While Big Bosses have been cropping in the game steadily since the introduction of Apoqliphort Towers, the need for a deck to have its bases covered hasn't been more apparent since the introduction of Kozmo Dark Planet. Now, this isn't to say any of the Big Boss monsters are broken or too hard to deal with; most (if not all) have distinct weakpoints and shortcomings that can be exploited. However, I have been hearing and seeing quite often players that are unable to deal with these monsters simply because their decks are unprepared for such situations. So, what can you do to prepare your deck for different situations?
One of the biggest issues a deck can have is being approached with situations that they cannot answer. So, if you're building a deck and want to know "Well, what bases do I need to work towards covering to ensure this happens not nearly as much as it should?" I'm glad you asked; here are possibly the most important bases to cover when building a deck to ensure you have answers:
Destruction Removal - Possibly the easiest to cover and the most commonly covered; this is a means to remove cards from the field without conducting battle. Commonly covered with most S/T removal cards or Raigeki. Most decks have removal options built into the Extra Deck and/or monster plays.
Monster Effect Negation - Another very common base to cover; some monsters can have troublesome effects to deal with (such as Majesty's Fiend), and hitting the "off" switch is all you can do. Commonly covered with Breakthrough Skill, Forbidden Chalice, Fiendish Chain, or Phantom Knight's Fog Blade.
Non-Targeting Removal - An easy base to miss. It's important to remember that a lot monsters have protection against effects that target; which happen to be a lot of the most common forms of negation and removal effects. Most of these monsters can simply be beaten over, but in a lot of cases you will need something to dodge that protection. The most common form of non-targeting removal is Raigeki; however most Extra Deck pools have access to one or more cards that are able to accomplish this task. Simply know your options and know to make sure you can answer these situations. Cards such as Number F0 can assist in bypassing these monsters altogether and using them against your opponent.
Non-Destruction Removal - This means any effect that removes a card from the field without destroying it. A lot of cards will have destruction-protection or have effects upon destruction that you want to avoid, and if you're unable to beat over those monsters you can always look to these effects. Most common forms of Non-Destruction Removal include Castel, Compulsory Evacuation Device,
Non-Targeting/Non-Destruction Removal - A hard niche to fill; this includes any effects that neither target nor destroy the cards you wish to remove; yet still remove them from the field. A difficult niche to fill, as these removal effects are some of the most powerful. Examples include cards such as Ignister Prominence and Number C9; however, decks that are unable to cover both of these bases can still resort to something such as Utopia the Lightning to simply smack it really hard.
A Fat Beatstick - Possibly one of the most important niches to fulfill. Yugioh as a game has seen plenty of cards introduced that are immune to all forms of the above removals and can simply only be beaten over. As it stands right now, a deck should strive to see if they have any plays that are able to achieve monsters with 4000 or greater attack. Greater is preferred; the fatter the better. The most common raw beatsticks include Utopia the Lightning; however, many decks have access to in-archetype means to achieve these larger stats and most Extra Deck pools have access to something that's able to hit the opponent really hard. If your deck is unable to achieve this level of beatstickery, you may need to consider siding for these situations.
Other forms of removal include Forced-Tribute-Removal, using cards such as Kaijus, Lava Golem, or Chimeratech Fortress Dragon to forcibly use your opponent's monsters as cost for the summon of your own card. Most of these forms of removal, however, are rather inconsistent with most decks and can harm your deck's overall function. If you insist on needing something such as this but don't run a deck that can use them well as a part of their strategy; leave them to the side deck.
Understanding what you're going against is the most important aspect of dealing with these threats, and can allow you to deal with them in more effective manners and be prepared for their impact. If you know a card's weaknesses, you can exploit them. Currently, this list will only comprise of the most common, legal main bosses. Cards such as Zushin or Obelisk will not be covered due to either their quality, or lack of relevancy. OCG and TCG exclusives will both be included and talked about. In order from weakest to strongest of the most infamous of Big Bosses:
Ultimate Falcon stands as the weakest of the main Big Bosses not because of the quality of its effects, but overall what it brings to the field. Ultimate Falcon has the ability to cause burn damage and weaken monsters on the opponent's turn, as well as having its own pro-active stat-reduction effect, effectively creating a ceiling of 4500 or greater needed to beat over it. However, most importantly, Ultimate Falcon can be revived with normal card effects from the Graveyard, creating one that can recur often.
Ultimate Falcon's effects depend upon its Xyz Materials. The most common form of summon him leaves him with only one material; meaning that it gets only one shot to reduce a monster's stats pro-actively, and after that material's lost they lose the End Phase burn effect as well. The ability to bait this effect once reduces the maximum ceiling for Falcon's removal from 4500 down to 3500. The other weakness is that this stat reduction effect does nothing to remove your cards or really disrupt your plays. On an empty field, a single Utopia the Lightning will go unanswered and be able to deal with this boss handily. Or, if you can't use Utopia the Lightning, any card with 4500 or greater stats will effectively deal with this threat regardless of its effects.
