With the trolls hiding out in Arcadia, AAARRRGGHH!!! goes undercover to see what Gunmar is up to. A potential rival brings out Jim's jealous side.
Toby gets caught in the crosshairs when a troll goes missing and the city cracks down on crime. An ancient voice refuses to be silenced.
Something strange is brewing at school, where the teachers are more agitated than usual. Claire's illness shows disturbing side effects.
Toby and Darci ask Jim and Claire on a double date. Gunmar returns from his travels, now armed with the knowledge to bring forth the Eternal Night.
While Gunmar searches for the Staff of Avalon, Jim and Toby head into the Shadow Realm to rescue Claire's spirit and return it to her body.
When Barbara's art obsession leads to an "aha!" moment, she demands Jim tell her the truth. Dictatious reveals Gunmar's plans to resurrect Angor Rot.
With the future of two worlds at stake, the team races to find Merlin's Tomb -- and the Staff of Avalon -- before Gunmar can get his hands on it.
A long-dormant ally shows Jim and his friends what really happened at the Battle of Killahead. Gunmar awakens Morgana, and Angor Rot plots his revenge.
Se?or Uhl interrupts an important mission with an awkward ultimatum for Jim: help two new students fit in ... or face a repeat of sophomore year.
Merlin has a plan to go to war, but it's Jim's choice to make. Blinky and AAARRRGGHH!!! search for allies. Gunmar uses Barbara to get what he wants.
A greatly changed Jim renews his Trollhunter training but struggles to accept his new reality. Gunmar and Morgana rally the troops for an attack.
The Eternal Night covers Arcadia in shadow, leading to a long-awaited showdown between Gunmar and the newly transformed Trollhunter.
An epic battle comes to a head in the darkness as Jim and his friends push back against Morgana. But without Merlin, how will they stop her?
As a new day dawns in Arcadia, two trolls are locked in an epic battle with major consequences for the human world -- and one human boy in particular.
Still reeling from the discovery of the amulet's power, a stunned Jim meets his new mentors and learns he's been tasked with a sacred responsibility.
Jim and Toby tour Heartstone Trollmarket, where Jim begins his training and the presence of the first human Trollhunter stirs up bitter resentment.
While Jim gets a crash course in troll history, big problems -- and a bully -- await him in the human world. What better time for his first mission?
Jim tries to get closer to Claire on a school field trip to the museum, only to learn that the museum's curator, Ms. Nomura, has an unsettling secret.
Jim preps for a high-stakes rematch against Draal, the amulet's seemingly rightful heir. But their animosity gives way to a surprising partnership.
Armed with an ancient troll-hunting tool, Jim and Toby set out to unmask the Changelings living among them. Claire makes Jim a tempting offer.
While Draal settles into his new digs, Jim volunteers to babysit so he can find out whether Claire's little brother, Enrique, is a Changeling.
Jim's 16th birthday is full of surprises, including the arrival of a terrifying new species of troll that's immune to the effects of sunlight.
Draal gives Jim a troll-made totem to help curb his anxiety about Claire. But Jim's newfound overconfidence leads him to a startling realization.
As Claire grows increasingly suspicious, Jim's mom invites Strickler over for dinner, where the tension is so thick, you could cut it with a knife.
The Killahead Bridge is complete, but the door to the Darklands still won't open. Jim is forced to tell Claire the truth when she becomes a target.
Two fateful battles unfold when Bular and Strickler order Jim to unlock the portal and free Gunmar and his Gumm-Gumm Army from the Darklands.
Claire gets her first look at Heartstone Trollmarket, and Jim receives a ghostly summons. Elsewhere, Strickler awakens an ancient assassin.
Jim searches for a way to kill Gunmar so Claire can bring her brother back home. A power-hungry Strickler returns to Arcadia with Angor Rot.
The heroes launch a dangerous quest to find the first Triumbric Stone. Angor Rot concocts a charm that links Strickler and Barbara's fates.
A barely recognizable Blinky experiences the highs and lows of being human. Angor Rot marks Jim for a fate that's worse than death.
The heroes' search for the second Triumbric Stone takes them deep into unfamiliar marshlands. Claire asks Jim to be her dance partner.
Toby and Claire take on a Trollhunter task so Jim can win a Spring King challenge. In the process, they learn to master new weapons.
A horde of pixies descends on Arcadia Oaks High, sending the student body into a tailspin. Angor Rot comes to Jim with a surprising proposal.
The Changeling posing as Claire's little brother throws a house party for the trolls of Arcadia. Jim and Toby look for a way to take Strickler's ring.
Every second counts when Jim turns to a time-stopping Kairosect to snatch Strickler's ring, save his mother and find the second Triumbric Stone.
A troll queen arrives from afar to take AAARRRGGHH!!! back to his homeland, revealing his devastating secret. Strickler asks Jim for protection.
A reluctant Jim joins forces with Strickler to keep Barbara alive. Gnome Chompsky returns from the Darklands with important news about Enrique.
With Barbara's life hanging in the balance, Jim races to break the spell that bonds her to Strickler. Angor Rot attacks Toby and Claire.
The heroes brace for Angor Rot's inevitable invasion and prepare for the fight of their lives. Jim locates the last Triumbric Stone.
With Jim still trapped in the Darklands searching for Enrique, his friends rally to bring him back. But the Troll Tribunal has other ideas.
Claire recruits NotEnrique for a secret mission, while bully Steve stirs up trouble at school. In the Darklands, Jim meets "The Skullcrusher."
A familiar foe comes to Jim's aid in the Darklands. Back in Arcadia, Toby's distracting new headgear picks up an important clue.
As Gunmar readies to destroy Jim in the Darklands, Blinky and the gang strike a deal with the Janus Order in their quest to revive an old friend.
Hope springs from an unlikely source when Gunmar learns that Jim's friends are in the Darklands on a mission to bring him home.
Now out of the Darklands and readjusting to life in Arcadia, Jim and the team must face the consequences of their risky actions.
Multiple problems plague a frazzled Jim when his amulet goes on the fritz and Claire invites him to meet her parents at a family barbecue.
When an oozy creature shows up in Arcadia, Jim and the gang set out to find it -- while playing parents to two sacks of flour for a school assignment.
In a revealing flashback episode, Otto and Dictatious vie for Gunmar's ear while an increasingly paranoid Steve finds an unlikely ally.
Se?or Uhl sentences Jim and his friends to detention while Queen Usurna gathers evidence of a conspiracy. Draal comes face to face with Gunmar.
Facing serious accusations from the Tribunal, Jim gets the chance to see what his life would be like if he'd never found the amulet.
Jim stands trial for unleashing Gunmar while his friends race to clear his name. If convicted, he'll be sent to "The Deep," a dark realm of no return.
A monumental loss carries a warning from beyond the grave as Gunmar marches for Heartstone Trollmarket. Can the team pull together to save the day?