Trollhunters is an epic saga from master storyteller Guillermo del Toro featuring a group of friends who discover a fantastical new world wrapped beneath their home town and who will face a battle between good and bad trolls.
Two trolls in an epic battle lead to consequences in the human world, especially for one boy.
Still reeling from discovering the amulet's power, Jim meets with his new mentors, and learns about the sacred responsibility he has been tasked with.
Toby and Jim tour Heartstone Trollmarket, where Jim starts his training; the presence of a human Trollhunter creates resentment.
Jim gets a crash course in troll history, and is faced with problems, his first mission and a bully.
During a field trip to a museum, Jim tries to get closer to Claire; Jim discovers that the museum curator has a surprising secret.
Jim gets ready for a high-stakes rematch against Draal, who seems to be the amulet's rightful heir; a surprising partnership emerges.
With the help of an ancient troll-hunting tool, Jim and Toby try to unmask the changelings living among them; Claire presents Jim with a tempting offer.
Draal gets accustomed to his new digs; Jim tries to find out if Claire's little brother is a changeling.
Jim's birthday is full of surprises, including the arrival of a new species of troll that is immune to the effects of sunlight.
Draal gives Jim a totem to help lessen his anxiety about Claire; Jim's resulting overconfidence leads to a realisation.
Claire's suspicions grow; Jim's mother invites Strickler over for a tension-filled dinner.
The door to the Darklands still won't open, even though the Killahead bridge is complete; when Claire becomes a target, Jim must tell her the truth.
Two battles unfold when Strickler and Bular make Jim unlock the portal and free Gunmar and his army from the Darklands.
Claire sees the Heartstone Trollmarket for the first time; Jim receives a summons; Strickler rouses an ancient assassin.
Jim looks for a way to destroy Gunmar so Claire can bring her brother home; a power-hungry Strickler comes back to Arcadia.
The heroes go on a dangerous quest in search of the first Triumbric Stone; Angor Rot creates a charm that links Barbara and Strickler's fates.
An unrecognizable Blinky experiences the highs and lows of being a human; Angor Rot marks Jim for a fate that is worse than death.
As the heroes look for the second Triumbric Stone, they wind up in unfamiliar marshlands. Claire wants Jim to be her dance partner.
Toby and Claire are constantly fighting because Claire got the Shadow Staff and Toby feels slighted. Toby and Claire tackle a Trollhunter task so Jim can win a Spring King challenge. In the process, they master new weapons.
When a horde of pixies descends on Arcadia Oaks High, the students are sent into a tailspin; Angor Rot has a surprising proposal for Jim.
The changeling posing as Claire's brother throws a party for the trolls of Arcadia; Jim and Toby want to take Strickler's ring.
Every second counts when Jim uses a time-stopping Kairosect to take Strickler's ring and find the second Triumbric Stone.
A troll queen arrives and a devastating secret is revealed; Strickler asks for Jim's protection.
Jim reluctantly joins forces with Strickler to keep Barbara alive; Gnome Chompksy returns with important news regarding Enrique.
Jim races to break a spell that bonds Barbara and Strickler; Angor Rot attacks Claire and Toby.
The heroes brace for Angor Rot's invasion and get ready for the fight of their lives; Jim finds 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.
Señor 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?