An OCG exclusive, so you will not have to deal with this card if you're only playing with TCG cards. Superior Dora, with weaker attack stats than Ultimate Falcon at only 3200 but a whopping 4000 defense, may seem harmless with only the ability to protect one monster on the field, but looks can be very deceiving. Superior Dora's most common form of summon makes use of Heavy Freight Train Derricrane, which includes destruction removal on top of Dora's protection effect that can be activated during either player's turn. Not only that, but don't let the protection effect deceive you; it can be used on the opponent's monsters to prevent cards like Rank-Up-Magics, Mask Changes, or any stat-booster effects from accomplishing what you want them to do. The ability to decide when to protect itself also allows the card to benefit from stat-boosting cards such as Number 35 when the controller so wishes. Harmless at first, Dora becomes a fr(e)ightening tool in the right hands. Dora's other big advantage is that it's incredibly easy, consistent, and cheap to summon; simply removing one does not necessarily mean you're out in the clear just yet.
Dora's effect is a trigger effect; meaning that if you have something to chain to its activation (such as Effect Veiler, Ghost Ogre, Breakthrough Skill, etc.) then you're in the clear for negating its effect and removing it via any means necessary. However, don't forget Derricrane's inclusion, and be careful not to fall prey to its ability to remove during your turn. Be careful what you play, when you play it, and how you play it.
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing "Kozmo" monsters from your hand whose total Levels equal 10 or more, and cannot be Special Summoned by other ways. Cannot be targeted by your opponent's card effects. During either player's turn, when a Spell Card is activated: You can banish 1 "Kozmo" monster from your Graveyard; negate the activation, and if you do, destroy that card. If this card is destroyed by battle or card effect and sent to the Graveyard: You can banish this card from your Graveyard; add 1 Level 9 or lower "Kozmo" monster from your Deck to your hand.
Dark Planet, with its strong stats and its Naturia Beast effect, compensates for its minimal protection (Targeting effects only) with strong on-field presence. Dark Planet is not a force to be reckoned with, and can immediately take control of a game if you're not prepared for its impact. However, be careful for other monsters that the opponent may include with this monster.
Dark Planet is completely vulnerable against Monster Effects that do not target. Cards such as F0 are able to take full advantage of this shortcoming and turn Dark Planet against its owner. As well, Dark Planet is unable to negate Trap cards; but remember that it cannot be targeted. Hold onto your spells, and rely on your monsters to carry your through this encounter.
Easily the strongest of these monsters, and the most frightening. Great Magnus boasts a wide range of very powerful effects; from its own immunity, to its quick-play non-targeting non-targeting removal, to its ability to shut you out of adding cards from your deck to your hand with card effects. Magnus is incredibly strong and difficult to deal with, but that's not to say it's impossible...
Magnus has a few weaknesses, and the most obvious is this: It's vulnerable to the effects of Super Quantum cards. This is significant because the cards Aeroboros and Magnaliger are both completely generic in their requirements and are both capable of dealing with Magnus's presence. However, there's the issue of Magnus's ability to spin your monsters back without any worries. Believe it or not, there are downsides to this effect. For one, this effect can only be activated during the Mainphase, leaving the Battle Phase completely open. Cards such as Honest and Juragedo are difficult to expect and prepare for, and can lead to a premature Magnus death without that player able to do anything. As well, Magnus takes a lot of commitment and can be an easy monster to expect. Hitting the Quantum Field Spell is very important, but if you're unable to do that you can use traps to remove its individual materials in response to the Field Spell's effect that summons Magnus. Magnus will still be summoned, but this will mean that Magnus will be summoned with potentially dramatically fewer materials, making him much easier to deal with. Finally, Magnus's effects depend completely on its Xyz Materials; this means that his spin effect has only limited uses and can be detrimental to the monster's ability if used too freely. A good Magnus player will only spin that which is a direct threat to Magnus's well-being, and this information is very important in knowing how to bait his effect and leave him in a relatively vulnerable state. However, remember this so as to not waste your deck's options to out him before you know you're free to do so.
The Kaijus have been left out as options to deal with these cards because the intention of this thread is to provide general strategies for dealing with these threats, as opposed to running specific cards that may hurt your deck's functionality.
If you have any questions or comments, feel free to say so below. If you're wondering what your deck can do to deal with these threats, post your deck here (a list will help, but not necessary. Don't clog the thread; if you can just link to a list that is much more preferable) and I can help you find specific means of dealing with these cards.