoS damage; serious attackers usually drop the target's firewall right before the hit.
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Requirements to Launch
What you need before you can DDoS a target.
3+ DDoS Slaves
You need at least 3 active DDoS viruses installed on different servers (not counting the target itself). More slaves = more power.
DDoS Breaker
You must have DDoS Breaker software installed on your own server. Breaker version is a yes/no prerequisite — it does not affect attack power.
Target in Hacked DB
The target server must be in your Hacked Database. You can't DDoS a server you haven't already compromised.
Tip: stack a DDoS virus and an income virus on the same server. Both can function simultaneously, and the updated Hacked Database now shows the status of both types.
Fork added the dual-virus UI 2026-04-30; a brief collection-skip bug was patched 2026-05-02 — earners on dual-virus servers now collect cleanly.
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DDoS Power Formula ✓ verified R70: BANTA NPC (87 slaves @ 5,210 Gbps), VPC P2P (47 slaves @ 3,393 Gbps), localhost component confirmed
How attack power is calculated from your hardware and slave network.
Total DDoS Power (Gbps)
Attacker: CPUGHz × 10 + NETGbit × 100   +   Each Slave: CPUGHz × 10 + version × 0.5
Attacker Contribution (your servers)
Your pooled CPU across all localhost servers and your global NET contribute to attack power. CPU is the dominant factor, typically 85-90% of your attacker power.
Your HardwarePower
6 GHz CPU, 100 Mbit NET70 Gbps
36 GHz CPU (6 servers), 1 Gbit460 Gbps
78 GHz CPU (13 servers), 1 Gbit880 Gbps
Slave Contribution (per server)
Each slave contributes based on its own CPU and your virus version. The server's NET bandwidth does not affect slave power at all.
VirusVer4 GHz8 GHz
Generic DDoS1.540.880.8
littlekiss5.142.682.6
Big DDoS7.543.883.8
freehugs10.145.185.1
CPU matters, virus version barely does. On a 4 GHz slave, going from Generic DDoS (1.5) to freehugs (10.1) adds only 4.3 Gbps (+11%). One more 4 GHz slave adds 40+ Gbps. Add slaves, not versions.
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Mission Timing & Execution
Catch the NPC right as its reset timer rolls back to 15 minutes, then chain attacks without breaks.
A full chain runs ~15 minutes (~5 min per attack) and NPCs reset on a ~15-min timer. Straddle the reset and you lose the seizure. The win condition is to hit the NPC the moment its timer ticks back to ~15 min, then run the whole chain through without dead time between attacks.
Pre-queue these before starting: none of them fire until you release them.
DDoS attack process (the first hit, parked ready)
Log edit on the NPC's server (wipes your IP from their logs)
Log edit on localhost (wipes the trail on your own server)
Execution flow:

1. Watch the NPC's reset timer.
2. The moment it ticks back to ~15 min, release the queued DDoS.
3. As soon as the attack lands, fire both log edits.
4. Queue the next DDoS and start it immediately.
5. Repeat for attacks 2 and 3.

Faster chain = smaller exposure window for Safenet/FBI rolls.
Recurrence rule ✓ R70 (4 chains): the first two attacks on a fresh chain both pay full power. The 1/5 cut only kicks in when you re-attack a server that's already seized. Plan for 3 attacks on most L3 NPCs; a smaller target whose hardware floors on attack 1 (e.g. R70 NOTHING-TO-DO) wraps in 2.
Each attack escalates law enforcement. Safenet posts your partial IP. FBI posts full unredacted IPs of all suspects. Game runners relay FBI data to Discord in real time. Spam DDoS attacks and you'll get hunted and counter-hit.

