Dr. Venture feels a lack of self-confidence while Brock feels the loss of his license to kill.
Dr Venture, his teen sons hank and Dean and their bodyguard Brock head to New York City to unveil Dr Venture's new technology. Along the way they'll have to deal with stowaway mummies and crocodiles, a mysterious ninja who's after the Doc's technology and the evil Monarch who's hot on their trail.
When the Venture Family visits Tijuana for a lecture Dr. Venture is giving at the (community) University of Mexico, the dastardly Monarch weaves a cocoon of villainy that leaves the Venture brothers trapped in his clutches, Dr. Venture kidney-less and Brock... dead? If only Dr. Venture would return the Monarch's calls...
The Venture family must travel to space to repair an orbiting space station that Dr. Venture's father built in the 1970s, but a mysterious space phantom could be haunting the station! Things get even more intense as Brock's presence adds heat to an already tense romantic relationship between the station's two officers.
To protect the Venture compound while Brock is on his yearly mountain survival sabbatical, Dr. Venture builds a panic room and a robotic bodyguard--which are soon put to the test when both the Monarch's and Baron Underbheit's henchmen choose the same night to launch attacks.
Dr. Venture is offered a job by theme park owner and cartoon magnate Roy Brisby, who won't take no for an answer in his quest for worldwide entertainment dominance. Meanwhile, the boys are given the Patty Hearst treatment by the Orange County Liberation Front, a group of militant suburbanites who want to take down Brisby's empire Brock enlists the aid of former lover and fellow superspy Molotov Cocktease to "mount"a rescue, but she may have her own agenda.
Dr. Venture's new experiment has the entire family interested--not to mention trapped inside! The Ventures' strange new neighbor, master of mysticism Dr. Orpheus, may be the only one who can help them escape. Meanwhile Dean falls for Dr. Orpheus's teenaged daughter and Brock falls for his old flame: Molotov Cocktease.
On a scientific expedition in the Bermuda Triangle, Doc's experimental equipment awakens and possibly enrages the submerged ghost of Major Tom, a test pilot who crashed in an experimental aircraft designed by Doc's father. While there, the Ventures' hydrofoil is hijacked by a group of fake ghost pirates who've been stranded in the sargassum since Jesus Jones was popular.
Dr. Venture, Pete White and Master Billy Quizboy are invited to take part in a top secret government think tank.
The Monarch sends Dr. Girlfriend undercover to seduce Dr. Venture in order to inject him with a body-altering serum. Meanwhile, Brock is deeply depressed to he learn his secret agent license to kill has expired, but the boys are hell-bent on helping him cram for his government exam.
The Monarch finally has the Venture family right where he wants them--hanging upside down above the Amazon river! But his victory is postponed when Dean suffers a strange but fairly common injury--acute testicular tortion. According to the bi-laws of the Guild of Calamitous Intent, a temporary truce must be called in order to get Dean medical attention, so Brock and Hank are held as collateral.
Always short on cash, Dr. Venture decides to unload some of his father's old scientific equipment in a huge yard sale that attracts fellow scientists and super-villains alike. Everyone is supposed to be on their best behavior, but The Monarch can't resist the temptation to wreak havoc once he finds himself inside the "belly of the beast"... nor can he find a bathroom.
When Brock and Dr. Venture are kidnapped from the funeral of a college friend, the boys enlist the aid of the original Team Venture: a group of superscience adventurers who worked for their grandfather in the sixties.
The Monarch is on trial for the one crime he may not have committed, under mysterious circumstances stemming from his bitter breakup with Dr. Girlfriend. The boys and Dr. Orpheus are forced to testify, but only Brock is aware that something far more sinister is afoot.
Dr. Venture finally learns the secret of his recurring womb nightmares when a stomach tumor turns out to be something far more sinister.
Have a very merry freakin' Venture Christmas.
The premiere episode finds Team Venture and friends struggling to pick up the pieces of their shattered lives and move on in the wake of Hank and Dean's violent and untimely deaths. While Doc searches for his soul in the far corners of the globe, Dr. Orpheus wallows in guilt, and a mullet-less Brock repairs his beloved Charger, The Monarch plots a daring prison break with the help of his fellow supervillainous inmates.
