I've been trying out this Infernape set on my stall team, and it works fairly well as a wild card. The crux of the set is Slack Off, a move that is almost always overlooked. This stallbreaker Infernape counts on the fact that many stall teams count on residual damage to kill Infernape, and uses the switches he forces to get time to recover.
@Life Orb
208Atk/108 SpA/192Spe Naive
-Close Combat
-Overheat
-Slack Off
-U-Turn
The moveset pretty much speaks for itself. Close Combat and Overheat are very powerful STAB moves. Slack Off is for recovery. U-Turn is for when you don't feel like predicting and want to get some decent damage off. U-Turn also deals hefty damage to common Infernape switch-ins.
Some Damage Calcs:
Overheat vs Standard Resttalk Rotom-A (252/136)
271 Atk vs 284 Def & 304 HP (140 Base Power): 187 - 222 (61.51% - 73.03%)
This is is a 2HKO half the time even after the attack drop without Stealth Rock in play, all the time with Stealth Rock. So much for spin blocking.
Overheat (-2) vs Specially Defensive Skarm (252/252)
135 Atk vs 239 Def & 334 HP (140 Base Power): 222 - 264 (66.47% - 79.04%)
Even at -2, Overheat still manages to cripple even specially defensive Skarmory, giving an easy Overheat+CC kill.
U-Turn vs Spinner Starmie (136/156):
296 Atk vs 245 Def & 295 HP (70 Base Power): 158 - 188 (53.56% - 63.73%)
U-Turn vs Latias (0/0)
296 Atk vs 216 Def & 301 HP (70 Base Power): 180 - 212 (59.80% - 70.43%)
Common switchins to Infernape get wrecked, and you get a free switchin to a counter too.
Stone Edge, Thunderpunch, HP Electric, HP Ice, and a load of other moves can go in the last slot, depending on your needs. Stone Edge hits bulky Salamence and Gyarados for about 50%, while HP Electric and Ice are guaranteed OHKOs on their respective targets after SR. Thunderpunch hits Tentacruel for about 70%.