As tiedyedvortex has already locked down the powerful standard usages of this card, I will instead be looking at the unique interactions this card enables. No promises that said interactions are actually good or useful.

Bullfrog can bounce the Runner onto a remote server of your choice unexpectedly. I don't need to tell you how dangerous this is against a Jinteki deck. Plain and simple, if Bullfrog fires during an Offer run the Runner is playing a psi game to avoid losing to your triple-advanced Project Junebug. Of course, getting Bullfrog to fire is not easy, but it's the only way I know of to move the run to a remote server instead.

Space Camp is a cheap import, fires from Archives, and adds advancement tokens. Forcing a Runner into three of them is like fast advance! Even just two will let you score 3/2s. Award Bait has the same effect if you're willing to splash this into NBN. This is the only way to fire those cards on the corp's turn, letting you exploit the advancement counters before the Runner can even consider running whatever they're sitting on.

Tagging ICE and traps. Sadly, Data Raven doesn't work because they can end the run as part of the "when encountered" ability, which is not the same thing as jacking out. However, if your ICE can tag the Runner or they hit a Snare! then you have two more clicks to exploit the tag before they have a chance to clear it normally. Snare in particular is incredibly dangerous if you've got Scorched Earth sitting around, and is about the only thing for which this is better than just using SEA Source.

Janus 1.0. Nuff said. No clicking through on the corp's turn. Of course, this thing is horrifically expensive to rez and should probably be pre-rezzed using some trick or other, in which case no sane Runner will actually faceplant into it. So it's useful for forcing the Agenda point, at least. If you can actually get the 19 creds to both play this and rez Janus set up without falling so far behind that Janus is breakable the old-fashioned way, then more power to you. Go find yourself a couple Neural EMPs and finish them off.

Lockdown locks out card draw on the Corp's turn. This prevents a number of flatline defenses such as I've Had Worse from triggering while you kill them with whatever else you have on hand.

Shiro combined with an Offer on R&D has the potential to be extremely deadly. If you put a Snare! up there then they'll be forced to access it TWICE: Once when Shiro's second subroutine fires, and once when the actual R&D access happens. Credit-intensive (4 for Offer, 6 to rez Shiro, 8 to fire both Snares), but 6 net damage is 6 net damage.

Naturally any use of this card has to be able to use the Agenda point or there's no reason for the Runner to accept. But that doesn't necessarily mean you have to realistically threaten to score out! Enforcer 1.0 and Archer are powerful Sentries that are well worth spending an additional four credits to rez in lieu of an actual Agenda, and will make accepting future Offers much more dangerous, especially Enforcer which doesn't even end the run and can't be clicked through during the Offer.

After hitting snare with the Shiro, the runner will just trash it. They won't hit it again. —
True, although Shiro does let you see top three. Actually that could lead to some interesting mind games given that if they trash the Shiro card they instead access an unknown card below it...so, for instance, you put a Shock on top and they can trash it but if they do the next card might be worse. —
Yeah that would be cool! —
IQ

IQ

The first thing that springs to mind when considering this ICE is getting a big hand when it's being encountered. Panic Button is the obvious combo, and placing that and this on HQ can lock out a lot of fixed-strength access attempts and let you pay creds directly into your HQ defense to keep the runner out or at least tax them on a one-for-one basis (worse if their breaker is inefficient!). However, there's one big problem with this: D4v1d, which doesn't care if your ICE's strength is 5 or 50 and can crack this for a single counter if it's at 5+.

Thus against runners using D4v1d, we look to IQ's other possible benefits. One is getting a high strength Code Gate rezzed for cheap. Simply pop it up with little to no cards in HQ, then draw up. It helps that Jackson Howard is used by basically everybody and can click your hand up to 5 quick-smart the turn after rezzing, but there are problems with this approach (most notably, how are you handling any Agendas you've drawn? Keep them in HQ and hope they can't hit them while your hand is small? Dump them to Archives? Install them? Jackson helps with these things, but you have to trash him which means he's not available to draw back up after you rez)

The last approach, and I think the most interesting one, is to use IQ as a tuneable piece of ICE. You can rez it as a 5 cost 5 strength Code Gate, then let it drop to 4 when D4v1d shows up. Or do the reverse, bumping it up to 5 when Atman gets installed at the common 4-credit point. Do a triple install first turn and rez it for 3 to keep out runners with no Decoder, then let it grow bigger again to dodge the Yog.0 they searched out to handle it. The last option is particularly notable as you end up paying 3 for a 5-strength ICE, which is fairly nice.

Overall, this obviously fits best in a deck that naturally has a lot of hand size control (which generally means you can afford a click here or there to draw and/or have specific card drawing tools). If you can manage that, the ability to tweak the strength both up AND down combined with the potential for a discount rez can make IQ worth considering. It's one of those ICE that really needs the right deck to already be working WITHOUT it and then mostly serves to augment that deck, though. And watch out for accidentally milling yourself or filling up Archives/HQ with Agendas by mistake.

