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As you may have noticed, rulers take a LOT of extra turns.
The frost bomb. When under its effects it cancels out several ruler reactions, a perfect chance to get the above status effects on it.
This is also one of the reasons I like to play with the Alien Rulers DLC selected directly. This way I will fight a giant snake monster (plus all the others) when I want to, not when the game wants me to.
Although it's not a great idea to base a plan around it, they aren't immune to repeaters.
The Bolt Caster has an unlisted effect where it's chance to stun, which will also eat into a rulers reactions the same as being frozen, is far higher on a rulers than other normal targets.
Free actions don't result in ruler reactions.
And finally, the pièce de résistance.
As mentioned above Alien Rulers can only get out of the frost bombs frozen effect (or being stunned) if your people take actions.
So if you do nothing but free actions, then just keep hitting skip turn until your free actions recharge you can cheese your way to victory so hard Parmigiano-Reggiano will feel softer than brie.
Rulers only get a reaction when they have vision of your guys getting a turn (I understand that wasn't the case at some point but has been for a long time now).
This means you can lob grenades from out of sight without activating reactions, but more importantly snipe with Squadsight. Plink away from 40 tiles with a spotter Reaper and you can lower the Ruler's health until it is just about to flee, then ambush it.
Fun and interesting encounter like that? No one will be writing songs about it. But this is XCOM and we're in the alien exterminating business; If they can't figure out where I'm shooting from, that is their problem.
BTW, if you use gas grenade on them, they may choose not to move
Which is why posts such as 'they are not hard' are pointless.
They are hard to fight and they remain hard to fight ... till you outgrow them and they are not.