Aided by Henchmen 21, 24 and a ragtag band of roughneck new recruits, The Monarch attempts to rebuild his villainous empire and rekindle his relationship with Dr. Girlfriend. A showdown at the local shopping mall forces his hand, and as he struggles to choose between revenge and reconciliation amidst a sea of violence, a wounded Brock falls into the clutches of The Phantom Limb.
When Brock is reactivated by the Office of Secret Intelligence to track down a rogue agent, he subcontracts his ex-girlfriend, the malevolently mercenary Molotov Cocktease, to protect the Venture Compound from enemies within and without. Love is in the air! Or is it... murder?
Team Venture find themselves trapped in the clutches of a bloodthirsty Egyptian cult.
In the middle of spring cleaning, Brock's discovery of a lost videotape from Jonas Venture Sr. sets Team Venture off on a global scavenger hunt.
The Phantom Limb and Dr. Girlfriend agree to a civil double date with The Monarch and some girl he met on the internet in order to discuss The Monarch's official re-entry into the Guild of Calamitous Intent. Doc and Brock become the unwitting pawns in a low-grade pissing contest when Phantom Limb's sics the Guild's commandos on the Venture compound to prove his dominance. Can Brock hold off an army? Can Doc escape death and finish watching the worst porno ever?
Baron Underbheit captures Team Venture when the X-1 crash lands in Underland while en route from a superscience costume party. Rather than execute them immediately, he inflicts an unspeakable torture upon them: they're forced to attend his wedding.
When the Guild of Calamitous Intent finally approves Dr. Orpheus for his very own arch nemesis he calls upon old friends The Alchemist and Jefferson Twilight to resurrect their former super-team, The Order of the Triad. While they audition supervillain candidates at the Venture Compound, a jealous Doc isn't about to let Orpheus steal the show. Let loose the Walking Eye!
The mysterious blinking band aid on Bud Manstrong's head might be the key to a mystery only the ghost of Abraham Lincoln and Team Venture can solve.
The Monarch continues to rebuild his villainous empire with the aid of his shadowy new Number 2, Dr. Henry Killinger, but Henchman 21 is suspicious of the deadly foreigner's unctuous charms.
When Dr. Venture finally succeeds in attaining the holy grail of superscience--the revivification of a human corpse for fun and profit--a washed up gang of wandering former teen sleuths is convinced that the Venture Compound is haunted. Their investigation uncovers something far creepier. Meanwhile, Orpheus shepherds Brock through a crisis of conscience with the help of a New Age shaman and a bizarre tea party.
If you see only one episode of The Venture Bros. this season, make it this one and the one after it. The Monarch finally (for like the fourth time) has Team Venture in his clutches, the one time he doesn't want them--smack dab in the middle of the social event of the supervillain season. The stage is set for a deadly, ultimate showdown between The Monarch and Phantom Limb for the hand of Dr. Girlfriend.
As Phantom Limb makes his stunning power play, only Brock can rally The Monarch's forces to mount a defense. The fate of almost everyone in the Venture universe hangs in the balance as The Sovereign reveals his true identity and guys and stuff explode all over the place.
The wait is over. The truths and half-truths about Dr. Venture's former arch nemeses, Dr. Girlfriend and The Monarch, are finally revealed (albeit obliquely) in an episode spanning twenty years... and oceans of love. See how they first met, their first kiss, their first trembling gropes... at supervillainy--and what The Guild of Calamitous Intent has to say about it all.
Dr. Venture learns that a life with no arch enemy is not nearly so sweet when he finds himself besieged by C-list pretenders to the Monarch's throne, and his super-science business once again on the rocks. Despite the best efforts of family and friends, it will take the help of a dark and mysterious stranger to get Doc's life back on track--but could it cost him his soul?
At long last, The Venture Bros. peels away the onion-like shrouds of time for a look back into the troubled past of America's most beloved hydrocephalic former boy genius, to reveal dark secrets that even he didn't know about. What could Pete White have been hiding from him for all these years? And why is Brock in on the cover-up?
