Okay, I've written up some things. Credit would be nice, but not needed. You can simply copy + paste to your post if you want.
Dream World Ability: Poison Heal
Ability Characteristics:
When this Pokémon is poisoned, whether Toxic or regular, it heals 1/8 of its max HP at the end of each turn instead of taking damage.
Pros:
With Toxic Orb equipped, gliscor heals twice as fast as it would have with leftovers AND gains immunity to every other status effect. Gliscor's longevity lasts well... longer, and would become a much better physical wall. It still retains its typing and roost, as well as taunt and possibly stealth rock. If you're feeling lucky, you can still put leftovers on gliscor and switch into an opponent's toxic if you'd like. Apart from ability and item, movesets can remain pretty much the same.
Cons:
Almost nothing. Gliscor has almost nothing to lose by switching from Hyper Cutter/Sand Veil to Poison Heal, besides their effects of course. One other con is that it has to wait by the end of the first turn to be poisoned by the toxic orb. This gives the opponent one chance to kill gliscor or hit it with another status effect such as sleep or burn. If you have heal bell or aromatherapy on your team, then you will have to wait another turn next time you send out gliscor.
Dream World Ability: Damp
Ability Characteristics:
If a Pokémon uses Self Destruct or Explosion while this Pokémon is out, it will fail. While a Pokémon with this ability is in battle, damage from Aftermath is prevented.
Pros:
Swampert is no longer explosion bait! It is the perfect counter to non-HP grass heatran and non-grass knot metagross! It can also be a great tank against pokes that can't do significant damage to it besides explosion or self destruct. For example, snorlax, gengar, etc. Stat boosters can be phazed out via roar.
Cons:
Aside from losing torrent to give waterfall or surf an extra punch, nothing.
Dream World Ability: Iron Fist
Ability Characteristics: The power of Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, DynamicPunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, and ThunderPunch is increased by 20%. It does not power up Sucker Punch.
Pros:
Infernape's only real use is to power up ThunderPunch, Fire Punch (still outclassed by flare blitz), and Mach Punch. Thunder Punch and Fire Punch would have Base power equivalent to 90, while Mach Punch will have it up to 48. Fire Punch is now a more useful alternative to Flare Blitz, for those who don't like recoil, with a more respectable base power. Drain Punch gets special mention as well, boosting up to 90 BP, but is silly to put it on something as frail as infernape.
Cons:
Close Combat isn't powered up. It loses Blaze, to give fire blast/flare blitz an extra boost when on low health.
Dream World Ability: Drizzle
Ability Characteristics: When this Pokémon is brought out, a permanent rain covers the battlefield. It can only be removed by bringing out a Pokémon with Drought, Sand Stream, or Snow Warning, or by using Sunny Day, Sandstorm, or Hail.
Pros: Awesome Rain abuse. Politoed is on the same boat as ninetales, with STAB water attacks in the rain instead. Infinite rain teams will now be accessible without kyogre, and will see a rise in usage. It also shares a sleep move in the form of hypnosis. It has decent special attack to spam surf. Good defenses allow it to take hits, and live a non-stabbed super effective hit. It has support moves in the form of refresh, perish song, encore, and helping hand in doubles/triples.
Cons: Politoed now loses that awesome immunity to water attacks, and healing it at the same time. Even though it resists water attacks, it will now do a little more damage to politoed in the rain, but that shouldn't be a big issue due to it's good special defense. It loses damp too, but it's outclassed by water absorb either way.
Dream World Ability: Solar Power
Ability Characteristics:
When Sunny Day is in effect, this Pokémon loses 1/8 HP per turn, but Special Attack is increased by 50%.
Pros:
When in conjunction with groudon or drought ninetales, charizard is a real powerhouse. It has a respectable 100 base speed as well as a good 109 special attack. A fire attack, under the sun, with solar power, coupled with life orb is going to hurt anything not immune to it. It's even gonna dent blissey a bit even with flamethrower. Solar Beam also rounds out coverage, with a no-recharge turn as well, and a boost from solar power. Air Slash and Hidden Power Electric/Ice can go in the final slot. You can also make charizard fully physical or mixed with dragon dance, making it faster in the process.
Cons:
Expect charizard to die quickly. Very quickly. Solar power makes it lose 1/8 of its HP a turn. Life orb will make it lose 1/10 of its HP per attack. Stealth Rock will strip away 50% of its HP everytime it switches in. Charizard's only hope is if stealth rock isn't a move tutor, because if it is, life will be hell for it without a rapid spinner. Charizard also loses health via recoil if you go physical with flare blitz. Charizard is not fast enough to kill a few pokes without choice scarf as well. Dragon Dance solves this problem, plus you can make it physical or mixed.