Krile generally opens with her Ray of Hope into EX to maximize her battery as much as possible.
Ray of Hope is an excellent battery. It's used to maintain her Greater Damage buff and raising the FR gauge/HP DMG Bonus (at FE 30 preferably)!
Thunder is her filler attacking skill when not in Force Time. In Force Time, you want to use her EX or LD. Note her LD can paralyze enemies which will hinder counter units from countering if the enemy can't act.
Quick Dualcast is up after just 2 skill uses.
Cleansing should be used to upkeep her party Thunder enchant constantly. In situations when this is needed for her trap & paralysis effect, you may need to use Cleansing earlier than expected, which is fine - just ensure your party has the damage per turn to close the fight before her enchant runs out. She has great longevity, so don’t worry too much about this.
Advance All is great for a temporary mBRV overflow boost and BRV DMG limit, don’t forget to use it!
Her framed buff from LD does indeed make her immune to ALL breaks!
Retribution on Three is her new Force attack which increases the party's HP DMG if you use a Thunder ability or Krile batteries the part on her turn which her EX and LD do by attacking, her Ray of Hope can increase the bonus by 73% (with FE 30)!