Our job is to put things right again.
Odd Squad saves the day whenever something unusual happens.
Ms. O
Agent Olive
Otis
Owen
Agent Otto
Agent Olympia
Agent Oscar
Olaf
No overview available.
40 episodes
Olive and Otto must stop zeroes from disappearing before the missing zeroes destroy the town… and Otto turns into a baby. When odd things start happening to the Bears basketball team, Olive and Otto must set things straight before the big game.
Runtime: 30 minOlive and Otto must figure out how and why things are disappearing around town when all Otto wants to do is listen to a song by his favorite band, Soundcheck. Debbie from Debbie's Pizzeria has doubled... not once, but twice... creating four Debbies! When one of the Debbies go missing, Olive and Otto need to find her.
Runtime: 30 minWhen symmetrical objects become vandalized, Olive and Otto must figure out why. Olive and Otto are called in to help when objects and, eventually, people start disappearing inside an Italian restaurant.
Runtime: 30 minWhen a blob gets loose in Odd Squad headquarters, Olive and Otto compete against rival agents to catch it first. When people in town can no longer count down, Olive and Otto must uncover who is causing the problem and why.
Runtime: 30 minIn this Christmas-themed episode, Olive and Otto help Santa track down his reindeer when they are accidentally shrunk. Also, Oscar helps Ms. O get off Santa's naughty list by making sure the number of nice things she has done is greater than the number of naughty.
Runtime: 30 minWhen several of Oscar’s Oscarbots (robots made in his own image) become lost in town, Olive and Otto must help him find them. Otto and Olive must figure out why people in town are becoming plaid and striped.
Runtime: 30 minWhen Mayor Macklemore catches a case of the Sing-A-Longs, Olive and Otto must discover the cause before the Mayor sings his way out of his job. When a Ms. O from the past shows up at the office, Otto and Oscar must send her back to the day she came from or risk causing a time catastrophe.
Runtime: 30 minOlive and Otto are sent to Shapely Manor to investigate an odd crime with even odder people.
Runtime: 30 minWhen Olive catches a case of The Skips and goes missing, rookie agent Otto must solve his first case by himself. Otto rushes to finish a case so he can see his favorite magician, The Great Grinaldi, perform.
Runtime: 30 minWhen Otto accidentally releases 100 small furry creatures in headquarters, he recruits Oscar to help get them back before Ms. O finds out. In a flashback episode, Ms. O tells the story of how she defeated a villain called the Patternista back when she was an agent.
Runtime: 30 minWhen characters escape their books in the library, Olive and Otto must figure out how and why it’s happening and put a stop to it. When Ms. O’s important briefcase is stolen by a shape shifter, Olive and Otto must get it back.
Runtime: 30 minOlive and Otto battle Oren and Olaf for the best chairs at Odd Squad while Ms. O and Oscar run a top secret mission. Olive and Otto become concerned when they find out their Odd Squad test is being administered by Agent Obfusco - a mysterious agent who speaks only in word problems.
Runtime: 30 minWhen a miffed O’Brian won’t let Olive access the tubes, she has to solve the mystery of what she did to upset him. Olive tells Otto the story of what happened to Octavia's partner, Agent Oz.
Runtime: 30 minMs. O and her team will stop at nothing to win their very first Jackie Award. When Ms. O and Oscar accidentally switch bodies, Olive and Otto must set things right before the entire Odd Squad team finds out what happened.
Runtime: 30 minWhen Ms. O has bizarre side effects after being sprayed by a weird plant, Olive and Otto must travel around town finding the correct measurements of the ingredients for the medicine to cure her, all while keeping Ms. O's condition a secret from her. The only thing that can bring Ms. O’s old partner O’Donahue out of retirement is the very thing that put him there in the first place: a mysterious villain and a case that’s gone unsolved for years.
Runtime: 30 minDr. O takes the lead on the case of a strange medical crisis that causes chaos right in the middle of Odd Squad HQ. Olive and Otto help Ms. O host a lunch for some very important but easily offended guests.
Runtime: 30 minIn order to save humanity, Olive and Otto must locate a treasure chest that Oscar buried. The agents throw a surprise party for Ms. O.
Runtime: 30 minWhen the alarm system at Headquarters is triggered, Olive, Otto, Ms. O, and Oscar must avoid a series of booby traps in order to shut it off. Olive and Otto explain to Ms. O how a case went wrong, each in their own way.
