Can elephants or advisors ever play an active tactical role, or are they always purely defensive?
These answers restate the rules implemented by our open-source engine, which follows the WXF laws for movement, checkmate and both repetition rulings: a side that forces a repetition by perpetual check or perpetual chase loses rather than drawing. The chase half has not been validated against the official casebook. Where an answer refers to a specific position, that position lives on the linked reference page, where the build verifies it before publishing.
Direct answer
Mostly defensive, but not never active. Elephants and advisors spend most of a game protecting the general and central squares. Neither can ever check the enemy general, which is always out of their reach, but both can capture an attacking piece that has come too close, block a critical square at the exact right moment, or uncover a check by stepping off a line, turning a normally passive piece into the decisive one for a single move.
What an elephant can actually do tactically
An elephant's move covers real distance across two points diagonally, and while it can never cross the river, so it never reaches the enemy general, it is a legal capturing piece against anything that strays onto its points. Moving it can also uncover a chariot's check, and standing on a cannon's line it can be that cannon's screen. It is rare, not impossible.
What an advisor can actually do tactically
An advisor's short diagonal move within the palace occasionally lines up to capture an attacking piece that has pushed too far into the palace, or to block the one square that would otherwise let an enemy piece deliver check. These moments are usually forced rather than chosen, but they matter exactly because they are unexpected.
Related questions
Should I plan an attack around my elephants or advisors?
No, treat any active role they play as a bonus resource in a specific position, not as a plan to build toward.
Why are these pieces so restricted in the first place?
Their limited range and inability to leave defensive zones is by design, keeping the palace and centre defended for the whole game.