Empirical pattern across R70 chains: Safenet rolls on attack 1; FBI rolls on attacks 2 and 3. Tracking is per-attack and rolls are independent. A "busted" attack 1 is common; clean log edits between attacks break the trail before FBI rolls land.
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Hardware Damage
Each attack degrades all 4 hardware stats on the victim server.
Damage cap on Level-3 NPCs — power-independent across 1,405 → 5,210 Gbps ✓ R70 (5 runs)
CPU
87.5%
RAM
96.9%
HDD
99.0%
NET
99.0%
* Damage per attack is a scaled random roll, applied 4× (one per stat). At 200+ Gbps each roll is rand(N−2, N+2) where N = ceil((Gbps−200)/20). Lower tiers: <100 Gbps = 15% chance of 1 dmg; 100–150 = 30% chance of 1–2; 150–200 = 50% chance of 1–3. Floors: CPU 500 MHz, RAM 256 MB, HDD 100 MB, NET 1 Mbit. § legacy code (PC.class.php:7045–7073)
** Old guides put the cap at ~2,100 Gbps. R70 verifies identical 87.5/96.9/99/99 damage at 1,405 / 2,548 / 3,240 / 3,918 / 5,210 Gbps — cap-onset is at or below 1,405 Gbps and is power-independent across at least a 3.7× range past that.
Recovery
NPC Servers
Hardware resets automatically on a timer, but the viruses are NOT restored. They got destroyed when HDD was damaged. You have to reinstall.
VPC Servers (Player-owned)
Hardware stays destroyed until the owner buys replacement hardware. Much more impactful than NPC attacks.
VPC Damage Profile ⚠ observation, n=1
R70 P2P attack on 224.58.154.160 reported 91.4 / 85.3 / 98.8 / 98% (CPU/RAM/HDD/NET) vs the NPC canonical 87.5 / 96.9 / 99 / 99%. Unresolved whether VPCs cap differently or the target was sub-cap (not pre-damaged).
Once at floor, only HDD takes damage. CPU/RAM/NET cap at 87.5/96.9/99% — effectively their floor. HDD caps at 99% (1% headroom). Attack 2 in a 3-attack chain typically reports "CPU not damaged, RAM not affected, NET stable, HDD 60–80% loss" — the attack didn't misfire, the other stats simply have no slack left to absorb a damage roll.
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Clan Points
DDoS attacks earn clan points based on attack power.
Clan points per attack ≈ your DDoS power in Gbps. Fresh chain: both attacks pay full. Re-attack on an already-seized server: exactly 1/5 power. ✓ verified across 4 R70 chains, exact divisor
2-attack run — small target, attack 1 floors hardware
R70 NOTHING TO DO (L3), 2026-04-25
AttackPowerPointsStatus
1: Seize 1,405 Gbps 1,405 Floored, seizedAfter=1
2: Recurrence 273 Complete
Total 1,678
3-attack run — typical L3 NPC, hardware just-above floor after attack 1
R70 BANTA (L3), 2026-04-30, 87 slaves
AttackPowerPointsStatus
1: Cap damage 5,210 Gbps 5,210 Capped, not seized
2: Seize 5,210 Gbps 5,210 HDD-only, seizedAfter=1
3: Recurrence 1,042 Complete
Total 11,462
5,210 / 5 = 1,042 exactly. Attack power above cap-onset (~1,405 Gbps) doesn't shorten the chain — but it does multiply clan points proportionally.
PvP targets pay 3–10× instead of 1× — see Attacking VPCs (PvP) below for the multiplier table and tactics.
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Attacking VPCs (PvP)
What changes when the target is a player's VPC instead of an NPC mission.
No reset, no mission
Damage persists until the victim buys replacement hardware — no auto-reset timer. There's no mission to complete; clan points are the only payout.
Noob Penalty active ✓ dev-confirmed 2026-05-02
If your cracker + FTP/SSH exploit stack is much weaker than the victim's defenses, your DDoS power is divided by 3–5×. Analyze first — a v20+ firewall fully blocks attacks ≤28k power.
Wipes their viruses too
HDD damage destroys whatever earner viruses the victim was running on that VPC. High collateral value if you're competing for spam slots on shared NPCs.
Clan Points Multiplier by Target § Clan.class.php:4051
Target×Status
NPCbaseline, verified
Player without clanlegacy
Player with clan, no war✓ R70 2026-05-02
Player with clan AT war, or clan server10×legacy
5× confirmed live R70: 3,393 Gbps → 16,967 points exactly. Other multipliers verified in legacy source, not yet replicated live. Declaring war on a target's clan turns 5× into 10× — double the clan points per Gbps.
Pre-fight Checklist
1. Analyze the target. Check their hasher, firewall, SSH/FTP versions. Estimate your noob penalty before committing slaves.

2. Pre-queue firewall-disable + DDoS together. Hold both ready. Release the firewall-off the moment the DDoS is queued, then immediately release the DDoS so damage lands unmitigated before the victim can react.

3. Pre-queue log edits on localhost and the victim's server, like the NPC chain checklist.

4. Expect to be seen. Victim's process tab shows the DDoS in flight; server log gets an entry post-impact. Counter-attack is real risk.
Unverified for VPCs: the recurrence rule (1/5 cut on re-attacking already-seized) is only captured on NPC chains; no VPC chain has been logged. Damage profile observed once at 91.4 / 85.3 / 98.8 / 98% vs the NPC ceiling 87.5 / 96.9 / 99 / 99% — n=1, possibly sub-cap. ⚠ victim-mail on DDoS launch unverified — legacy code sends no mail; victim sees only process-tab activity and post-attack server log. Whether the fork added a mail notification is unknown.
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Defending Against DDoS
Two layers of defense, plus built-in griefing protection.
Hasher (Password Gate) § legacy
Attackers must crack your password to add you to their Hacked Database before they can DDoS. A strong hasher blocks anyone without a matching cracker version.
Firewall (Exploit Gate + Damage Mitigation) § legacy, threshold not verified live
SSH/FTP exploits can bypass the hasher entirely, so a strong firewall blocks these. It also mitigates DDoS damage: v20+ fully blocks attacks up to ~28k power.
Noob Penalty (Auto) ✓ dev-confirmed 2026-05-02
If your security stack is much weaker than the attacker's, their DDoS power is divided by 3–5x. Above 100k after penalty, an additional 90% cut. PvP only — no longer applies to NPCs (mission or non-mission). Calculation now factors in cracker AND FTP/SSH exploit versions (previously cracker only).
Run both. Hasher alone? SSH/FTP exploits get through. Firewall alone? Password cracking still works. Both, or you're not actually defended.
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Why This Matters for Virus Income
DDoS missions are the #1 reason your viruses disappear overnight.
When other players DDoS NPC servers, the HDD damage wipes every virus file. The NPC resets its hardware on the timer, but the viruses don't come back. That's why your income drops randomly.
1
Check viruses regularly
Popular mission-target NPCs lose viruses frequently. Check your Hacked Database and reinstall missing viruses.
2
Avoid mission NPCs
Level 1-3 Mission NPCs are DDoS'd most often. Riddle Trail and Regular NPCs tend to keep viruses longer.
3
Check hardware first
Use Analyzer before placing viruses. If hardware is degraded (CPU/NET way below normal), it was recently DDoS'd. Earnings stay reduced until it resets.
4
Spread wide
Don't concentrate viruses on a few servers. Spread across many NPCs so a single DDoS wipe only takes out a fraction of your income.