Geared for children ages 5-8, "Odd Squad" follows two young agents, Olive and Otto, who are part of an agency that seeks to save the day using math when odd things happen.
Odd Squad recruits the best Agent in the world to help resolve the spike in oddness, or so they think. Then, Ozzie and Orli must work together to stop the Icy Mousey that has escaped and is freezing Agents.
Orli wants to go on a tour of her new hometown, but it is delayed when The Trifler turns things into trifle. Then, Party Agents arrive with a huge party box. However, the key keeper, who happens to be Ozzie, is missing along with the key.
Opie has been promoted to Head of the Department of Help, but Ozzie is torn between solving oddness or helping Opie. Then, Ozzie has Bad luck-itis that could destroy HQ. Orli and Osgood look for ingredients for the antidote.
When the museum reports missing shapes, Ozzie and Orli think they know the villains who are responsible. Then, Miss Information uses bar graphs to spread false data about Odd Squad to the town.
Captain O tells a story about when she faced Dottie Doubloon, who covered islands in polka dots. Then, an interdimensional clam needs to be returned to its rightful home, but the Odd Squad lifts (elevators) aren't as simple as Orli thinks.
Opie is hosting the Odd Squad Superfan tour but finds out a villain has joined in disguise. Can she catch them? Then, after finding out about Club 37, Orli and Ozzie must solve a total of 37 cases to be granted access.
Orli must find her way to the Odd Squad test center, while villains try to stop her from making it on time. Then, Ostin and Olyla tell the others the story of how they learned to love singing and dancing because of a villain.
8. Villian of the Year/Planes, Trains, and Oddmobiles
Odd Squad Agents help an unlikely villain win the ultimate villain prize, but are they up to the challenge? Then, an angry Huggle Monster wants her eggs back faster than Onom can deliver them. Can Orli and Ozzie hold off the flying beast?
Orli has joined too many clubs but needs to help Orwell keep HQ running. Does she have time for everything? Then, Onom and Orwell must wait for The Oddness Monster to wake up to lure it back to sleep before it can destroy HQ.
10. Oddtober the Thirteenth/Agent Overhill's Last Day
The Agents organize a party for villains in order to have a day off from oddness, but only if they succeed in making them happy. Then, Agent Overhill is retiring but has one last villain to catch before the end of the day.