

26 episodi
1. Back to School

1. Back to School
When the recruits respond to an intergalactic distress signal they discover Scorch and his friends under attack from an abandoned city. But the city is not a city.
2. Mission Dinobot

2. Mission Dinobot
Hoist has to stop avoiding his new mentor Grimlock when the pair have to team up with two more Dinobots on a mission.
3. In Training

3. In Training
When Medix brings a bat with him to Cybertron, chaos ensues. As Hot Shot gets blamed for it all, Medix has to accept that a high-tech environment probably is not the best place for a wild creature.
4. Medix Steps Up to the Bat

4. Medix Steps Up to the Bat
When Medix brings a bat with him to Cybertron, chaos ensues. As Hot Shot gets blamed for it all, Medix has to accept that a high-tech environment probably is not the best place for a wild creature.
5. Robo-Cody

5. Robo-Cody
When the Bots mistakenly think Cody wants to be physically like them, they build him a robo-suit that causes serious metal mayhem.
6. Heatwave's Shiny Coat

6. Heatwave's Shiny Coat
Medix is sure he has a list for every possible emergency ever. To teach Medix the value of improvising in the moment, his mentor, Blades, has him look after a very unpredictable dog.
7. Acting Out

7. Acting Out
The recruits' latest mission is to star in the Griffin Rock 'Play in the Park'. The recruits are delighted, except for Wedge who believes that it is a waste of time as it is not rescue work.
8. Need to Know

8. Need to Know
When Wedge and Bumblebee go on a rescue mission to save families of rock creatures from a meteor shower, help arrives from Cybertron, in the form of Perceptor.
9. Trouble Cubed

9. Trouble Cubed
When Hot Shot burrows Grimlock's cube without asking, the cube activates and quickly gets out of control. The only one who can help is Grimlock himself.
10. My Favorite Rescue

10. My Favorite Rescue
As a reward for doing well in training, the recruits are allowed to choose their favorite simulated rescue. The recruits can't decide which simulation to run, and accidentally run them all simultaneously.
11. The Vault of the Primes

11. The Vault of the Primes
Ratchet invites the Recruits to help open an ancient Cybertronian Vault. However, the vault won't give up its secrets that easily and challenges them to complete an ancient Sim Mission to prove they are worthy of its treasures.
12. Power Up and Energize

12. Power Up and Energize
Each recruit receives a new tool that their individual spark picks for them. However, Hot Shot is not happy with his and convinces Wedge to swap. They soon discover that their 'spark' knows best.
13. Wild Ghost Chase

13. Wild Ghost Chase
For her first detective mission of year two, Whirl is tasked with investigating the paranormal with her skeptical new partner, Medix.
14. Little Plot of Horrors

14. Little Plot of Horrors
When Medix discovers the Galax plant from planet Parvus is still being housed in the academy's quarantine, he sets about finding the plant a new home.
15. Museum Mystery

15. Museum Mystery
When Chase takes Whirl on a mission to guard an exhibit at Griffin Rock's newest museum, a major theft convinces Chase that former criminals, and long-time Rescue Bots foes, Evan and Myles, are back in action.
16. Partners

16. Partners
The entire Academy face an epic mission to rescue Cody's best friend, Frankie, who's trapped inside an impenetrable dome that's shrinking by the minute.
17. Critical Condition

17. Critical Condition
Medix tries to help his fellow Rescue Bot recruits train in new rescue techniques, but they find Medix to be overly harsh and critical.
18. Fun-Droids

18. Fun-Droids
The recruits visit a fair run by rule-loving Fun Droids, but when the droids malfunction, it's not just the rules that get broken.
19. The Great Energon Rush

19. The Great Energon Rush
When Hoist goes prospecting in the hope of striking energon, he finds that rickety old mines are not built for Bots, especially big scary Dinobots Grimlock, Sludge and Snarl.
20. Shall We Dance?

20. Shall We Dance?
Cody surprises the bots by making them do ballet lessons as part of their training, something which Medix finds next to impossible to perform.
21. Mul-T-Change of Pace

21. Mul-T-Change of Pace
Hot Shot is told his Mul-T-Cog can be used to Mul-T-Change, but discovers that the key to triggering it isn't all about himself.
22. Five Little Rescue Bots

22. Five Little Rescue Bots
Whirl's power of observation is tested when the Rescue Bots disappear one by one on a training exercise on a remote island.
23. Good Advice

23. Good Advice
After handing out smug sage advice to his fellow Bots, Medix finds out that listening to his own advice isn't always easy.
24. Campfire Fright

24. Campfire Fright
While camping, Cody tells the Recruits a spooky campfire tale, which spooks Hot Shot. When they return to the Academy Hot Shot hears strange sounds and believes that the 'Zombie Ghost Bear' has followed them back.
Transformers: Rescue Bots Academy
IMDb 5,4/1020194 stagioni
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