Runtime: 30 minWhen a young agent in training gets lost in headquarters, Olive and Otto must find him before Ms. O finds out. Olive and Otto must stop Fladam, a villain with a vendetta against cubes.
Runtime: 30 minOlive and Otto have to crack a case in which a group of people have been turned into puppets. With the help of Odd Squad, Delivery Debbie and Delivery Doug must figure out why their food is disappearing.
Runtime: 30 minIn this half-hour episode, dinosaurs break out of the dinosaur room in headquarters and Olive and Otto must travel back in time to save the day.
Runtime: 30 minWhen Otto starts shrinking, Olaf leads Olive and Oren on a quest for the only known cure - the magical Growing Potato. Ms. O tells Olive and Otto the story of how she first joined up with Odd Squad.
Runtime: 30 minWhen the members of Soundcheck go missing, Otto and Olive must bring them back together in time for their big concert. When all of Odd Squad comes down with a case of the jinx, it’s up to Oscar and Dr. O to save the day.
Runtime: 30 minIn this half-hour episode, Olive tells the story of what happened to her old partner.
Runtime: 30 minA villain uses one of Oscar’s gadgets to cause destruction around town, which eventually leads to Olive getting kicked off the squad. Olive and Otto are called in to help when Polly Graph mysteriously quits her lemonade stand.
Runtime: 30 minOlive and Otto must find a way to stop Obfusco’s plant from taking over headquarters. When Otto gets trapped inside a video game it's up to Olive to rescue him.
Runtime: 30 minIn this half-hour episode, Odd Squad agents compete in Olympic style games to determine who gets to be Ms. O for the day.
Runtime: 30 minOtto and Oren compete for votes to become Captain Fun. Olive and Otto discover what life would have been like if Ms. O had assigned them different partners.
Runtime: 30 minIn this half-hour episode, the tube system breaks and Olive and Otto are left stranded in a dangerous forest.
Runtime: 30 minOtto and Oscar try to stop Olive from turning into a pirate. Oscar accidentally turns himself into a couch.
Runtime: 30 minChaos ensues when one of Oscar’s Oscarbots malfunctions. When Agent Ori’s first day on the job turns into a worst-case scenario, other Odd Squad agents share their own ‘worst first day ever’ stories.
Runtime: 30 minIn this half-hour episode, Olive goes undercover in a high-stakes “Rock, Paper, Scissors” game.
Runtime: 30 minIn the middle of summer, Olive and Otto must figure out why parts of the town are turning snowy and cold. Olive and Otto interrogate two suspects to figure out which one is innocent and which one is guilty.
Runtime: 30 minWhen the ball pit starts to overflow, Odd Squad must stop headquarters from being destroyed. Two of Ms. O's assistants accidentally find themselves on a mission.
Runtime: 30 minOlive and Otto must stop a villain who has turned townspeople and Odd Squad agents invisible. When Agent Obfusco’s moustache is stolen, it’s up to Olive and Otto to get it back.
Runtime: 30 minIn this half-hour episode, Olive is put on trial for causing oddness.
Runtime: 30 minOscar tells Olive about his early days at Odd Squad. Olive and Otto get trapped inside a board game.
Runtime: 30 minWhen the power goes out in headquarters, Odd Squad must figure out a way to control the temperature of dragon eggs. Odd Squad takes on a page-turner of a case at the local library, where books are mysteriously coming to life.
Runtime: 30 minWhen Olive and Otto get zapped into a comic book, Olive must use her knowledge of the comic book to escape.
Runtime: 30 minOlive and Otto face their biggest challenge yet.
Runtime: 30 minNo overview available.
35 episodes
In this two-part episode, agents struggle with a case while Oscar interviews candidates to run the Odd Squad Creature Room.
Runtime: 30 minOlympia, Otis, Oscar and Oona are accidentally transported to the future. Otis is asked to make a recruitment commercial for Odd Squad, however Ms. O proves to be difficult to work with.
Runtime: 30 minWhen things in town get covered in jam, the agents turn to Odd Todd for help. When the agents go to lunch, they struggle to relax and ignore the oddness.
Runtime: 30 minSecurity agents Owen and Ohio secretly provide backup on a case so they can have a pizza party. An unlucky coin is accidentally released to the public.
Runtime: 30 minA motley crew of villains storm into Odd Squad headquarters, but can't agree on a plan of attack. When a creature gets loose in headquarters, Oscar helps Ocean track it down, while Olympia and Otis try to keep Ms. O distracted.
