I am going to echo @DetroitLolcat on Magic Bounce. I think it gives us way too much and is more likely to turn us into a hazards counter than anything else. Yes, it does let us get off our Belly Drum better, but after that nothing can force you out. You can't be paralyzed, burnt or phazed. The only stuff that is going to beat you out is hugely offensive/fast mons. I really don't think this is something we want/need. It gives us *way* too much. With our typing people WILL use it as a defensive pivot as opposed to a hard working physical killer. Sand Rush is pretty strong, I did some testing with Nyttyn and it was exceptional with Roost (I'm just basing it off it being Flying typed...). I'm not sure if tying us to a weather is a good move though (But being Steel typed we are inherently leaning towards it being used in rain to help mitigate the fire weakness). Sand Rush would give us an alternative weather to play into/with. I was using Skarmory as a test bed, so I had its ridiculous univested defences and was still taking pretty big hits from Tyranitar. Intimidate I think I like more than anything else at this point. It helps us switching in and tanking a hit (assuming reasonable defences). The speed boosting abilities seem nice, but I am not sure if any fill the criteria we actually want. Magnezone isn't scared of us even with Motor Drive (nearly 3/4 run HP Fire) and unless we switch into a Volt Switch chances are we lose either way. Assuming reasonable bulk, base 100HP/80 Spcl Def takes way over 60% from HP Fire with no investment. I like the sound of Water Absorb, mainly because it lets us switch into locked water moves (which are surprisingly common). It pretty much forces the foe to switch out giving us our free belly drum if we go that route.