As The Monarch and Dr. Mrs. The Monarch settle into their new home and a new, no-more-arching-Dr.-Venture anymore life, Dr. Venture receives an unorthodox introduction to his new Guild-assigned nemesis, which quickly lands him in the center of the deadly web that is the suburban supervillain community.
Dr. Venture, in a bid to make some much-needed money, opens up the compound as "Rusty's Day Camp for Boy Adventurers." But while the children are kept busy with activities like judo lessons from Brock and quizzing with Master Billy Quizboy, the Monarch sends in the Murderous Moppets to spy on his former arch-nemesis.
Love is in the air, kind of, when Dr. Venture encounters his childhood friend, Dr. Tara Quymn, in the Amazon Rain Forest. But while Rusty puts the moves on his old play date, Hank makes a play for Dr. Quymn's twin daughters, Nancy and Drew, who in turn, only have eyes for Dean. And the Quymn's bodyguard, Ginnie, is hot for Brock. Maybe. But all of their romantic interludes will have to be put aside when the terror of the Wereodile threatens their camp.
All basements are kinda spooky, but the Ventures are about to learn the hard way that beneath the foundations of the Venture Compound lie deep, dark secrets... great and small. Only the one-two punch of magic and technology can save Doc, Brock--and perhaps the planet--from certain doom as the boys recruit The Order of the Triad and Pete White to get to the bottom of a thirty year old mystery.
Bored and under-whelmed with his new Guild-assigned arch-enemies, The Monarch seeks to re-spark his old hatred by secretly visiting the Venture Compound while Dr. Venture is away at the Science Now conference. His passion for arching all things Venture may threaten to seriously cool things with his other love, Dr. Mrs. The Monarch, but does it really count as arching when there's nobody home? Or is there?
Determined to honor the father he never knew, Jonas, Jr. converts Spider Skull Island into a Team Venture Museum. Unfortunately, he invited all of his father's surviving friends and enemies to the grand opening. There's nothing like a party to stir up decades worth of sibling rivalries, bitter regrets and half-forgotten hatreds.
The Monarch launches his first attack on his new arch nemesis, the other Dr. Venture. But Jonas has the formidable defenses of Spider-Skull Island on his side, as well as his own Team Venture, and the expert advice of a trio of O.S.I. "butterfly specialists." It will take a loose reading of the Guild handbook, an insertion team of his three best henchmen, and all the diabolical chicanery The Monarch can muster to even the playing field.
A series of cryptic clues sends Team Venture out to uncover a mystery left by the late Jonas Venture, Sr. As each new solved riddle exposes one more piece of secret Venture history, Brock discovers that his long-standing role as Dr. Venture's bodyguard may not have been the assignment he always thought it was.
Brock Samson is a marked man. Terminated from the O.S.I., stripped of his license to kill, and hunted by three of the world's deadliest assassins, Brock only has one thing left: The Venture family. And he wants them as far away from him as they can get. But not even Molotov Cocktease, Hunter Gathers and a friendly pair of ex-O.S.I. comrades can sever the ties that bind. And The Monarch and Sgt. Hatred certainly aren't helping.
Heads will fly as the explosive conclusion of The Venture Bros. two-part season finale finds Brock and the Venture family on the run from the Law, The Monarch, Sgt. Hatred and the entire O.S.I.! Only bald ingenuity and an unlikely ally can possibly save their necks from the deadly noose tightening around the Venture Compound, but they stand to lose so much more when they learn the hard way that you can't go home again.
Questions are answered and truths are revealed. Learn how Henchman 21 copes with life without 24. See what happens when Brock and the Venture family are forced to part ways. Discover the final fate of H.E.L.P.eR. And all the while, the balance of the free world hangs in the hands of Dean Venture, who must kill Hitler.
The Monarch's abduction and ransom of Hank and Dean, part of his newest scheme to hurt Dr. Venture, inadvertently catches the attention of semi-retired super-hero Captain Sunshine. As Dr. Venture and The Monarch squabble over the rules of kidnapping, Hank must decide if he's ready to become Captain Sunshine's newest young and supple sidekick.