Lastly, look into a partnership with Errand Boy. It's a positional setup, sure, but both ICE are useful on their own and any Errand Boy subroutines that fire add strength to the ETR that will be firing off on IQ, meaning the option to just ignore Errand Boy is drastically diminished.

Executive Boot Camp lets you rez when you have few cards in hand and even gives you a discount as well. —

You know what I like about Chameleon?

It breaks Turing, Swordsman, and Wraparound all in one program.

It's an excellent complement to an AI breaker, is what I'm saying. Shaper Overmind can make good use of it, especially since it can be employed early game before Overmind comes out, do some breaking, then vanish and stop eating up MU that your Overmind will need when you install it. Alpha/Omega builds find it nice, potentially breaking middle piece ICE, covering for the AI stoppers above, and doing work early game. And of course any build using the old standby of Atman for 4 conveniently has Chameleon to break all the stupid 3- ICE sitting around and D4v1d for the 5+ stuff, producing a {3-/4/5+} breaker suite instead of the usual {Decoder/Killer/Fracter}. Wacky!

In summary, by virtue of coming down early and knocking out all the AI stopper ICE, Chameleon is an invaluable tool for AI breaker decks that will both get you past AI stoppers and get you into servers before your AI is online.

Maybe I'm missing something, but this Chameleon has a hard time with both Wraparound and Turing, if the latter is on a remote. Since you aren't actually making Chamelon into a fractor, Wraparound still has its strength. —
...aaand I can't edit or delete this reivew. Oh well. D4v1d can break Turing on remotes and is a nice tool to have alongside AIs anyway to prevent the costs spiraling out of control (and Turing on centrals isn't necessarily out of the question), but yeah being unable to get through Wraparound makes this a hell of a lot worse than I thought it was. A lot of AI decks will just prefer to use regular secondary breakers over this. I really hate how I can't edit the review now, it might end up misleading people and it DEFINITELY makes me look like an idiot :/ —
I use LLDS + London Library to turn Overmind and Chameleon into monsters. —

So. Endless Hunger is not an AI breaker.

The practical side of this interaction is saving four MU and being able to use a standard breaker suite but then "oh also I've got this ETR breaker I can feed my exhausted counter-based breakers and other cards to". Given how overwhelmingly powerful Endless Hunger is, the ability to use it in concert with standard breakers without having to go overboard on +MU effects is actually pretty nice. It can save you a lot of credits in the long run if the corp has enough ETR subroutines sitting around and you have a few exhausted or disposable cards, and a one-of in a Shaper deck already running Dinosaurus can be a nasty surprise if you bring it out at the right time.

It's definitely janky (Hunger is basically not going to be usable unless you have Dinosaurus available to host it on and it makes your console a huge target if the corp has ANY way to destroy it), but the raw power can allow you to do some ridiculous things especially if you deploy it late game and just devour the rest of your board for a series of game-winning accesses that were completely unfeasible before now (That's a nice Curtain Wall you have on your scoring remote there...), and the cost of inclusion isn't too high if you're already using this console for other things and you have tutors to fetch Hunger when it's actually necessary so you only need one of it.

The FUN side is having a 13-strength icebreaker that basically amounts to Dinosaurus becoming possessed by Apex and devouring puny ICE. OM NOM NOM!

Much of this also applies to Leprechaun —
Not the 13 power! (More seriously, Leprechaun is a reasonable alternative and that's why you only really do this if you're already using Dinosaurus or don't want program vulnerability) —
I actually really like this. I think it's actually a better option than Leprechaun provided you have the credits for it. One of Apex's (many) unfortunate downsides is that it has a very difficult time dealing with "Trash a Program" subroutines. Hosting Endless Hunger on Leprechaun is cheaper, but if you facecheck an Ichi 1.0 or Rototurret early game before getting your rig set up, you've just lost your Daemon and breaker. Hardware is still the most difficult part of the Runner's board to trash. Power Shutdown is probably the most common hardware trasher and the Corp is looking at spending 5 creds to trash it. And even then, worst case scenario, you trash Endless Hunger and go grab another. Dinosaurus is the same influence, just a bigger credit and tempo hit, but it frees up a whole rig's worth of memory and has a bit more permanence. I would probably rather go with Dinosaurus and throw in Modded. Cool idea! —
Corp trashes 5 cards, not spends 5 credits. :) cause that's how Power Shutdown works... —

All-nighter is an excellent partner to this card. You can squeeze in an extra run if one of your central runs fails for reasons you can overcome on a second attempt, and perhaps more impressively you can score two of these in one turn! It's like Runner fast advance. Other stuff like Stim Dealer can do the same job, but All-nighter is in-faction and does exactly what you need it to and no more. If you're going to do this though, you probably want some other way to abuse having five clicks in one turn.