The Zombot can use its cannon attacks to fire seven Imps into random rows.
The Zombot can use its charge attacks to destroy all plants and zombies in two rows.
As the battle starts, pick the first plant immediately, especially if it is a Coconut Cannon because sometimes, the Zombot Plank Walker will fire down its cannon, raining five Imp Pirates in the process. When this happens, blast them with the Cannon. This can help you lessen down the burden.
There are times that after firing the cannon, the Zombot will summon the Pirate Captain Zombie alone immediately. Keep on placing plants so that the when the Parrot steals one, you have more to repel the zombie along with the Imps.
Phase 1 - Only Conehead Pirates are summoned. Two to five of these can be summoned. It is advised that you plant Spikeweeds while the Zombot is summoning them so that after they appeared, they'll be damaged already. These are the only zombies along with the Pirate Captain Zombie that will be summoned until one-third of the health is gone.
Phase 2 - Buckethead Pirates and Gargantuar Pirates are finally summoned along with the Conehead Pirates. Try blasting these guys with Coconut Cannons or Snapdragons when fed by Plant Food to prevent further collateral damage. The Plank Walker will only summon these zombies along with the previous tier until two-thirds of its health is gone.
Phase 3 - Barrel Roller Zombies are summoned. When two-thirds of the health is gone already, three to six of Bucketheads, two to three of Barrel Rollers, and five to seven of Coneheads are now summoned at this phase, making it much difficult to compensate. Apply the Cocount Cannon Plant Food strategy or Snapdragon strategy. Kernel-pults are not that advised. Sometimes during this phase, the Plank Walker will clear almost all plants with two charge attack, leaving only one lane of plants. Use Snapdragon Plant Food to prevent this.
Always stall the zombie with the highest level of threat such as Barrel Rollers, Gargantuars, and Imps because these are the only zombies that will wreck the entire row of your plants with Snapdragon, Spikeweed, and Cocount Cannon. As much as possible, keep two Plant Foods at disposal.
When you know it is about to charge towards your lawn, simply stun it with plants that are fed with Plant Food even though this is also a good way to eliminate zombie hordes.
Keep the Spikeweeds in the Plank Walker's legs to damage it while summoning zombies and in the lanes where Barrel Roller Zombies will be summoned that way, you can prevent your plants from being crushed.
Keep Snapdragons in the fourth column from the left since their range is short.
Planting Spikeweeds directly under the Plank Walker (i.e. two right-most columns) will help continuously damage it, especially when loads of zombies are being summoned. They will be destroyed when the Plank Walker changes lawn position, however, so be sure to save several for when it does.
Always save Plant Food.
Never use Plant Food on Kernel-pults to try and stop the charge attack. It has no effect.
It is possible to momentarily pause it using Spikeweed's Plant Food ability, but only while the ability is in effect, and it's in the same lane as the Zombot Plank Walker.
In older versions, the Plank Walker can be moved to the Spikeweed if fed with Plant Food. On non-iPod and Android versions, this would've nullified the attack, though in these versions, the Zombot will sometimes continue its attack closer to the house.
It is actually possible to play infinitely by building a maze of Spikeweeds and Snapdragons as long as the player is in the first phase, and as long as they replace any plants stolen by the Zombie Parrot or destroyed by the Zombot. The only spawned zombies in that phase are Conehead Pirate Zombies, Pirate Captain Zombies, and Imp Pirate Zombies.