Hank, along with is friend, Dermott, start breaking all of the Venture Compound Rules in a bid to get his father's attention. But Dr. Venture is focused completely on Dean, who is taking his first steps in joining the family business as a Super Scientist. But someone else wants Dr. Venture's attention, too: A shadowy figure from Dr. Venture's past who is out to steal Dean's future.
In the aftermath of the death of his best friend, Henchman 21 has rededicated his life to become the most feared and skilled of all of the Monarch's Henchmen. But tonight, all bets are off as Henchman 21 begins the hunt for the murderer of Henchman 24. Alliances shift, secrets are revealed, and the Venture brothers are kidnapped. Again.
The Guild of Calamitous Intent comes under attack from an old foe with a new name, Revenge. Revenge's hunt for the all-powerful Orb brings the entire Guild to the front door of the Venture Compound, where they must face the combined might of Sgt. Hatred and Hank Venture.
Dr. Venture's therapy group, a collection of former Boy Adventurers (who have become failed adults), quickly fall back into their old habits when a mystery is literally dropped into their session. Meanwhile, Sgt. Hatred tries to overcome his own past when he's stuck in a movie theater crammed with kids. History is doomed to keep repeating itself if Hatred and Dr. Venture can't break their cycles. Part of Season 4.
The Orpheus Family is caught between the problems of their past and future as Dr. Orpheus must rescue the man he hates the most from Hell and Triana stands at the crossroads of her destiny. Part of Season 4.
The Monarch makes his move on Dr. Venture, just as he's distracted by problems with zoning regulations. But how does Monstroso play in and what are his ultimate plans? And how does it all relate to Brock Samson and the mystery of Sphinx? Part of Season 4.
The semi-season opener finds Dr. Venture semi-paralyzed in a trauma-induced coma. Sgt. Hatred and the boys recruit the medical minds of Conjectural Technologies for the mystery diagnosis. Meanwhile, the Monarch is over the moon about his latest gadget, but it's driving a hot wedge in his relationships with his wife and henchmen.
Hank and Dean finally graduate from their learning beds. But what's next? College? The army? Life on the outside sees the boys taking two very different career paths--and one of them leads straight to the Phantom Limb.
Somebody has been kidnapping the world's super-scientists and super-villains. But whom? And to what end? The OSI, SPHINX, The Guild of Calamitous Intent and The Revenge Society must put aside their differences and convene a secret think tank to solve a mystery of epic proportions.
With Dean off to New York for a summer internship, Hank is forced by his father to get a job. But when the budding entrepreneur dons a fabled fedora to become a private dick, a tangled mystery of sex, lies, and dirty secrets lands right in his lap.
Dean's summer internship in New York City turns deadly when he learns his new employer harbors a dark secret. Meanwhile, Doc's newfound love of show tunes makes him an easy target for the newly re-formed Revenge Society.
Dr. Venture isn't feeling himself lately...he's killing himself. Orpheus suspects it's an inside job and pries the Venture family from their touch football game to help him teach Doc the value of self-love.
The men of Conjectural Technologies learn that success comes with a price when Billy is kidnapped by the mysterious and extra-creepy investors behind their recent windfall. But who is behind the investors? SPHINX would like to know.
What's more frightening than a doll that wants to kill you with a broken bottle? What's more perilous than a car that has no brakes and is aimed at your torso? What brings more sleepless nights than the threat of chlymidia? The PROM! The Venture boys embrace societies most feared school dance in this hour long danger-pile. Will they live to look back at their rented suits with horror?
A scientist, his dim-witted children and their security guard battle enemies.
Halloween Special. What do you need, a roadmap?
Dr. Venture hires an army of college interns to help with his ambitious new science project. Dean finds love among the new recruits, but class warfare and nuclear physics threaten to tear the Venture Compound apart. And if they don't, The Monarch will.
One of Dr. Venture's old inventions seems to have gotten a mind of its own, so General Manhowers sends him to Central America to fix it. The Ventures must all confront their own hearts of darkness if they're to survive what's waiting for them in the jungle.
