Ability: Anticipation/Overcoat-> Insulation (User heals 1/4 max HP when hit by Ice moves; immune to Ice).
Atk: 114 (+35)
Def: 130 (+25)
SpA: 79 (+20)
SpD: 95 (+10)
Spe: 46 (+10)
New Moves: +Leech Life, Rapid Spin
Description: Wormadam-Sandy uses the power or Mega Evolution to heat up the sand it surrounds itself with, providing in a layer of insulation against the frigid attacks of beasts like Mamoswine and Weavile. Sandydam pairs this unique defensive quirk with Sandy's natural Electric immunity and Ground resistance to build a quite respectable defensive profile in conjunction with its solid physical bulk and limited recovery thanks to its ability and new STAB Leech Life, which also allows it to take advantage of Grass types that would like to come in on its STAB Earthquake. Sandydam can use its top-like figure to make use of Rapid Spin, which allows it to take on many common hazard setters alongside its Ground resistance and potentially even set its own Rocks or spread Toxic. Mega Sandydam also pairs nicely with Alomomola, which can bolster its longevity with Wish and tank scary Fire and Water attacks while Sandy covers its Electric weakness.
Ability: Aftermath/Unburden/Flare Boost-> Flammable Gas (User's attacks are critical hits if the target is burned).
Atk: 110 (+30)
Def: 49 (+5)
SpA: 125 (+35)
SpD: 69 (+15)
Spe: 95 (+15)
New Moves: +Burning Jealousy, Heat Wave
Drifblim is dependent on hot gases to stay afloat, and in Mega form that gas becomes potent enough that it can erupt at the slightest spark- such as an opponent's burn. A Ghost like Drifblim is decently equipped to make use of such an ability between a monstrous STAB Hex and its own ability to spread burns with Will-o-Wisp, though it also appreciates Scald support. With this power Mega Drifblim can serve as either an annoying midgame tank with Strength Sap, pairing with burn to sufficiently compensate for its low Defense, or a terrifying late-game sweeper with Calm Mind, utilizing coverage like Thunderbolt to tear through bulkier Waters or HP Fighting to decimate threats like Weavile and Bisharp on the switch. Mega Drifblim also has the tools to succeed in Doubles, with Burning Jealousy allowing it to spread even more burns, Heat Wave as an additional spread move that can pack quite the punch on burned opponents and classic options like Tailwind, Imprison and Strength Sap.
Ability: Dry Skin/Solar Power/Sand Veil-> Weather or Not (While weather is active, user and allies are immune to any moves which match the weather.)
Atk: 70 (+15)
Def: 72 (+20)
SpA: 124 (+15)
SpD: 134 (+40)
Spe: 119 (+10)
New Moves: None!
In the spirit of how weather- centric Heliolisk is, Mega Heliolisk becomes a flexible weather partner with its new ability Weather or Not, adding a layer of defensive utility to weather teams thanks to key immunities, notably preventing Rain being counterswept by opposing Waters or Sun being counterswept by nuclear Fire moves. This also ironically makes it a great anti-weather Mega, stifling scary Water, Fire, Ice or Rock moves with enough special bulk to take other common attacks from special weather abusers; it especially excels in or against Rain thanks to resistances to Thunder and Hurricane while also throwing out Thunders and Surfs of its own. Regardless of "weather" it fights for or against weather abusers, Heliolisk naturally packs the movepool to counter them: Weather Ball to pair with any weather, Volt Switch/U-turn for momentum, Glare to cripple weather-based speedsters and coverage like Surf, Focus Blast and HP Ice. Mega Heliolisk especially benefits in Doubles, where weather is even better, packing useful utility like Discharge and Electroweb while also shielding its ally with its ability, which is especially appreciated by Ground type partners who can take advantage of a potential Water or Ice immunity while they let Heliolisk more freely spam Discharge.