Runtime: 30 minOscar takes some time off so he can attend Lab-Con--for the first time. However, someone is controlling the minds of all of the convention attendants except for Oscar, Miss O and Oona. No one's going to ruin Oscar's first Lab-Con. It's time that "Oscar Strikes Back".
Runtime: 30 minWhen a new room opens up in headquarters, all the agents want a piece. Getting a villain back to headquarters proves cumbersome when the tubes are down for maintenance.
Runtime: 30 minWhen every agent turns into a puppy, it's up to Agent Ohlm to save the day. Dr. O gets an odd illness called the Sillies.
Runtime: 30 minOtis discovers he's forgotten an important event in his partnership with Olympia. Now, with Oona and Ms. O providing assistance, he sets off on an odd adventure to set things right. The agents try to determine what kind of creature will hatch from an egg.
Runtime: 30 minOlympia and Otis work the Odd Squad Night Shift and find out that at night the squad works very differently. When Ms. O accidentally assigns Olympia and Otis and a rival duo to the same coveted case she sends them all to Coach O, who sets up a competition between the teams to resolve who gets the case.
Runtime: 30 minOtis and Olympia accidently release a virus that turns agents into cakes. Otis has to race to fill out his paperwork so he and Olympia can earn "employee of the month".
Runtime: 30 minWhen Ms. O's office must be repaired due to odd infestations, she cramps Olympia and Otis's style. Ms. O needs Otis and Olympia's help to track down her old partner O'Donahue.
Runtime: 30 minOona, Olympia and Otis try to escape from a time loop. A villain sets off a backwards bubble that causes everyone at headquarters to move backwards.
Runtime: 30 minOtis and Olympia accept a challenge to switch jobs with the maintenance department for a day. When Olympia and Otis get trapped in their computer, it's up to the Odd Squad Computer Department to rescue them.
Runtime: 30 minWhen Ms. O gets trapped in a mirror, an opposite Ms. O enters the real world. The agents try to resolve a disagreement between Ms. O and Oksana.
Runtime: 30 minIt's party time for all the new agents at Odd Squad. Delivery Doug needs help with an egg situation.
Runtime: 30 minAgents recall how a beloved gadget helped them. The agents bring someone with an odd problem back to headquarters.
Runtime: 30 minAll the agents want to be a part of Orchid's talent show. It's villain report card day at Odd Squad.
Runtime: 30 minA villain steals Ms. O's voice. The agents are called in to help when Ohlm and Orchid have problems working together.
Runtime: 30 minOona uses her Oonabots to fix an odd problem. Odd Squad must go undercover to recover a stolen gadget.
Runtime: 30 minDelivery Debbie goes undercover to stop a group of villains. When Olympia finds out Dr. O is leaving, she struggles to throw the best goodbye party ever.
Runtime: 30 minOdd Squad is haunted by a ghost. Owen and new recruit Ozlyn wait out a storm while transporting a creature.
Runtime: 30 minA special task squad may close HQ. Dr. O's replacement struggles to help patients who suffer from a bizarre ailment.
Runtime: 30 minThe agents go to Negative Town to track a villain. Oona must pass her lab director's test or risk getting kicked off Odd Squad.
Runtime: 30 minOlympia and Otis are forced to babysit Baby Genius. Oona accidentally switched bodies with a fly.
Runtime: 30 minWhen Ms. O leaves to conduct a super-secret mission, the agents compete to figure out who is in charge. Otis and Olympia are stuck with a new robot partner.
Runtime: 30 minAgents compete against rival Odd Squad agents to solve an odd problem. Otis and Olympia investigate why people in town are stuck in slow motion.
Runtime: 30 minOdd Squad and Villains work together to stop a giant robot. The agents accidentally lose someone in headquarters.
Runtime: 30 minOtis and Olympia stop werewolf Olaf from turning back into a boy. Otis struggles with his new high-tech agent's jacket.
Runtime: 30 minOdd Squad builds an exact replica of the villain's vault to intercept a jetpack. Olympia tries to win back a stolen gadget on a villain game show.
Runtime: 30 minOther Olympia - Olympia squares off with another Agent named Olympia. Total Zeros - Ms. O tells Olympia and Otis an old story about a villain duo with the power of zero.
Runtime: 30 minIt Takes Goo to Make a Feud Go Right: Olympia and Otis are tasked with calling a truce between feuding guests. Friends of Odd Squad: Ms. O leaves headquarters in the hands of an unlikely crew.
