Minion Rush Anti Villain League Fix Here

When the AVL’s top-secret memory wipe goes haywire, a lone, slightly-unstable Minion must outrun a city full of amnesiac supervillains who now think he is the key to ruling the world.

The Minions are back on probation. After accidentally turning the AVL headquarters into a giant bouncy castle (long story involving a stolen Flubber prototype), Stuart, Kevin, and Bob are assigned to “low-risk janitorial duty” in the AVL’s Sub-Basement of Forgotten Schemes.

But when Bob pushes a shiny red button labeled , the device misfires. Instead of wiping the last 10 minutes of villain memories, it scrambles the last 10 years —and transfers all that scrambled data into the nearest living brain: a random Minion named Phil . minion rush anti villain league

Suddenly, Phil knows every secret lair, every doomsday device password, and the exact location of every villain’s hidden banana stash.

Minion Rush: Anti-Villain League – Code Banana When the AVL’s top-secret memory wipe goes haywire,

Bob is seen approaching the red button again. “Ooh… shiny.”

Within seconds, the city’s most dangerous criminals— (now convinced he invented gravity), Scarlet Overkill (believing Phil is her long-lost twin brother), Balthazar Bratt (who thinks Phil stole his rubik’s cube keytar), and a dozen others—awaken with fragmented memories. They all share one delusion: Phil holds the code to ultimate power. But when Bob pushes a shiny red button

The AVL’s elite agents (Lucy Wilde, a very tired Gru) are overwhelmed. Their only option? Activate the : a high-speed, city-wide extraction mission where Phil must outrun, outslide, and out-stumble the assembled “Anti-Villain League” of villains (yes, the irony is noted).