Well, since I still need to write a review for another website (guess who? XD), I'll do a brief one here before it gets locked as "practice". Don't you all feel special? >.> On to Solrock!
In short, being a Basic Pokemon is good, being a Fighting Type is useful for nailing Weakness, 70 HP is good (but not great) since it is a Basic Pokemon that cannot further evolve. Grass Weakness is unlikely to be hit a lot in the current format, no Resistance is the worst a Pokemon can have (but annoyingly common) and a single Energy Retreat Cost is fairly good.
I'll cover the attack first because simply put, I have a lot more to say about the Body and so it makes more sense to close the review with it. Sun Flash is a solid attack slightly hurt by it requiring a Fighting Energy. It only requires one, though, so it wouldn't be impossible to mix it in with another type, especially as this is a fallback in case you absolutely have to attack with it. You hit for 20, and the Defending Pokemon has to flip to attack next turn. Based on the wording, the effect probably rests on the Defending Pokemon, so while your opponent can't ditch the effect by forcing you to change out Active Pokemon, s/he does only need to change out or Evolve their own to shake it. Still a solid attack for something not meant to attack.
The Poke-Body is what would make you want to play this card, and it is "okay". As long as you have a Lunatone in play alongside your Solrock, damage counters can't be removed from either players' Pokemon, though it states that damage counter moving effects (e.g. it isn't leaving play, just changing Pokemon) are allowed. This is a good idea in theory, but it hits a few snags. The most prominent is it feels like they forgot it requires Lunatone in play. There is a useful Lunatone that provides protection from Level X Pokemon for Lunatone and Solrock in play, as long as both are in play. However, it still means you're dedicating as many slots to this as you would a Stage 1 line and you eat up two Bench slots! The icing on the cake is that if you want to use either cards decent (but not great) attacks, you'd have to run Fighting and Psychic Energy (the Lunatone needs the latter), or run the newer, less desirable Lunatone.
So, taking that into account, it doesn't do much. It'd be different if healing decks were everywhere, but healing in and of itself has never been a viable winning strategy. Its always a supporting effect and even with the potent healing we have, it isn't a common one. Factor in that it won't stop the much rarer but often supplemental damage swapping trick, and you just feel gypped.
The other place you'd think to use this would be damage spread decks, but like healing decks they just aren't all that popular, and it might be overkill to worry about countering healing by even running one each of Solrock and Lunatone right now.
Given what is going into using the effect, I really believe they should have had it do something that basically shut off damage counter placement and manipulation entirely, only allowing damage counters to be placed as a direct result of doing damage. So you'd stop damage counter placing, moving, and removing effects, as well as neutralizing the damaging aspects of Burn, Confusion, and Poison. Separately those are all minor things but together they might matter enough that a few more decks would consider this as a counter.
Solid pick in Limited play, unless you just cannot run at least five Fighting Energy. Otherwise, exploiting Fighting Weakness is more effective here. Attack blocking effects that rest on the Defending Pokemon are a lot more effective here. Basics are more effective here (well, that aren't SP). 70 HP lasts longer. Finally, there are a few Pokemon in the set that can heal, and while they won't be in every deck, the decks that run them are probably counting on that healing, and it will really mess up their strategy.
Ratings
Modified: 5.5/10
Limited: 6.5/10
Close, but not quite good enough. Keep it in mind, though: after the next set rotation, or even if we just get a potent "healer" in a future set, could make this vital to several decks.