Runtime: 30 minThe agents try and stop baby Agent Orson from getting kicked off the squad. Oona gets zapped to an alternate dimension.
Runtime: 30 minOlympia uncovers a secret about her partner.
Runtime: 30 minThe agents must come together to battle a common enemy.
Runtime: 30 minNo overview available.
28 episodes
Agent Opal and Agent Omar are tired of their post at the Arctic Odd Squad Headquarters, because nothing odd ever happens there. Luckily, Opal thinks she may have uncovered the location of a legendary Odd Artifact: a 44-leaf clover. The only problem is, villains are also hot on its trail. In the wrong hands, the clover could cause worldwide, catastrophic oddness! With the help of fellow agents, Opal and Omar must find and save the 44-leaf clover before it's too late. Curriculum: Measurement, Simple Machines
Runtime: 30 minAgent Opal and Agent Omar are tired of their post at the Arctic Odd Squad Headquarters, because nothing odd ever happens there. Luckily, Opal thinks she may have uncovered the location of a legendary Odd Artifact: a 44-leaf clover. The only problem is, villains are also hot on its trail. In the wrong hands, the clover could cause worldwide, catastrophic oddness! With the help of fellow agents, Opal and Omar must find and save the 44-leaf clover before it's too late. Curriculum: Measurement, Simple Machines
Runtime: 30 minThe Mobile Unit's first case is all the way across the world in Japan. Orla is disappointed when the task is super simple: return a plant to the 17th dimension. All it requires is putting together a build-it-yourself portal. But when Orla rushes through constructing the portal without reading the instructions, Omar, Oswald, and Opal end up stuck in the 17th dimension. Oswald finally lands an interview on a famous Odd Squad podcast to talk about the new Mobile Unit van. But he is only familiar with the main floor of the van and hasn't yet ventured into any of the other 87 floors, including those below ground level. In his attempt to learn more about the van, Oswald gets lost and risks missing his interview altogether.
Runtime: 30 minOn the way to deliver a baby blob to The Big O in London, England, the Mobile Unit van runs out of fuel. The team must refuel quickly and get underway before the baby blob's big brother completely blobs London as it searches for its little brother. Problem is, the van runs on water, and they're stranded in the desert. Curriculum: Liquid Measurement, Porous vs. Non-Porous
Runtime: 30 minOmar has great plans to surprise Orla with a 500th birthday party. But due to some intense Odd Squad history, normal party gifts aren't going to fare well with her. So, while Opal keeps Orla busy with a string of false villain leads, Oswald and Omar must track down the ideal birthday presents. While solving oddness on a farm, the team meets a kid named Jeremy, who is their biggest fan. Opal really wants to shine in front of him, but the team accidentally gets locked out of their van. While half of the Mobile Unit distracts Jeremy, the other half tries to answer the van's security questions using math in order to get back inside.
Runtime: 30 minWhen the Mobile Unit gets ranked low on the Odd Squad Magazine progress reports, Opal and Orla kick into competitive mode and try to solve as much oddness as possible. Meanwhile, Omar and Oswald visit the Chief of Graph at the Odd Squad Graphing Headquarters in hope of figuring out a safer solution. The Mobile Unit gets called back to the Museum of Natural Odd when Oswald's replacement, Ortho, has gone radio silent. But when they arrive and find out an ancient stone warrior has been let loose, they must de-code Ortho's strange numbering system to capture the stone warrior and save the museum.
Runtime: 30 minThe Mobile Unit is called to Pinehurst, North Carolina to stop a villain who is stealing various objects. If they don't catch the villain in time, the local Odd Squad will be forced to cancel their annual mini golf tournament. But the Mobile Unit is having trouble figuring out who the villain is, because they don't know what the stolen objects share in common.
Runtime: 30 minOrla is kicked off the squad when a library book she took out 400 years ago is overdue. The Mobile Unit must use budgeting to turn their $1 into $10 to pay the late fee, or else Orla will not get her badge back. There's a villain turning train cars odd, and the Mobile Unit must figure out the pattern in which the villain is striking. Oswald takes it upon himself to solve the train mystery just like his favorite book character: Detective Shmumbers.
Runtime: 30 minThe Mobile Unit is called to investigate an odd tunnel that some (but not all) agents have disappeared into. When Omar insists they drive the van through the tunnel, he ends up stuck in a white void all alone. By collecting and comparing data, Omar must figure how to escape. When Omar catches a case of Clown-i-tosis, Orla must keep track of him in the van before he runs off to join the circus.
