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shouldent the viability rankings of different mons remain largely the same in singles and doubles of a format? the mons available dont change so why does viability change?

for example, in sv doubles both armarouge and ceruledge are UU mons while in singles ceruledge is OU while armarouge is RUBL
why is this so?

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All there really is to be said is singles and doubles are very different. This is an expected outcome.
what are the ways that they are different in that cause viability of mons to increase or decrease
Certain moves and abilities are much stronger in doubles compared to singles. For example, Incineroar is a doubles staple because it gets Fake Out + Intimidate + Parting Shot. But that combo isn't very important in singles, so Incineroar is much worse and there'll be no meta forming around good matchups against it etc.
i guess you could make that an answer
Fast sweepers like Espathra and incarnate Landorus tend to be a lot more broken in singles because they can't be double targeted.

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Best answer

There are a bunch of reasons why a Pokemon can be good (or totally broken) in one format and totally useless in the other one. Here are some of the more common reasons.

Mechanics that work only in doubles (follow me, helping hand, pollen puff, etc.)
This one's pretty obvious. If a Pokemon is good because of one of these mechanics, it's going to be a lot worse in singles.
Examples: Amoonguss (rage powder), Tatsugiri (commander)

Temporary field effects (screens, tailwind, and trick room)
These moves tend to be a lot more useful in doubles because 2 of your Pokemon can abuse them each turn. This most obviously benefits the setters, but the abusers are also better in this metagame.
Examples: Alolan Ninetales, incarnate Tornadus, Diancie

Intimidate and guard dog
Intimidate is obviously good in singles, but in doubles, it affects both opponents, and both of your Pokemon can get a free turn when an opponent tries to switch out to reset its stats. Intimidate is common enough that guard dog becomes an actual reliable strategy.
Examples: Incineroar, Okidogi

Arena trap
Trapping and checking one opponent is much easier than trapping and checking 2 of them at the same time. Earthquake also does less damage in doubles. Note that shadow tag is still banned in doubles OU, likely because shadow tag Gothitelle has better stats and moves and can check a non-zero amount of threats.

Fast pivots
One common strategy in singles is switching a fast pivot into whichever Pokemon can check your opponent. This strategy is worse in doubles because it's easier to double target a switch-in and more difficult to check 2 opponents at the same time.
Examples: therian Tornadus, Cinderace, Palafin, baton pass, shed tail

Hazards and hazard control (rapid spin, defog, court change, and magic bounce)
Because double battles are shorter and switching is less common, hazards tend to be less useful. Hazard control is consequently also less useful.
Examples: Hisuinian Samurott, Cinderace, Corviknight, Hatterene, Iron Treads

Frail sweepers
Sweeping is easy in singles, as a sweeper can keep itself safe just by outspeeding and knocking out opponents. In doubles, there's one more opponent that could check you and spread moves are weaker, so sweepers often need more support (fake out, follow me, intimidate, etc) in order to work.
Examples: Deoxys, sky Shaymin, Iron Valiant

Walls and defensive pivots
Walling is also easy in singles, as you can switch in a Pokemon that walls all your opponent's attacks and then proceed to enjoy your free turns. If the wall also has a pivoting move, it can take a hit and then safely switch to a frailer teammate. Walling 2 opponents in doubles is much more difficult, especially if one is a physical attacker and the other one is a special attacker.
Examples: Galarian Slowking, Moltres, Gliscor, Alomomola, Corviknight, Pecharunt

There's a few other Pokemon, like Ceruledge and Great Tusk, that are useful in singles and useless in doubles for more complicated reasons.
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Really good answer, I'll add a few things:
- Weather is an important example of temporary field effects. Setters and abusers are among the top threats in most doubles formats. In singles (at least in SV), due to the longer game length, there are fewer abusers who can justify running weather at all so the archetype is more niche/restricted.
- Frail sweepers are definitely better in singles, but frailty is still a bad thing. No frail sweepers are top threats in SV OU. Instead you have sweepers like Gambit, Zama, Hatt and Dnite which add defensive utility. Even Iron Valiant is boosting SpDef and has a decent defensive typing. Generally, frail sweepers belong on HO which is a restrictive archetype.
- Slow pivots are also a common strategy in singles, arguably more than fast ones. Glowking, Alo, Pecharunt are the perpetrators here, it's not just because they can wall you. Better examples of walls might be Blissey, Gliscor, Toxapex, Corviknight who are the staples on stall, an archetype that doesn't really work in VGC.
I don't know as much about VGC, but it seems like weather isn't that much better in doubles OU than singles OU. Also Deoxys and sky Shaymin aren't top threats only because they were banned.
For example, in DOU Torkoal has 15% usage while in OU it has 2%. It also co-occurs with other temporary effects e.g. TR, which is basically unheard of in singles.
sowwy i dident select this earlier i wasent on db great answer tho this explains alot to someone who is good at singles but not doubles and vice versa