Henchman 21's command of Team SPHINX is starting to rub the O.S.I. the wrong way, and his new recruits are rubbing them even wronger. Meanwhile, The Monarch tries on a new face to ingratiate himself with Dr. Venture.
Every year, since he was a little boy, Dr. Venture flies to the tiny island of Spanikos for a week of fun in the Grecian sun. But this year a dangerous new enemy and a dark secret from Doc's past threaten to turn his vacation into a slay-cation.
Brock and the O.S.I. come under fire from the higher ups when they lose two high value super-criminal prisoners. Somebody helped them escape, and everyone aboard the hover-quarters is a suspect in this 22 minute potboiler - even the visiting Ventures.
A friendship built on lies threatens to unravel Dr. Venture's sanity. But Hank and Henchman 21 are the ones getting committed to an asylum. And Dean's growing relationship with a mystery woman is only making everyone crazier.
Brock and the O.S.I. launch a bold and bizarre surveillance mission against one of the Council of 13's top members. But the mission takes a turn for the worse when Doc and Billy get caught up in the super-villain crossfire.
Dr. Venture is missing... presumed dead. Sgt. Hatred sends Hank and Dean to live with their godfathers to keep them out of harm's way while he forges an unlikely alliance with Henchman 21 to wreak vengeance.
Join the Ventures--and pretty much everyone they've ever crossed paths with--as they rocket to the Gargantua-2 space station for an epic, hour-long adventure that will change the Ventureverse as we know it forever.
The Ventures are back! And they’re movin’ on up to a deluxe apartment in the sky. But will mo’ money bring mo’ problems? And can The Monarch handle the commute?
As White & Billy grapple with their arch enemy back in the old ‘hood, Doc realizes he can’t face his new responsibilities alone when a whale of an enemy shows him how they arch uptown.
Doc discovers a mysterious invention that could make or break Dean’s chances of getting into college, while The Monarch makes a bad first impression on Dr. Mrs. The Monarch’s co-workers.
A brutish supervillain launches an assault on the Ventures. Will Doc’s latest invention, or a mysterious blue vigilante, save the day? Probably not.
A revenge-seeking super-widow makes Dr. Mrs. The Monarch’s job miserable, while a criminal genius has his mastermind set on arching Dr. Venture.
A legion of avant-garde supervillains redefines the art of arching Dr. Venture while Hank looks for love in a den of ninjas.
In a case of mistaken identity, the Guild targets Dr. Venture for assassination, pooping his party for a fancy new friend.
The Guild of Calamitous Intent and the O.S.I. join forces to eliminate a common threat and Dr. Venture is the bait!
The Venture headquarters is possessed! Or maybe it's just regular haunted. Or it could just be a computer glitch. Whatever it is, only Orpheus and his Order of the Triad can unlock the mystery.
Deadly waters surround the Monarch when he becomes Wide Wale's prisoner in Part 2 of the Morphic Trilogy.
The Morphic Trilogy reaches its stunning conclusion in a decades-spanning tale of friendship, betrayal, and mass murder that overwrites Venture history.
The Monarch faces financial challenges as he attempts to rebuild his fiendish organization, while Dean attempts to build a normal life out of his father's shadow at sleep-away college.
The Venture family returns to their old compound where intrigue, danger, jackets, and diplomacy await.
The Monarch and 21 play a deadly game of tutoring an inexperienced villain. A hot plate of danger is served up with a side of hilarity.
Dr. Venture's latest invention is a real game-changer. And the new game is deadly!
The members of Guild Council must face their arch rivals for one last time, while Doc happily falls into a black widow's deadly web.
The city is hit with a mysterious blizzard that launches Team Venture into action. The Monarch and 21 are sent on a deadly mission to a secret island fortress.
Deep inside Guild Headquarters, The Monarch and 21 face their ultimate ordeal. Meanwhile, the Venture Brothers face one of their own.
God Gas 1 (Created by Matt Taylor)
God Gas 2 (Created by Matt Taylor)
God Gas 3 (Created by Matt Taylor)
You cannot outrun him.