Runtime: 30 minWhen the mysterious masked villain, "The Shadow", takes over the Mobile Unit van's computer, the team must act fast to regain control of the van before it drives into The Lake of Goo. While Opal attempts to get to the van's main computer room to re-boot it, the others learn about different types of friction and how they can help slow down a moving object (in this case, the van).
Runtime: 30 minWhen Orla is accidentally responsible for breaking up the band Soundcheck, the Mobile Unit team must use Venn diagrams in order to convince the band members that they have things in common and reunite. On top of that, the Mobile Unit must make sure a villainous rival band doesn't hypnotize people with their music. To do that, they have to learn how sound works.
Runtime: 30 minThe Mobile Unit is called to Odd Squad's Top-Secret Security Facility where an unknown villain has broken in to get to the mega-computer. But when Lady Bread, Wheelie Dan, and the Utensiler all claim to be the villain responsible, the team must recreate the break-in to discover the true culprit. "The Shadow" hosts a meeting of villains worldwide in order to convince them to join her Villain Network. But when she shows them their decline in villainy on a line graph, it catapults the villains into a game of blame. She must come up with a line graph that will convince them all to join, or her master plan will fail.
Runtime: 30 minA new villain named Mr. Unpredictable calls out the Mobile Unit to try and solve his pattern, which he claims is actually not a pattern at all! Opal can't believe a villain can work without a pattern, but when the team keeps being blindsided, she starts to question herself. Meanwhile, the others take a tour of Villain University to see if they can gather any information about one of its alumni, who just happens to be Mr. Unpredictable. When the tube system is shut down due to a scrambler installed by a villain, the Mobile Unit van becomes a taxi service for other Odd Squad agents. Once they realize their service will be rated on a scale up to 10 stars, Omar and Opal dedicate themselves to giving the coolest van experience. Meanwhile, Orla rides the tubes for the first time as she and Oswald attempt to figure out where the wires are getting crossed.
Runtime: 30 minThe Mobile Unit is sent to New York City to fill in for the local Odd Squad agents, who are on strike because they don't like what's being served for lunch. It's up to Opal and Oswald to figure out what they would like to eat. Meanwhile, Orla and Omar must venture out into the city to solve oddness, and see the sights along the way. Agent-in-training Orpita decides to do her agent profile report on Omar, who is on creature duty, while the rest of the Mobile Unit goes out to defeat a giant robot. But when Orpita turns out to be too laidback, Omar must use fractions to feed the creature properly before it grows too big and escapes.
Runtime: 30 minWhen the members of the Mobile Unit get zapped into sandwiches by the villain, Shelly Catessan, The Big O comes to the rescue. As she combs through video footage taken by Omar to celebrate their 100th case, The Big O must use clues she sees in the videos to figure out the order in which the agents were zapped so she can return them to their agent form. Curriculum: Time - Order of Events The Mobile Unit faces a series of challenges that Orla knew was coming from overhearing a sorcerer's conversation 450 years ago. Through flashbacks, Orla shows the rest of the team the times she prepared each of them-unbeknownst to them-for the upcoming challenges. Curriculum: Calendar
Runtime: 30 minWhen the villain, Confetti Betty, strikes the Odd Squad headquarters in the Arctic, the Mobile Unit returns to help Opal and Omar's old squad. As they attempt to crack the villain's pattern, they must teach the Arctic agents how to solve cases for themselves so that they don't keep getting called back to help. Curriculum: Addition Patterns, Force and Friction
Runtime: 30 minOrla shares the story of how she was chosen to protect the 44-leaf clover in order to stop the villain, Jellybean Joe, from causing oddness to the Mobile Unit van. Curriculum: Measurement - Weight / Density When Odd Squad maintenance and kitchen workers Oxley and Olanda discover the Mobile Unit has been trapped in a snow globe by the villain, Sue Venir, they try their hands at being agents, setting out to stop Sue and save the team. This unlikely duo uses prediction and probability to figure out where the villain will most likely strike next in order to stop her. Curriculum: Prediction and Probability
Runtime: 30 minAn Odd Squad gadget has been stolen and is being kept in a warehouse run by robots, forcing Oswald to go undercover as a robot to get it back. Since the gadget is being stored in a room only accessible by actual robots, the team must take control of a robot and use coding to program it to retrieve the stolen gadget. Curriculum: Coding The Mobile Unit learns how things might have been if they hadn't joined the team by using "What-Would-It-Have-Been-Like-Inator" helmets. Curriculum: Addition and Doubling
Runtime: 30 minEvil Sculptor approaches the Mobile Unit, because he wants to leave the Villain Network, and offers to give them top-secret villain info. The team must bring him 16-and-a-half blocks away to meet The Big O at a safe house and enter the villain protection program. The problem is, the other villains have caught wind of his defection and won't let him go so easily. Curriculum: Mapping Using the tip from Evil Sculptor, the Mobile Unit goes undercover as villains to catch the leader of the Villain Network. But first, they must go through a series of tests to prove they really are villains. Curriculum: Deductive Reasoning
Runtime: 30 minWith the help of The Big O and two Australian agents, the Mobile Unit must head ,Down Under, to stop ,The Shadow, from causing world-wide oddness. Curriculum: Patterns and Coordinate Mapping
Runtime: 30 minNo overview available.
