Transformers
Medix uses logic and a computer sim trick to solve a tough problem.
Medix uses logic and a computer sim trick to solve a tough problem.
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The Autobots respond to a distress call before landing on Cybertron.
A broken Space Bridge sends Autobots somewhere unknown.
Grimlock and Arcee find unexpected trouble on their adventure.
Windblade's theft of the Allspark endangers Cybertron's mission.
Hot Rod's trip ends in a clash with Sharkticons.
Ratchet invites the recruits to help open an ancient Cybertronian Vault.
The bots are allowed to choose their favorite simulated rescue, but when they can't decide which.
Hot Shot borrows Grimlock's cube without asking.
Hoist and Bumblebee go on a rescue mission to save families of rock creatures from a meteor shower.
The recruits latest mission is to star in the Griffin Rock 'Play in the Park'.
Medix is sure he has a list for every possible emergency ever.
The recruits worry that one of their team will be cut.
Medix uses logic and a computer sim trick to solve a tough problem.
Hoist is made leader of a mission, but he struggles with trusting his own ideas.
Hot Shot's giant sculpture goes rogue and threatens Griffin Rock.
At his teammates' urging, Hoist invents some new "cool tools" to improve their rescue abilities.
Wedge is put in charge of practicing the recruits' response time.
The Rescue Bots must learn to deal with failure and focus on what's really important.
Starscream gloats over his victory, unaware that Optimus Prime has arrived to help the remaining Autobots.
Starscream seizes power as the Moon speeds toward Earth.
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