26 episodes
Three villains team up with Bonnie Blaster and her high-powered, oddness-causing gadget.
Runtime: 12 minJamie Jam and Marty Marmalade are always stopped by Odd Squad! Determined to help other villains avoid getting caught, they team up to trade tips.
Runtime: 12 minGlobetrotting villain Stu Venir is turning monuments into keychains! Agents must uncover a pattern to predict where he will strike next.
Runtime: 12 minIt’s Oswald’s birthday! After running into a Party Crasher creature, there are suddenly four of him who seem identical.
Runtime: 12 minThe Mobile Unit is called upon when a lost Baby Laser Chicken is found in the Austrian countryside.
Runtime: 12 minThe Odd Squad Timekeeper keeps time for all of the clocks around the world. When she’s suddenly struck with oddness, the clocks stop working.
Runtime: 12 minOrla thought she was the only ancient Agent left. However, when a distress call comes through, it becomes clear that she was wrong.
Runtime: 12 minNow that ancient Agent Olando has completed retraining, he is ready to go out into the field with the Mobile Unit.
Runtime: 12 minIn this two-part season finale, the Odd Squad Mobile Unit must stop a group of villains who want to break into Odd Squad Headquarters to steal an ancient artifact. Little do the Agents know, their greatest challenge will come from someone inside!
Runtime: 12 minIn this two-part season finale, the Odd Squad Mobile Unit must stop a group of villains who want to break into Odd Squad Headquarters to steal an ancient artifact. Little do the Agents know, their greatest challenge will come from someone inside!
Runtime: 12 minThe Odd Squad Mobile Unit has a new member and new challenges.
Runtime: 12 minThe Odd Squad Mobile Unit has a new member and new challenges.
Runtime: 12 minThe Mobile Unit is on a mission to get rid of a box containing villain powers, but Lady Bread, Star Wipe, and Monsieur Papier Maché have a plan.
Runtime: 12 minThe Mobile Unit fills in for Seattle Mr O.
Runtime: 12 minWhen villain mastermind William Ocean plans to cover the entire world in water, the Mobile Unit heads to his underwater lair.
Runtime: 12 minThe Mobile Unit must go into Little O’s dreams.
Runtime: 12 minWith Jimmy Jam’s Scrambler Machine scrambling Odd Squad communication, the villains plan to unleash oddness.
Runtime: 12 minDr Dry has stolen the Sandbeast’s golden egg. It will only be a matter of time before the Sandbeast covers the world in sand.
Runtime: 12 minAn arts and crafts villain named Aarti Craft has turned all the agents in Chicago into paper dolls! Fortunately, new agents Oxford and Osalind avoided her powers. Now the Mobile Unit must team up with them to stop Aarti for good.
Runtime: 12 minAn Arts and Crafts villain named Aarti Craft has turned all the Agents in Chicago into paper dolls! Fortunately, new Agents Oxford and Osalind avoided her powers. Now the Mobile Unit must team up with them to stop Aarti for good.
Runtime: 12 minWith The Big O in space, the Xs are checking Agents’ licenses for fighting oddness. Orla and Oswald must get their creature handling licenses, and fast!
Runtime: 12 minThe Puppy Master plans to turn everyone into puppies, including the Odd Squad Mobile Unit!
Runtime: 12 minThe Odd Squad mail department is overrun with pentagurps! The Mobile Unit comes in to help before it is shut down.
Runtime: 12 minWith Oswald and Osmerelda feeling under the weather, Orla and Omar work with two back-up Agents to battle oddness on Shmumber Farms.
Runtime: 12 minLittle O has been asked to record a new training video for kids interested in becoming Odd Squad Agents. However, a Sandbeast is on the loose and causing oddness all over town.
Runtime: 12 minLittle O has been asked to record a new training video for kids interested in becoming Odd Squad Agents. However, a Sandbeast is on the loose and causing oddness all over town.
Runtime: 12 minNo overview available.
24 episodes
With a spike in oddness in the UK, Department of Help agent Ozzie suggests they send for help from the best agent in the world.
Runtime: 12 minWith a creature on the loose, and Captain O unable to help, Ozzie and Orli must work together to capture it and save HQ.
Runtime: 12 minWhen things start turning into delicious puddings, Ozzie and Orli are taken on a tour of the town, which leads them to... a tour of the town.
Runtime: 12 minOdd Squad UK is celebrating its jubilee, but the party can’t get started until Orli locates the missing Ozzie, who has a bad case of the Saturdays.
Runtime: 12 minOzzie is torn between helping his replacement, Opie, on her first day manning the Odd Squad Department of Help desk, and an important mission with Orli and Onom.
Runtime: 12 minWhen Ozzie catches bad-luck-itis, Orli and Osgood must go on a magical quest to find the ingredients for the antidote before his increasing bad luck blows apart HQ.
Runtime: 12 minWhen a museum has square objects stolen and two villains obsessed with triangles are seemingly involved, Orli and Ozzie investigate how the villains can be related to the crime.
Runtime: 12 minVillain Miss Information is using graphs to spread falsehoods about Odd Squad, which is leading to the public not trusting them. Can Captain O get the public back on side?
Runtime: 12 minOver a board game, Captain O takes Ozzie and Orli back to her time at sea with the case of villain Dottie Dubloon and how she used dice to throw Odd Squad off.
Runtime: 12 minOrli has rescued a clam which needs to be returned to its home in the 60th dimension via a portal on the 60th floor. However, to get there, she must negotiate HQ’s odd lift network.
Runtime: 12 minOpie leads her first public tour through HQ, but when Orwell discovers one member of the tour group is a villain, they must work out who it is before it’s too late.
Runtime: 12 minWhen the exclusive Club 37 opens up in HQ, Orli and Ozzie set out to crack 37 cases so they can enter it. But with more fun clubs opening, will the agents’ club obsession get the better of them?
Runtime: 12 minTwo strange villains team up to stop Orli from making it to her Odd Squad UK exam so that she will fail and be sent back to Niagara Falls.
Runtime: 12 minIn this musical episode, agents Ostin and Olyla tell the story of their face off against The Music Maestro, and how they learnt to sing and dance to solve cases.
Runtime: 12 minWhen the Odd Squad realise two dastardly villains are set to win Villain of the Year, they attempt to help a less frightening foe to victory.
Runtime: 12 minWhen he's unable to use the tube system, Onom has to use different types of transport to get 15 creature eggs to Orli and Ozzie before it’s too late.
Runtime: 12 minOrli takes on too many jobs. She must juggle questioning a villain, changing the watermelon, and her commitments to various Odd Squad societies on the same day.
Runtime: 12 minOrwell and Onom must protect the world against Odd Squad’s greatest secret: a giant monster that sleeps in the basement and will wake up at some point this year.
Runtime: 12 minWhen some villains are invited into HQ for the annual Oddtober the 13th holiday, Orli and Ozzie find they’re a tough bunch to please.
Runtime: 12 minIt’s the legendary Agent Overhill’s last day at Odd Squad, and their mysterious nemesis is still causing oddness. Can Orwell help Overhill finally catch Villain X?
Runtime: 12 minOrli and a different Ozzie from a movie star dimension need to stop a villain who’s making the town go purple one person at a time.
Runtime: 12 minKid villains The Terrible Three plot to steal three shapes from Odd Squad gadgets in the next phase of their plan to stop Odd Squad for good.
Runtime: 12 minWhen villains break into Odd Squad HQ, the agents must figure out where they're heading before they unleash oddness everywhere.
Runtime: 12 minWith oddness unleashed in HQ and across town, Ozzie and Orli must find enough agents to help shut the containment units.
Runtime: 12 minOdd Squad - Trailer 2015